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Ux psychology review

Skill bpodhalicz/designer-claude-skills/skills/ux-psychology-review

A growing library of Claude skills that encode how experienced practitioners actually think - design judgment, UX psychology, rigorous research, sharp critique. For product people, not only designers. The goal: AI that reasons like a craftsperson, not a generic prompt. New skills added regularly. Install, use, and ship better work.

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Apply design psychology — cognitive biases and behavioral principles — to review UI/UX work and generate ideas, recommendations, and critiques grounded in named principles. Use this skill whenever the user asks for a UX review, design critique, conversion analysis, onboarding/checkout/pricing/paywall feedback, "why might users drop off here," "how do I get users to X," or any product-design task where human psychology matters. Also trigger when the user wants to brainstorm UX improvements, evaluate a flow against best practices, name the principle behind a pattern they've seen, or check a design for dark patterns. Don't wait for the user to say "psychology" — design reviews and UX recommendations are this skill's bread and butter even when phrased casually ("does this signup flow look ok?", "ideas for our pricing page", "review this dashboard").

SKILL.md

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UX Psychology Review

A working knowledge base of 106 cognitive biases and design principles for reviewing UI/UX work and generating recommendations grounded in named psychology. Adapted from growth.design's "Psychology of Design" framework, which builds on Buster Benson's cognitive bias codex.

What this skill does

Two jobs, often blended:

  1. Review — Given a design (screenshot, description, flow, or live URL), diagnose which principles it leverages well, which it violates, and which dark patterns it risks.
  2. Generate — Given a UX problem ("how do we improve activation", "what should the pricing page do"), propose concrete, principle-backed ideas.

Both modes name principles explicitly. A recommendation like "add social proof near the CTA — this leverages the Bandwagon Effect and reduces decision anxiety" is more useful than an unattributed gut call, because the user can challenge it, extend it, or check it against literature.

The framework: 4 stages of user cognition

Buster Benson's codex sorts cognitive biases by the problem the brain is trying to solve. Every time someone interacts with your product, they:

  1. Filter information — too much input, the brain ignores most of it. (Visual hierarchy, Hick's Law, Cognitive Load, Selective Attention, Banner Blindness…)
  2. Search for meaning — gaps in the input get filled with assumptions and stories. (Mental Models, Familiarity Bias, Halo Effect, Authority Bias, Confirmation Bias…)
  3. Act within time pressure — decisions get rushed; shortcuts win. (Loss Aversion, Sunk Cost, Default Effect, Scarcity, Reciprocity…)
  4. Store what mattered — memory is selective and reconstructive. (Peak-End Rule, Serial Position Effect, Zeigarnik Effect, Spacing Effect…)

Good design respects all four. Bad design fights one or more.

How to work through a request

When reviewing a design

  1. Get the artifact in front of you. If the user shared a URL, fetch it. If a screenshot, look carefully. If only a description, ask one or two specific questions before guessing — designs are visual, and a vague description leads to vague feedback.

  2. Identify the user's goal at this surface. Onboarding? Checkout? Re-engagement? Pricing decision? You can't review a design without knowing what success looks like.

  3. Walk the four stages. For each, note which principles are in play:

    • Filter: Where does the eye go? Is the hierarchy clear? Is there cognitive overload?
    • Meaning: What story will the user tell themselves? Do labels/icons match their mental models?
    • Action: What's the easiest path? What friction exists? What's the cost of choosing wrong?
    • Memory: What will they remember tomorrow? What's the peak? The end?
  4. Output a structured review. Use this shape:

    • Strengths — 2-4 principles the design uses well (named, with the specific element)
    • Issues — 2-5 principles being violated or missed (named, with the specific element and why it matters)
    • Dark pattern flags — anything that risks crossing the line (see Dark Patterns below)
    • Recommendations — concrete changes, each tied to a named principle

When generating ideas

  1. Restate the problem in terms of user behavior. "How do we improve activation?" → "What makes a new user reach their first 'aha' moment faster?"
  2. Pick 3-5 principles most relevant to that behavior. Use the use-case index in references/by-use-case.md.
  3. For each, propose one concrete tactic. Tactic + principle + rationale. Skip principles that don't yield a concrete idea — don't pad.
  4. Flag tradeoffs. Many principles have "when it backfires" notes. If a recommendation could backfire, say so.

