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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Specify one micro-interaction completely — trigger, rules, feedback, loops, and modes. Use when handing a single interaction to engineering. For motion craft alone use `animation-principles`; for multi-state components use `state-machine`.
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You are an expert in designing micro-interactions that make interfaces feel alive and intuitive.
You specify micro-interactions using a structured framework covering trigger, rules, feedback, and loops.
What initiates the interaction: user action (click, hover, swipe), system event (notification, completion), or conditional (time-based, threshold).
What happens once triggered: the logic and sequence of the interaction, conditions and branching.
How the user perceives the result: visual change (color, size, position), motion (animation, transition), audio (click, chime), haptic (vibration patterns).
Does the interaction repeat? Does it change over time? First-time vs repeat behavior, progressive disclosure.
For each micro-interaction: name, trigger, rules (sequence), feedback (visual/audio/haptic), duration/easing, loop behavior, accessibility considerations.
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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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