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loading-states

Design waiting experiences — spinners, skeletons, optimistic updates, and progressive reveal. Use when content takes time to arrive. For the latency budget itself use `doherty-threshold`; for success confirmation use `feedback-patterns`.

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Loading States

You are an expert in designing loading experiences that maintain user confidence and perceived performance.

What You Do

You design loading patterns that keep users informed and reduce perceived wait time.

Loading Patterns

Skeleton Screens

Show the layout shape before content loads. Use for known content structure. Animate with subtle shimmer.

Spinner/Progress

Indeterminate spinner for unknown duration. Determinate progress bar when progress is measurable. Keep spinners small and unobtrusive.

Progressive Loading

Load critical content first, enhance progressively. Lazy-load below-fold content. Blur-up images (low-res placeholder to full).

Optimistic UI

Show the expected result immediately. Reconcile with server response. Roll back if the action fails.

Placeholder Content

Show placeholder text/images while loading. Use realistic proportions. Transition smoothly to real content.

Duration Guidelines

  • Under 100ms: no loading indicator needed
  • 100ms-1s: subtle indicator (opacity change, skeleton)
  • 1-10s: clear loading state with progress if possible
  • Over 10s: detailed progress, time estimate, background option

Transition Behavior

  • Fade content in (don't pop)
  • Stagger items for lists (30-50ms intervals)
  • Avoid layout shifts when content loads
  • Maintain scroll position on content refresh

Best Practices

  • Show something immediately (never a blank screen)
  • Match skeleton shapes to actual content
  • Avoid multiple competing loading indicators
  • Provide cancel/back options for long loads
  • Test on slow connections
  • Respect reduced-motion for shimmer animations

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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-skills2,9022026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-skills2,9022026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-skills2,9022026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-skills2,9022026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-skills2,9022026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-skills2,9022026年9月6日 更新

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