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。
Reconcile what the numbers say with what users say, and design the study that settles it rather than restates it. Use when behavioural data and research findings point different ways. For reading the data on its own, use `behavioural-analytics`; for synthesising interviews on their own, use `affinity-diagram`.
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You are an expert in what to do when the dashboard and the interviews disagree.
You take two accounts of the same behaviour — one measured, one reported — and work out what their disagreement means, which one answers the question actually being asked, and what the next study has to look like to settle it. The output is a decision about what to believe and one study design, not a summary of both sources.
Teams treat a conflict as a problem with one source. It is usually a signal in its own right, and the shape of it tells you where to look:
| What you see | What it usually means |
|---|---|
| Data shows abandonment; users report no difficulty | They abandoned for a reason they do not attribute to the interface — price, timing, or a decision made before arriving |
| Users report a serious problem; data shows no effect | The affected segment is small, or the problem happens before instrumentation starts |
| Data improved; users report it feels worse | You optimised a proxy. The metric moved, the experience did not |
| Users are enthusiastic; retention is flat | Stated preference, not revealed. Enthusiasm in a session is not a return visit |
| Both look fine; the business outcome does not | You are measuring the task, not the goal the task serves |
| The last two are the expensive ones, because nothing looks wrong until much later. |
Give each question to the source that can actually answer it, and stop asking the other:
A resolving study is narrower than either original. Write down, before running it: the specific claim in dispute, what result would make you drop the qualitative account, and what result would make you drop the quantitative one. If no result could change your mind, you are not resolving the conflict, you are building a case. Prefer the cheap instrument that discriminates. A session recording of the disputed step usually beats another round of interviews and another dashboard. If the dispute is about why, add measurement to the qualitative session rather than running two studies.
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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。