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Ux patterns

Skill mnttnm/claude-skills/ux-patterns

Custom Claude Code skills spanning UI/UX, productivity, and developer tooling

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npx -y skills add mnttnm/claude-skills --skill ux-patterns

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Design intuitive, frictionless user experiences that keep users in control and informed. Use this skill when making UX decisions about page structure, information architecture, navigation patterns, content hierarchy, user flows, or when simplifying complex interactions. Focuses on making users feel at home, reducing cognitive load, and crafting interfaces where users just do their work without thinking about the interface.

SKILL.md

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UX Patterns & Architecture

This skill guides UX decisions that make interfaces feel intuitive and frictionless. The goal: users complete their tasks without noticing the interface.

Mantra: Don't make users think. Let them work.

Core UX Principles

1. Show What's Needed, Hide What's Not

Every element competes for attention. Earn every pixel.

  • Primary actions visible, secondary tucked away
  • Context determines what's shown
  • Progressive disclosure over information overload

2. Keep Users Oriented

Users should always know: Where am I? Where can I go? How do I get back?

  • Clear navigation hierarchy
  • Visible breadcrumbs for deep content
  • Consistent location indicators

3. Make Actions Reversible

Confident users move fast. Let them undo mistakes.

  • Undo over confirmation dialogs
  • Soft delete with recovery
  • Auto-save with version history

4. Reduce Decisions

Every choice is cognitive load. Make smart defaults.

  • Sensible defaults based on context
  • Remember user preferences
  • Offer presets over many options

5. Keep Users Informed

Never leave users wondering what's happening.

  • Loading states with progress
  • Clear success/error feedback
  • Visible system status

Decision Framework

When Designing a Page

Ask in order:

  1. What's the one job of this page?

    • If it has multiple jobs, it might need to be multiple pages
    • Every element should support that job
  2. What must users see immediately?

    • Page title and context
    • Primary action
    • Enough content to understand the page
  3. What can be revealed later?

    • Secondary actions → overflow menu
    • Advanced options → "Show more" or section
    • Rare features → settings or help
  4. What are all the states?

    • Empty: What should user do?
    • Loading: What are we waiting for?
    • Error: How do they recover?
    • Success: What's next?

When Choosing a Pattern

User NeedPattern
Navigate structureSidebar navigation
Find specific itemSearch + filters
Browse optionsCards or list
Complete a taskForm or wizard
See overviewDashboard
Focus on one thingFull-page view
Quick referenceSlide-over panel
Immediate actionInline editing

When Showing Information

AmountPattern
2-5 optionsSegmented control, radio cards
5-15 optionsDropdown, list
15+ optionsSearch + filter
HierarchicalTree, nested lists
ComparativeTable, cards side-by-side
TemporalTimeline, activity feed

When Asking for Confirmation

Risk LevelPattern
Low (reversible)No confirmation, offer undo
Medium (recoverable)Toast with undo
High (hard to reverse)Confirmation dialog
Critical (irreversible)Explicit acknowledgment (type to confirm)

Page Anatomy Checklist

Every page needs:

  • Clear title — What is this page?
  • Context — How did I get here? (breadcrumb or back)
  • Primary action — What can I do? (top-right)
  • Main content — Why I'm here
  • Clear states — Loading, empty, error handled

Header Pattern

← Back to [Parent]                              [Secondary] [Primary]
Page Title
Optional description or metadata
[Tab 1] [Tab 2] [Tab 3]
─────────────────────────────────────────────────────────────────────

Quick Heuristics

The 3-Second Test

Show any screen for 3 seconds. User should know:

  • What page is this?
  • What's the main action?
  • How do I get back?

The Squint Test

Blur the screen. Can you still see:

  • Primary vs secondary content?
  • Where to click/tap?
  • Visual grouping?

The "What If" Test

  • What if there's 0 items? (empty state)
  • What if there's 1 item? (singular language)
  • What if there's 1000 items? (pagination/virtualization)
  • What if text is very long? (truncation)
  • What if user is offline? (graceful degradation)
  • What if action fails? (error recovery)

Reference Files

Detailed patterns organized by domain:

  • navigation.md — Wayfinding, navigation hierarchy, information scent, breadcrumbs, modern nav patterns
  • layouts.md — Page structure, visual hierarchy, content zones, responsive strategies, density
  • simplification.md — Modern alternatives to old patterns, progressive disclosure, smart defaults, reducing complexity
  • copy.md — UX writing, labels, error messages, empty states, onboarding copy
  • control.md — User agency, undo patterns, keeping users informed, preventing mistakes, building trust

Anti-Patterns to Avoid

Navigation:

  • Hidden navigation on desktop (hamburger menus)
  • Icons without labels
  • More than 3-4 levels deep
  • Breaking the back button

Information:

  • Showing everything at once
  • Important info below the fold with no indication
  • Inconsistent terminology
  • Technical jargon in user-facing copy

Actions:

  • "Are you sure?" for everything
  • No undo for destructive actions
  • "Submit" instead of specific action
  • Actions that don't match their labels

Feedback:

  • Silent failures
  • Generic error messages ("Error")
  • No loading indicators
  • Auto-dismissing important messages

Quick Reference

Modern Pattern Replacements

OldNew
Dropdown (few options)Segmented control
Dropdown (many options)Combobox with search
Modal for editingSlide-over panel or inline edit
"Are you sure?" dialogsUndo after action
PaginationInfinite scroll or load more
Multi-page wizardSingle page with sections
Tooltip-only helpInline help text
Accordion FAQExpanded sections + search

Empty State Formula

Title:       What this area is for
Description: Why empty + what to do  
Action:      [Primary CTA]

Error Message Formula

What happened + Why (if helpful) + How to fix

Button Label Rules

  • Use specific verbs: "Save changes" not "Submit"
  • Match the trigger: Link says "Edit" → button says "Save"
  • Destructive: Repeat the action verb in confirmation

UX Checklist

Before shipping any interface:

Structure:

  • Single clear purpose per page
  • Visual hierarchy guides the eye
  • Primary action obvious
  • Consistent layout with rest of product

Navigation:

  • User knows where they are
  • Clear way to get back
  • No dead ends

States:

  • Empty state with guidance
  • Loading state with feedback
  • Error state with recovery path
  • Edge cases handled (0, 1, many, overflow)

Control:

  • Destructive actions reversible
  • System status visible
  • User preferences remembered
  • Clear exit from any flow

Copy:

  • Labels are clear and specific
  • Errors explain how to fix
  • No jargon or ambiguity

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.