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guided-gui-design引导式图形用户界面设计

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

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470

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:guided-gui-design(引导式图形用户界面设计)
来源仓库:https://github.com/metyatech/skill-guided-gui-design
仓库路径:skills/guided-gui-design
安装命令:
npx skills add https://github.com/metyatech/skill-guided-gui-design --skill guided-gui-design
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/metyatech/skill-guided-gui-design --skill guided-gui-design

简介

引导式图形用户界面设计技能辅助界面设计和视觉优化。

  • 适合整理页面结构、生成 UI 方案或改进交互体验。
  • 使用时需结合品牌系统和用户任务,避免堆砌装饰元素。
  • 涉及真实页面改动时应通过截图检查文本溢出和对齐。
  • guided-gui-design 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Guided GUI design

Use this skill for user-facing screens where the product itself must teach the user how to use it.

This skill complements the gui-standards rule module: gui-standards states the non-negotiable obligations; this skill provides the theory, design lenses, workflow, and judgement guidance behind them.

Read references/hci-usability-foundations.md when you need the underlying rationale, named source anchors, or a deeper review lens.

Core outcome

Design the screen so a first-time user can understand:

  1. What this screen helps them achieve.
  2. What they should do first.
  3. What state they are acting on now.
  4. What result matters most.
  5. How to recover if they make a mistake.

without needing a separate chat explanation.

Theory lenses

Use these as diagnostic lenses, not as rigid laws. When lenses conflict, prioritize task success, error prevention, and recoverability.

LensCore questionDesign implication
Task-centered / human-centered design (ISO 9241-210)Does the UI match the user's real job and context of use?Organize around the task, not the implementation model
Norman: gulfs of execution and evaluationCan the user form intent and judge result without translation?Close both gulfs with discoverable controls and visible feedback
Norman: affordance, signifier, mapping, constraint, feedback, conceptual modelCan the user tell what is possible, what they selected, what changed?Make actions, selection, system state, and consequences visible
Nielsen 10 heuristicsDoes the UI show status, use familiar language, prevent errors, support recovery?Prefer visibility, consistency, error prevention, recognition, and user control
Shneiderman 8 golden rulesAre consistency, shortcuts, feedback, closure, and reversibility supported?Provide consistent flows, undo, dialogue closure, and informative feedback
Cognitive load theory / working memory (Miller, Cowan)How much must the user hold in mind at once?Reduce simultaneous decisions, use progressive disclosure, externalize state
Hick-Hyman lawAre there too many equally weighted choices at one decision point?Limit same-level options; stage decisions; use sensible defaults
Fitts's lawAre primary actions easy to reach and hit?Make common targets large enough; place near the working area
Steering lawDo users have to navigate narrow paths (menus, tunnels)?Avoid long thin hover paths; widen common interaction corridors
Gestalt principles (proximity, similarity, continuity, closure, common region, common fate, figure-ground)Is grouping and hierarchy obvious at a glance?Use spacing, alignment, contrast, enclosure to show structure
Visual hierarchy and scanning patternsDoes the eye land on the most important thing first?Use weight, size, contrast, and position to rank importance
Information scent (Pirolli)Do labels and links predict what users will find?Make labels concretely describe the destination or result
Reason: slips vs mistakes / Poka-yokeWill common errors be slips (action) or mistakes (intent)?Constrain inputs, confirm destructive intent, make recovery cheap
Accessibility (WCAG / POUR)Can more users perceive, operate, understand, and rely on the UI?Labels, focus, contrast, keyboard, non-color cues, reduced-motion respect
Platform conventions (Material, HIG, Fluent)Does the UI behave the way users on this platform already expect?Follow platform idioms; deviate only with a clear reason

Default workflow

1. Find the real user goal

State the goal in plain task language.

  • Good: Capture, annotate, and save the correct tutorial shot
  • Bad: Manage shot manifests, Edit rendering metadata

The UI MUST be organized around the user's job, not the internal data model.

2. Define the primary path and state model

Before changing layout, state:

  1. The primary user path.
  2. The minimum setup required.
  3. The important system states and transitions.
  4. The result the user should evaluate.

Example:

  1. Select the target item.
  2. Make the change.
  3. Review the result.
  4. Save or retry.

If the screen mixes multiple jobs, separate them or subordinate the secondary jobs.

3. Reduce first-use cognitive load

Reduce what the user must think about at the start:

  • Show only the next meaningful decision first (progressive disclosure).
  • Keep secondary controls visually quieter.
  • Delay advanced detail until the user has context.
  • Prefer one clear next action over many equal-weight choices (Hick-Hyman).
  • Externalize required context through visible labels, previews, and current-selection indicators rather than requiring recall across screens.
  • Prefer self-revealing UI over persistent instructional prose.
  • Add explanatory prose only when the next action cannot be inferred from the UI itself.

4. Remove internal wording and recall burden

Replace irrelevant implementation language and site-only jargon with ordinary task language.

