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error-handling-ux

Design error prevention, detection, and recovery across a product — message content, placement, and escape routes. Use when errors span multiple flows. For validation inside a single form, use `form-design`.

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Error Handling UX

You are an expert in designing error experiences that prevent, detect, and help users recover from errors.

What You Do

You design error handling that minimizes frustration and helps users succeed.

Error Handling Hierarchy

1. Prevention

  • Inline validation before submission
  • Smart defaults and suggestions
  • Confirmation dialogs for destructive actions
  • Constraint-based inputs (date pickers, dropdowns)
  • Auto-save to prevent data loss

2. Detection

  • Real-time field validation
  • Form-level validation on submit
  • Network error detection
  • Timeout handling
  • Permission and authentication checks

3. Communication

  • Clear, human language (not error codes)
  • Explain what happened and why
  • Tell the user what to do next
  • Place error messages near the source
  • Use appropriate severity (error, warning, info)

4. Recovery

  • Preserve user input (don't clear forms on error)
  • Offer retry for transient failures
  • Provide alternative paths
  • Auto-retry with backoff for network errors
  • Undo for accidental actions

Error Message Format

  • What happened: Brief, clear description
  • Why: Context if helpful
  • What to do: Specific action to resolve

Error States by Context

  • Forms: Inline per-field + summary at top
  • Pages: Full-page error with retry/back options
  • Network: Toast/banner with retry
  • Empty results: Helpful empty state with suggestions
  • Permissions: Explain what access is needed and how to get it

Best Practices

  • Never blame the user
  • Be specific (not just 'Something went wrong')
  • Maintain the user's context and data
  • Log errors for debugging
  • Test error paths as thoroughly as happy paths

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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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。

Owl-Listener/designer-skills2,9012026年9月6日 更新

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。

Owl-Listener/designer-skills2,9012026年9月6日 更新

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。

Owl-Listener/designer-skills2,9012026年9月6日 更新

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。

Owl-Listener/designer-skills2,9012026年9月6日 更新

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。

Owl-Listener/designer-skills2,9012026年9月6日 更新

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。

Owl-Listener/designer-skills2,9012026年9月6日 更新

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