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。
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概要と使いどころ
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。
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。
Build a QA checklist for verifying that a build matches the design. Use at implementation review. For the spec engineers build from, use `handoff-spec`.
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 gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, 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。
Define motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (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。
Write the implementation handoff — measurements, behaviours, assets, states, and edge cases. Use when engineering picks up the work. For verifying the result afterwards use `design-qa-checklist`; for reusable library components use `component-spec` (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。
Design a diary study — prompts, cadence, duration, participant criteria, and analysis frame. Use when behaviour unfolds over days or weeks. For a single-session study, use `usability-test-plan`.
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。
Write a structured interview guide — warm-up, core exploration, and wrap-up. Use before running interviews. For analysing what comes back, use `summarize-interview`.
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 a usability study — research questions, methodology, participant criteria, metrics, and facilitation guide. Use when planning the study as a whole. For writing the task scenarios inside it, use `test-scenario` (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。
Build a Says, Thinks, Does, Feels map for one user or segment. Use when sharing user understanding quickly. For a composite archetype with goals and behaviours use `user-persona`; for cross-session themes 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。
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。
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。
Read funnels, retention curves, and event data as a designer — separating a design problem from a tracking artefact. Use when handed product data you did not design and asked why people drop off. For choosing what to measure, use `metrics-definition` (ux-strategy); for running a controlled test, use `a-b-test-design` (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。
Communicate design's contribution to business and user outcomes in stakeholder language. Use when reporting results upward. For choosing the metrics in the first place, use `metrics-definition` (ux-strategy).
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。
Structure a design presentation for a specific audience and decision. Use when presenting internally. For a portfolio narrative use `case-study`; for the written argument use `design-rationale`.
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。
Turn one interview transcript into themes, supporting quotes, and action items. Use immediately after a session. For synthesising many sessions at once, 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。
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。
Write rationale connecting decisions to user needs, business goals, and principles. Use when a decision needs defending in writing. For a live conversation, use `design-negotiation`.
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。
Specify an icon system — grid, sizing, stroke weight, naming, categories, and implementation. Use when standardising iconography. For broader illustration, use `illustration-style` (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。
Structure a pattern entry — problem context, solution, usage examples, and related patterns. Use when documenting a recurring solution rather than a component. For a single component's API, use `component-spec`.
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 Doherty Threshold — keep system response under 400ms to preserve user flow. Use when diagnosing perceived slowness or setting a performance budget. For what to show during unavoidable waits, use `loading-states`.
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。
Write interface copy — microcopy, error messages, empty states, and CTAs. Use when the words are the deliverable. For content structure and ownership, use `content-strategy` (ux-strategy).
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。