When the user names a single principle

Just answer their question. Pull the entry from the relevant reference file, give them the definition, examples, and tips. Don't run the whole review framework.

The full index — all 106 principles

Each principle is listed with its category, a one-line summary, and the reference file where the full entry lives. Read the reference file when you need the definition, examples, "when to apply," "when it backfires," and citations for a specific principle.

🙈 Filter information (the user's brain ignores most of what you put in front of it)

Full entries: references/01-filter-information.md

#PrincipleOne-liner
1Hick's LawMore choices → slower decisions. Reduce options or chunk them.
2Visual HierarchySize, position, contrast, and whitespace tell the eye what matters.
3Cognitive LoadEvery element costs mental effort. Strip what doesn't earn its place.
4Selective AttentionUsers see what they're looking for and miss the rest.
5Banner BlindnessAnything that looks like an ad gets skipped, even when relevant.
6Fitts's LawBigger and closer targets are faster to hit. Make CTAs accordingly.
7Anchoring BiasThe first number/option seen frames everything that follows.
8Centre-Stage EffectItems in the middle of a row are perceived as the default/best.
9ContrastDifference draws attention. Use it deliberately, not decoratively.
10Von Restorff EffectThe element that stands out from a set is the one remembered.
11Aesthetic-Usability EffectPretty designs feel easier to use, even when they aren't.
12Progressive DisclosureHide complexity until the user needs it.
13SignifiersVisual cues that hint at how to interact (underlines, shadows, hover states).
14Law of ProximityThings close together are perceived as related.
15Law of SimilarityThings that look alike are perceived as a group.
16Law of Common RegionItems inside the same boundary are grouped, even if far apart.
17Law of ClosureThe brain completes incomplete shapes — useful for icons, hurtful for cut-off content.
18Visual AnchorsEye-leading elements (arrows, gaze, lines) that guide attention.
19JuxtapositionPlace two elements together to create comparison or association.
20Framing EffectThe same fact lands differently depending on how it's worded ("90% fat free" vs "10% fat").
21Priming EffectPrior stimuli shape later perception. What the user saw 10 seconds ago matters.
22NudgeSubtle defaults and cues that steer without coercion.
23External TriggerNotifications, emails, banners that prompt return.
24Internal TriggerThe user's own emotional state (boredom, anxiety) that prompts return.
25Spark EffectTiny animations and microinteractions that delight without distracting.
26Tesler's LawEvery system has irreducible complexity. Don't push it onto the user.
27Decoy EffectAdding a clearly-worse option makes a target option look better.
28Attentional BiasUsers notice what aligns with their current concerns and ignore the rest.
29Confirmation BiasUsers seek evidence that supports what they already believe.
30Expectations BiasPrior expectations color the perceived experience, sometimes more than reality.
31Survivorship BiasStudying only "winners" hides the lessons in failures.
32Empathy GapWe underestimate how much our future emotional state will differ from our current one.
33Feedback Loops (Retroaction)Visible response to action reduces uncertainty and builds confidence.
34Curiosity GapA teased-but-incomplete piece of information demands closure.

👀 Search for meaning (users invent stories to fill gaps in what they see)

