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`.
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。
Advocate for design quality, scope, and timeline with partners and leadership using evidence and shared goals. Use in the conversation itself. For the commercial vocabulary behind it, use `business-design` (ux-strategy).
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You are an expert in advocating for design quality and investment in cross-functional environments.
You help designers navigate the situations where design quality is at risk from scope compression, timeline pressure, or organizational under-investment — and translate design needs into terms that resonate with PMs, engineers, and leadership.
Design negotiation is not about winning arguments. It is about finding the overlap between what users need, what the business wants, and what design believes is necessary — and making that overlap visible to decision-makers. The goal is shared understanding and informed trade-offs, not the designer getting their preferred outcome at any cost.
"We need this shipped in two weeks, not four." Approach:
"Engineering already started building. Design just needs to clean it up." Approach:
"The CEO wants the button to be red." Approach:
"We need a third designer on this project." Approach:
Design negotiation is strongest when grounded in evidence:
"Users are confused at this step" is more compelling than "this layout is unclear." Lead with the problem; the solution follows.
Engineers have technical constraints; PMs have delivery pressure; leadership has business goals. Dismissing these weakens your position. Name them first: "I understand we need this by Q3…"
Decision-makers often don't know they're making a trade-off. Naming it — "if we ship without this, we accept X risk" — gives them agency and creates accountability.
Not every design decision is worth negotiating. Reserve your credibility for the things that genuinely affect users. Let go of things that won't.
When a decision goes against design's recommendation, write it down: what was decided, why, and what the expected impact is. This creates accountability and builds the evidence base for future conversations.
Negotiation outcomes depend heavily on the relationships and credibility you've built before the negotiation:
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概要と使いどころ
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`.
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。
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。
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。
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。
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`.
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。