Apply the Law of Similarity — shared colour, shape, or size signals that elements belong to one category. Use when signalling relationships across distance. For grouping by position, use `law-of-proximity`.
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111 件(Owl-Listener のリポジトリ) ・ 人気順
概要と使いどころ
Apply the Law of Similarity — shared colour, shape, or size signals that elements belong to one category. Use when signalling relationships across distance. For grouping by position, use `law-of-proximity`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.
日本語の概要は準備中です。原文の説明を表示しています。
Design waiting experiences — spinners, skeletons, optimistic updates, and progressive reveal. Use when content takes time to arrive. For the latency budget itself use `doherty-threshold`; for success confirmation use `feedback-patterns`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply the Zeigarnik Effect — incomplete tasks stay mentally active. Use when designing progress indicators, saved drafts, and return hooks. For the emotional shape of the ending, use `peak-end-rule`.
日本語の概要は準備中です。原文の説明を表示しています。
Design content structure, hierarchy, labelling, and the navigation model. Use when organising what exists. For the UI that exposes it use `navigation-patterns` (interaction-design); for user-generated grouping evidence use `card-sort-analysis` (design-research).
日本語の概要は準備中です。原文の説明を表示しています。
Compare UX patterns, features, strengths, and gaps across rival products. Use when you need to know what others actually do. For deliberately adopting their conventions, use `jakobs-law` (interaction-design).
日本語の概要は準備中です。原文の説明を表示しています。
Select chart types and design data encodings — marks, axes, labels, and accessible chart styling. Use when presenting data graphically. Owns chart selection and encoding only; the categorical colour ramp itself belongs to `color-system`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply Jakob's Law — users expect your product to work like the others they already use. Use when deciding whether to innovate on a familiar pattern. For OS-mandated conventions specifically, use `platform-conventions` (ui-design).
日本語の概要は準備中です。原文の説明を表示しています。
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).
日本語の概要は準備中です。原文の説明を表示しています。
Build several genuinely different solutions to the same problem at once, spread across what the user does rather than how it looks. Use when one direction is on the table and the team is about to refine it by default. For choosing between the concepts afterwards, use `concept-selection`.
日本語の概要は準備中です。原文の説明を表示しています。
Run an expert review against Nielsen's heuristics and domain criteria, with severity ratings. Use when you need findings without recruiting participants. For a facilitated team feedback session, use `design-critique` (design-ops).
日本語の概要は準備中です。原文の説明を表示しています。
Create a spacing scale from a base unit with rules for when each step applies. Use when standardising padding and margins. For page-level columns and gutters, use `layout-grid`.
日本語の概要は準備中です。原文の説明を表示しています。
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).
日本語の概要は準備中です。原文の説明を表示しています。
Define how the system evolves — contribution model, versioning, deprecation, and change management. Use when multiple teams contribute. For driving uptake use `design-system-adoption` (designer-toolkit); for design file history use `version-control-strategy` (design-ops).
日本語の概要は準備中です。原文の説明を表示しています。
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).
日本語の概要は準備中です。原文の説明を表示しています。
Apply Hick's Law — decision time grows with the number of simultaneous choices. Use when a screen offers too many options at once. For how many items survive in memory afterwards, use `millers-law`.
日本語の概要は準備中です。原文の説明を表示しています。
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`.
日本語の概要は準備中です。原文の説明を表示しています。
Build a repository that makes findings findable, reusable, and cumulative across teams. Use when the same research keeps getting redone. For synthesising one study, use `affinity-diagram`.
日本語の概要は準備中です。原文の説明を表示しています。
Define version control for design files, components, and libraries — branching, naming, and release. Use when file history is chaotic. For design system contribution rules, use `design-system-governance` (design-systems).
日本語の概要は準備中です。原文の説明を表示しています。
Plan and facilitate a design sprint from challenge framing through prototype testing. Use when compressing discovery into days. For ongoing team cadence, use `team-workflow`.
日本語の概要は準備中です。原文の説明を表示しています。
Design theming architecture — brand variants, dark mode, and high-contrast — mapped through token layers. Use when one system must serve multiple themes. For a single palette use `color-system` (ui-design); for dark mode craft use `dark-mode-design` (ui-design).
日本語の概要は準備中です。原文の説明を表示しています。
Design for multiple languages, writing directions, and cultural contexts — text expansion, RTL mirroring, and locale formats. Use when shipping beyond one locale. For the words themselves, use `ux-writing` (designer-toolkit).
日本語の概要は準備中です。原文の説明を表示しています。
Map functional, emotional, and social jobs with outcome expectations. Use when reframing decisions around motivation rather than features. For who the user is, use `user-persona`.
日本語の概要は準備中です。原文の説明を表示しています。
Design voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.
日本語の概要は準備中です。原文の説明を表示しています。