Full entries: references/02-search-for-meaning.md

#PrincipleOne-liner
35Mental ModelUsers arrive with prior beliefs about how things work. Match those, or pay the cost.
36Familiarity BiasFamiliar = trusted. Reusing patterns reduces friction.
37SkeuomorphismMimicking real-world objects helps users transfer expectations.
38Halo EffectOne strong positive trait spreads to color overall perception.
39Authority BiasEndorsements, certifications, and expert framing carry disproportionate weight.
40Social Proof"Others did this" reassures the hesitant.
41Bandwagon EffectThe pull to do what the crowd does, even against personal preference.
42Aha! MomentThe first concrete value the user feels — make it fast.
43Spotlight EffectUsers assume they're being watched/judged more than they are.
44Hindsight BiasAfter the fact, outcomes seem inevitable. Useful for confidence-building UX.
45Survey BiasAsking the question changes the answer. Question design shapes data.
46Cheerleader EffectItems presented as a group look more attractive than alone.
47Singularity EffectOne unique element commands disproportionate attention.
48ScarcityRare = valuable. Often abused; use real, verifiable scarcity only.
49Streisand EffectSuppressing information amplifies it.
50Cashless EffectAbstracting payment (cards, points, in-app currency) reduces felt cost.
51Pseudo-set FramingShowing progress toward a "set" (3 of 5 done) drives completion.
52Storytelling EffectNarrative is remembered and trusted more than facts alone.
53Fluency HeuristicEasy to process = perceived as more true, more valuable.
54Pratfall EffectA small visible flaw makes something more relatable, not less.
55Barnum EffectVague personality descriptions feel personally accurate.
56Picture Superiority EffectImages are remembered far better than words.
57Self-Reference Effect"Your" beats "the." Personalized framing sticks.
58IKEA EffectEffort invested in something raises its perceived value.
59Endowment EffectOnce owned, things feel more valuable than equivalent unowned ones.
60Curse of KnowledgeExperts forget what it's like not to know. Designers especially.
61False ConsensusDesigners overestimate how many users think like them.
62In-group BiasUsers trust voices that signal membership in their tribe.
63Negativity BiasBad experiences/reviews weigh more than good ones.

⏰ Act within time pressure (decisions are rushed and shortcut-driven)

Full entries: references/03-act-within-time.md

#PrincipleOne-liner
64Loss AversionLosing $10 hurts more than gaining $10 pleases. Frame accordingly.
65Sunk Cost FallacyPast investment makes users reluctant to abandon a path.
66Default EffectWhatever's pre-selected is what most users will keep.
67Status Quo BiasChange feels risky. Inertia keeps users where they are.
68ReciprocityFree value creates a felt obligation to return the favor.
69Commitment & ConsistencySmall initial commitments lead to larger ones.
70Foot-in-the-DoorYes to a small ask makes yes to a bigger ask easier.
71Door-in-the-FaceAn over-large ask makes a moderate ask feel reasonable.
72Goal-Gradient EffectEffort accelerates near the finish line. Show progress.
73Endowed Progress EffectPre-filled progress (2 of 10 stamps free) speeds completion.
74Investment LoopUsers invest (data, customization, friends) → switching cost rises.
75Variable RewardUnpredictable rewards drive engagement (and addiction).
76Hyperbolic DiscountingNow beats later, even when later is much better.
77Temptation BundlingPairing a "should" with a "want" raises adherence.
78Decision FatigueEach choice depletes will. Reduce choices late in a flow.
79Choice OverloadToo many options paralyze. Default + filter + recommend.
80Paradox of ChoiceMore options often reduce satisfaction with the chosen one.
81ReactanceUsers push back against perceived loss of autonomy.
82Forer/Barnum (Action)"This was made for you" framing increases buy-in.
83Labor IllusionVisible effort (loading bars, "searching 1,200 hotels…") makes results feel valuable.
84Occam's RazorSimpler explanations and paths are preferred.
85FrictionStrategic difficulty: where to add it, where to remove it.
86Confirmation (Action)Make destructive actions take a second step.
87Convenience BiasEasier > better, in the moment.
88Optimism BiasUsers overestimate good outcomes ("I'll cancel before the trial ends").
89Planning FallacyUsers underestimate how long tasks take, including yours.
90Risk AversionFaced with equal expected value, users prefer the certain option.

💾 Store what mattered (memory is selective and reconstructed)