  • Good: Choose the shot to edit
  • Bad: Select output artifact, Bind manifest target

If a precise operator or domain term is genuinely part of the user's real work, keep it. Remove only wording that reflects the implementation model rather than the user's task. If a domain term still needs support, explain it inline without breaking the flow.

5. Make state and next action obvious

At every stage, the user MUST be able to answer:

  • Where am I.
  • What am I acting on right now.
  • What should I do now.
  • What happens if I do it.
  • What changed after I did it.

In interactive flows (drag-and-drop, selection, move, compare, annotation, multi-select), always make the current selection, source, target, and result visually distinct without relying on color alone. Pair color with shape, weight, icon, text, or position so the state survives color-vision differences and low-contrast displays.

6. Lower interaction cost

Primary actions MUST be easy to notice, reach, and hit (Fitts):

  • Make common targets large enough for the input device.
  • Keep tightly coupled controls close together.
  • Place the primary confirmation action near the artifact it commits.
  • Avoid narrow, deeply nested hover paths (Steering law).
  • Reduce the number of equally prominent choices shown at once.

If users must stop and compare many options before they can start, simplify the choice set or stage it.

7. Prevent errors and support recovery

Design for mistake resistance, not just happy-path completion:

  • Distinguish slips (right intent, wrong action) from mistakes (wrong intent). Constrain inputs to reduce slips; confirm or preview to reduce mistakes.
  • Make destructive or irreversible actions visually distinct and require explicit confirmation.
  • Prevent invalid states at the input boundary when possible (Poka-yoke).
  • Show validation next to the control that caused it, not only in a summary region.
  • Make undo, retry, reset, and cancellation easy to find and reach during the action, not only after.
  • Keep draft work safe when recreation would be costly.

8. Show the most decision-relevant result first

Once inputs are in place, put the main result or next checkpoint first:

  • Identify the one result the user should decide from.
  • Place it above supporting diagnostics.
  • Move explanation, assumptions, and metadata later or collapse them.

9. Apply visual structure deliberately

Use Gestalt principles and visual hierarchy to communicate structure before users read any text:

  • Proximity and common region group related controls.
  • Alignment and consistent spacing reduce visual noise.
  • Size, weight, and contrast rank importance.
  • Enclosure and figure-ground separate the active area from background chrome.

Make the most important element on the screen the most visually prominent.

10. Design for accessibility from the start

Accessibility is a baseline, not a finishing pass:

  • Every interactive control needs an accessible name and a visible focus indicator.
  • The primary flow must work with keyboard alone, in a logical order.
  • Pair color cues with non-color cues.
  • Meet at least WCAG 2.1 AA contrast.
  • Respect platform reduced-motion and reduced-transparency preferences when conveying state with motion or translucency.

11. Verify the screen like a first-time user

Verify that a user can succeed by following the page in order.

Minimum review questions:

  1. Can I use this by reading from the top or following the visual path?
  2. Do I know what this screen is for within a few seconds?
  3. Do I know what I am acting on right now?
  4. Do I know which action to take next?
  5. Do I see what changed after I acted?
  6. Can I recover if I make a mistake?
  7. Do I see internal jargon that users would not understand?
  8. Does the primary UI avoid horizontal scrolling at normal viewport sizes?
  9. Are there any overflow, clipping, or unexpected text-wrapping issues at reduced width?
  10. Can the primary flow be completed with keyboard and visible focus cues?
  11. Do all state cues survive a grayscale view (no color-only information)?

For any major GUI change, take screenshots and do a visual review before treating the work as complete. Spot-check normal and reduced widths.

Common fixes

  • Move setup above results.
  • Rename sections to task language.
  • Replace empty states with a clear next action and an example.
  • Move validation next to the offending control.
  • Collapse metadata and advanced detail until needed.
  • Add persistent selection or source/target highlighting that does not rely on color alone.
  • Put save, apply, or confirm actions next to the artifact they commit.
  • Add undo, reset, or retry where the user currently gets stuck.
  • Increase target size for primary actions on touch.
  • Add an accessible name or visible label to icon-only controls.

Lightweight evaluation methods

Pick the cheapest method that exposes the actual failure mode.

  • Heuristic evaluation — score the screen against Nielsen's 10 heuristics or Shneiderman's 8 rules; cheap, catches obvious issues, biased toward known patterns.
  • Cognitive walkthrough — for each step in the primary task, ask: will the user know to do this, will they see how, will they understand the feedback?
  • First-click / first-use test — show the screen cold and observe where the user looks and clicks first.
  • Think-aloud — have the user narrate their reasoning while using the screen; surfaces mismatches between conceptual model and UI.

Prefer concrete failure cases and screenshots over abstract claims that the UI is "intuitive."

Deliverable expectation

Describe changes in user terms:

  • What task is easier now.
  • What the user now sees first.
  • What the user now does next.
  • What confusion or error risk was removed.
  • What evidence supports the claim (screenshots, walkthrough result, evaluation against a named heuristic).

The agent MUST NOT center the report on internal component names unless asked.

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