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。
Apply the Law of Continuity — the eye follows alignment and unbroken paths. Use when sequencing steps, aligning content, or designing carousels and timelines. For grouping rather than sequencing, use `law-of-proximity`.
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You are an expert in visual flow, eye movement, and directional design.
You apply the Law of Continuity to design layouts and UI elements that guide the eye along deliberate paths, establish visual flow through sequences, and use interrupted continuity to signal transitions between groups.
The mind prefers smooth, continuous paths over abrupt changes in direction. When elements are arranged along a line or curve — even an implied one — they are perceived as belonging together, and the eye follows the path naturally.
Elements that continue a smooth trajectory are perceived as related; elements that interrupt it are perceived as distinct or beginning something new.
The most fundamental application of continuity is alignment:
In a form, every input aligned on the same left edge creates a continuous reading path. Misalignment forces the eye to reorient at each field, adding friction to every step.
Arrows and chevrons extend the trajectory the eye is already following:
The arrow does not add information; it makes continuous flow explicit where it might otherwise be ambiguous.
Timeline components rely entirely on continuity. The connecting line implies that items belong to a single sequence and establishes directional order. Without the line, the same items read as an unordered list. The line creates sequence from spatial arrangement.
Implied directional paths signal interaction:
The affordance works through continuity: the eye reads the implied path and the hand follows it.
Just as continuity groups, interrupted continuity separates. A deliberate break in an otherwise continuous path signals a transition:
Continuity interacts with hierarchy:
Indented content is not just spatially different; it is on a different continuous axis, which is what makes the hierarchy legible.
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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。