Full entries: references/04-store-what-mattered.md

#PrincipleOne-liner
91Peak-End RuleAn experience is remembered by its peak moment and its end.
92Serial Position EffectFirst and last items in a list are remembered best.
93Primacy EffectFirst impressions disproportionately shape lasting judgment.
94Recency EffectThe most recent item/interaction is most available in memory.
95Zeigarnik EffectUnfinished tasks linger in memory better than completed ones.
96Spacing EffectSpread-out exposure beats massed exposure for retention.
97Method of Loci / Spatial MemorySpatial layout helps recall. Consistent placement matters.
98ChunkingGroup information into 5-9 unit clusters; users can hold those in working memory.
99Miller's Law"7 ± 2" working memory limit. Don't ask the user to hold more.
100Storytelling RecallStories are remembered as wholes; bullet lists are not.
101Mere Exposure EffectRepeated exposure increases liking, even without explicit reasoning.
102Google EffectIf users can look it up, they don't memorize it. Don't expect them to.
103Levels of ProcessingDeep engagement (think, do, teach) outlasts shallow (read, watch).
104Picture Superiority (Memory)Visuals outlast text in long-term recall.
105Tesler's Law (Memory side)Complexity the user has to remember is complexity you failed to absorb.
106Method of RepetitionSpaced repetition cements habits — for better and worse.

Dark patterns: when these principles hurt users

Most of these principles are neutral tools. Some, deployed against the user's interest, become dark patterns — and reviewing for them is part of this skill's job.

The line is roughly: Is the principle being used to help the user reach their goal, or to extract from the user against their goal?

Common conversions to watch for:

PrincipleEthical useDark pattern variant
ScarcityReal low-stock warningsFake countdown timers, fabricated "only 2 left!"
Loss AversionSave-progress nudges"You'll lose your discount forever!" pressure
Default EffectSensible pre-selectionPre-checked email opt-ins, hidden subscriptions
Sunk CostShow progress earnedTrapping users in cancellation mazes ("but you've earned 47 points!")
Social ProofReal testimonialsFake reviews, inflated user counts
ReciprocityGenuine free valueManufactured "gifts" with strings attached
AuthorityReal credentialsFake awards, manufactured expert quotes
FrictionReduce on goal pathsAdd to cancellation, refunds, account deletion
Confirmshaming(no ethical version)"No thanks, I hate saving money" decline buttons
Forced Continuity(no ethical version)Auto-renew with hidden cancel, free trials with no reminder

When reviewing, flag these explicitly — even if the user didn't ask. A "Dark pattern flags" line in the review with zero items is a reassuring signal too.

When the user asks for ideas, prefer ethical framings. If a tactic only works as a dark pattern (confirmshaming, forced continuity), say so and suggest a non-coercive alternative that still moves the metric.

How to use the reference files

Each category file has the full entry for every principle in that category, in this shape:

## [Number]. [Principle Name]
**Category:** [Filter / Meaning / Time / Memory]
**Also known as:** [aliases if any]
**Use cases:** [pricing, onboarding, retention, …]

**Definition.** [1-2 sentences, plain English.]

**Why it works.** [The cognitive/emotional mechanism.]

**Examples in the wild.**
- [Concrete UX example with what it does and why]
- [Second example, different surface]

**When to apply.** [Specific UX situations where this is the right tool.]

**When it backfires.** [Failure modes, dark-pattern adjacency, overuse.]

**Citations.**
- [Source 1]
- [Source 2]

There's also references/by-use-case.md — a cross-index from common UX problems (pricing, onboarding, paywall, cart abandonment, retention, error states…) to the principles most relevant. Use this when generating ideas: pick the use case, look up the relevant principles, then pull their full entries.

Output style

  • Name principles when you use them. "This works because of the Peak-End Rule" beats "users will remember this."
  • Be concrete. "Move the testimonial above the CTA" beats "consider social proof."
  • Don't list everything. A review of 15 principles is unreadable. Pick the 5-7 that matter most for this design.
  • Disagree when warranted. If the user pushes a principle that's wrong for their context, say so and explain. The skill exists to be useful, not validating.
  • Cite when uncertain. If you're stretching beyond what the reference files contain, say "I'm extrapolating here" and note it.

Notes on sources

This knowledge base draws from:

  • growth.design — the original 106-principle framework (the structure and category approach come from here)
  • Buster Benson's cognitive bias codex — the 4-stage organizing model
  • Nielsen Norman Group, Interaction Design Foundation — applied UX research
  • Behavioral economics literature — Kahneman, Thaler, Cialdini for the underlying mechanisms
  • Wikipedia + The Decision Lab — for cross-checking definitions

Specific citations live in each principle's entry. When the literature disagrees on a definition or effect size, note the disagreement rather than picking one.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.