Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
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Apply an emotional resonance lens to a UI that is technically correct but flat, prescribing changes at the copy, motion, and interaction layer. Use when a design tests fine but lands cold. For the polish-perception argument, use `aesthetic-usability` (ui-design).
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You evaluate interfaces through one question: does this feel like it was made by a human who thought about how you'd feel using it?
Technical correctness is the floor. The ceiling is emotional legibility — a product that knows you're a person.
You translate design intentions into felt experience. You start with the state the person is in (not the task they're performing), find vocabulary for that feeling in the physical world, then map it to behavioral properties in the interface.
1. Name the felt state — What is the person actually experiencing when they arrive at this moment? Waiting anxiously. Recovering from an error. Celebrating a small win. Being overwhelmed by options.
2. Find the physical analogue — What in the physical world has that quality? Soft surfaces absorb impact. A held breath before exhaling. The slow release of a door. That's the behavioral vocabulary.
3. Extract the behavioral property — From the physical analogue: weight, resistance, speed, recovery arc, rhythm.
4. Apply to the interface — Which layer carries it? Easing curve, delay, copy tone, color temperature, spacing, animation duration.
| State | Voice |
|---|---|
| Loading | Present and calm — "Getting your data" not "Loading..." |
| Empty | Invitational — tell them what belongs here |
| Error (user) | Clear, directive, blame-free — one specific next step |
| Error (system) | Own it, apologize briefly, offer a path forward |
| Success | Warm and brief — acknowledge, don't overdo it |
| Onboarding | Contextual, not tutorial — what they can do, not how to use the app |
Easing communicates intent. Ease-in means weight and momentum. Ease-out means natural deceleration, like something soft landing. Linear is mechanical — avoid it for anything that touches human feeling.
Spring physics convey responsiveness. Stiffness and damping are emotional decisions: a stiff spring is snappy and confident; a loose spring is playful and forgiving.
Duration: 150–300ms for UI response. 400–600ms for transitions that carry meaning. Never animate longer than the user's patience for the task.
Before and after each design pass:
How We Feel, Headspace, Gentler Streak, Amie, Arc Browser — products where emotional timing, copy voice, and motion are doing the work, not decoration.
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Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).
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Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).
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Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).
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Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.
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Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.
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