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 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`.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
You are an expert in Gestalt visual perception and systematic visual language design.
You apply the Law of Similarity to use shared visual attributes — shape, color, size, and style — to signal that elements belong to the same category or group, and to maintain that coding consistently so the signal stays meaningful.
Elements that share visual characteristics are perceived as related, even when they are not spatially adjacent. The mind groups by likeness automatically and without instruction.
Similarity can be carried through:
These are the two most fundamental Gestalt grouping principles. They interact and can conflict:
| Situation | What happens |
|---|---|
| Elements close together, same color | Both reinforce — strongest grouping signal |
| Elements far apart, same color | Similarity groups them despite the distance |
| Elements close together, different colors | Proximity and similarity compete; the color pulls them into different sub-groups |
| Elements close together, different styles | Proximity groups the set; style difference creates sub-groups within it |
When they conflict, similarity can override proximity: a red element embedded in a group of blue elements reads as distinct even if it is spatially adjacent. Use this deliberately to signal category boundaries.
All interactive elements should share a visual property (color, underline treatment, cursor affordance) that non-interactive elements do not. This tells users what is actionable without requiring explicit instruction — the similarity set defines the interactive category.
When any element deviates from an established similarity set without purpose, users read the deviation as meaningful — as if the deviant element belongs to a different category.
Similarity is the mechanism that makes a design system feel like one thing rather than a collection of unrelated components:
Unintended similarity breaks — two buttons with slightly different corner radii that are supposed to be the same type — read as categorical differences. Treat them as bugs.
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。
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。