Experience design
Skill meikocho1/alchemy-marketing-skills/skills/experience-design
Rory Sutherland's psycho-logic as Claude skills — solve the human perception, not the metric. Reframing, costly signaling, counterintuitive tests, experience design.
npx -y skills add meikocho1/alchemy-marketing-skills --skill experience-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Fix the psychologically significant moment, not the logically significant metric — Rory Sutherland on experience. Use when the outcome is fine but the journey feels bad: complaints about waiting, anxiety, uncertainty, or 'it's technically fast/cheap/correct but people still hate it'; when the user asks 'how do we reduce complaints', 'how do we make waiting/onboarding/checkout feel better', 'people are anxious during X', or is about to spend big to shave a number (wait time, load time, steps) when the real pain is how the moment feels. Covers uncertainty reduction, idle vs occupied waiting, and the peak-end rule. Inspired by Rory Sutherland's *Alchemy*. Routed to from psycho-logic. 日本語の相談(「待ち時間のクレームが多い」「手続きの途中で離脱される」「お客様を不安にさせている」)にも使う。中文咨询(“等待时间投诉多”“办理中途流失”“让客户感到不安”)也适用。
SKILL.md
6.1 KB, as published. Nobody here has run it
Experience Design — fix the felt moment, not the metric
Engineers optimise the average and the total. Humans remember the peaks, the end, and how uncertain they felt. The cheap, high-leverage fix is almost always in the feeling of a moment, not in the metric that describes it.
The principle
The number ("8 minute wait," "3 second load," "5 form fields") is not the experience. Attack the experience directly:
- Uncertainty hurts more than delay. Not knowing how long is worse than waiting a known amount. A progress bar, an ETA, or a visible queue position can beat an actual speed-up — at a fraction of the cost.
- Occupied time feels shorter than idle time. People aren't angry about waiting; they're angry about waiting with nothing happening. Give the wait a purpose or a view and the same duration feels fine.
- People judge an experience by its peak and its end (peak-end rule), not its average. One great moment and a strong finish outweigh a mediocre middle. Engineer a peak; never let it end on a low.
Canonical examples (steal these patterns)
- The Uber map. Showing the car moving toward you on a map didn't make it arrive faster — it killed the uncertainty. The anxiety, not the wait, was the problem. (Same insight: arrivals/departures boards, "your food is being prepared," package tracking.)
- The airport baggage walk. An airport got complaints about waiting at the carousel. Instead of speeding up the bags, they routed arriving passengers on a longer walk to the carousel — so the bags were already there when people arrived. Total time up, complaints down: idle waiting became occupied walking.
- Progress bars and "almost there." Showing progress (even slightly padded) makes the same wait tolerable, because it removes uncertainty and occupies attention.
How to apply
- Map the journey as emotions, not steps. Walk it as the customer and mark where they feel anxious, ignored, uncertain, or bored — not where the process is technically slow.
- Attack uncertainty first (cheapest win). Wherever someone is waiting blind, add visibility: an ETA, a status, a progress indicator, a "we've got it" acknowledgement. This usually beats making the thing actually faster.
- Occupy idle time. Turn dead waiting into something with a view, a purpose, or a small useful action.
- Engineer the peak and the end. Add one genuinely good moment, and make sure the experience finishes well (a thank-you, a confirmation, a small delight) — that's what gets remembered and retold.
- Compare against the metric-fix. Always show the user the trade: "Reducing the actual wait costs $X and weeks. Removing the uncertainty costs a status indicator. Try the feeling first."
日本語の使用例
- 「待ち時間のクレームが多い、人を増やすしかない?」→ 増員(高い解)の前に不確実性の除去。"あと何分""今どの工程か"を見せるだけで、実時間を変えずに満足度が上がる(Uberの地図と同じ)。
- 「手続きが多くて離脱する」→ 工程数そのものより、進捗の可視化と "受け付けました" の即時応答。プログレスバーと節目の安心メッセージで体感が変わる。
- 「サービス自体は良いのに記憶に残らない」→ ピーク・エンドの法則。途中の平均を上げるより、ひとつ強い感動の山と、良い締め(お礼・確認)を設計する。
- 葬儀/シニア領域:「電話がつながるまで不安にさせている」→ 総待ち時間ではなく**"必ず人が出る/折り返す時刻を伝える"** で不確実性を消す。式当日も "次は何をするか" を都度伝えるだけで不安が大きく減る。
Cross-check against the canon
Sanity-check any journey fix against these; if it contradicts one, name the contradiction and justify it. When a claim is load-bearing or the user asks for evidence or fresh examples, web-search the named theory or case and cite what you find.
- Daniel Kahneman, peak-end rule — validated in Redelmeier's colonoscopy studies: people remember the peak and the end, not the duration or the average.
- David Maister, "The Psychology of Waiting Lines" — the canonical waiting principles: uncertain, unexplained, unoccupied, and unfair waits feel longest.
- Don Norman, The Design of Everyday Things — visibility of system status and immediate feedback are the design mechanics behind "kill the uncertainty".
- Thaler & Sunstein, Nudge — choice architecture: the journey's defaults and framing steer behaviour more than instructions do.
Related skills
- psycho-logic — the router; confirm the problem is the journey, not the outcome
- counterintuitive-tests — most experience fixes (e.g. the longer baggage walk) are counterintuitive; test them on behaviour
- reframing — sometimes the felt moment is fixed by changing its meaning, not its design
- marketing-psychology — peak-end rule, goal-gradient, Zeigarnik, friction in detail (separate plugin — only if installed)