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interaction-design交互设计

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。

总安装

519

周安装

21

GitHub Stars

35

下载量

163
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:interaction-design(交互设计)
来源仓库:https://github.com/petekp/claude-code-setup
仓库路径:skills/interaction-design
安装命令:
npx skills add https://github.com/petekp/claude-code-setup --skill interaction-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。

命令行安装

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/petekp/claude-code-setup --skill interaction-design

简介

用于辅助界面设计、视觉规范和交互体验优化。

  • 适合整理页面结构、生成 UI 方案或改进组件层级。
  • 需要结合品牌、设计系统和用户任务使用。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。
  • 涉及真实页面改动时应通过截图检查文本溢出和对齐。
  • interaction-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

Interaction Design

Design interactions that help real people accomplish real goals with minimum friction and maximum meaning.

The Fundamental Question

Before any pattern or timing value, ask: What is the user trying to accomplish, and how does this interaction help or hinder that goal?

Interaction design is not about mechanisms. It is about helping specific people achieve specific purposes while respecting their time, attention, and humanity.

Output Contracts

Interaction Specification

## Interaction Spec: [Component Name]

### User Goal
What is the user trying to accomplish? What are the stakes?

### Conceptual Model
How should users understand this interaction? What mental model should they form?

### States & Transitions
| State | Appearance | Transition | Emotional Tone |
|-------|------------|------------|----------------|
| Default | [appearance] | — | [calm/ready/inviting] |
| Hover | [changes] | 150ms ease-out | [responsive/acknowledged] |
| Active | [pressed] | 50ms | [committed/engaged] |
| Loading | [feedback] | — | [progressing/patient] |
| Success | [confirmation] | 200ms | [accomplished/closure] |
| Error | [clear indication] | — | [recoverable/guided] |

### Keyboard & Input
- Tab: [focus behavior]
- Enter/Space: [activation]
- Escape: [reversal/dismissal]
- Touch: [gesture, target size]

### Error Prevention & Recovery
- How does design prevent errors?
- What happens when errors occur?
- How does user recover?

### Accessibility
- Screen reader announcement
- Focus management
- Reduced motion behavior

Flow Analysis

## Flow Analysis: [Journey Name]

### User Goal & Stakes
What does success mean? What does failure cost?

### Dramatic Arc
- Setup: How does user enter this flow?
- Rising action: What builds toward the goal?
- Climax: The moment of commitment/completion
- Resolution: Confirmation and next steps

### Steps
1. [Step] → [Interaction] → [User feeling]

### Friction Analysis
- Necessary friction (builds engagement/prevents errors)
- Excise to eliminate (work that doesn't serve the goal)

### Error Paths
- [Error scenario]: [Prevention] → [Recovery]

Core Principles

1. Goal-Directed Design

Users are not "operators" triggering state changes. They are people with purposes.

Ask first:

  • Who is using this? (Not abstract "users"—specific archetypes)
  • What are they trying to accomplish?
  • What excise can we eliminate? (Work that doesn't serve their goal)
  • How should they feel during and after?

The perpetual intermediate: Most users are neither novices learning nor experts optimizing. They learned enough to work and won't learn more. Design for them—make the common path fast while keeping advanced options discoverable but unobtrusive.

2. Conceptual Models

Users must form accurate mental models of how the system works. The gap between the designer's model and the user's model is where confusion lives.

The system image (what users see and interact with) must accurately convey the designer's model. When users are confused, the system image has failed—not the user.

Signifiers communicate where action is possible and how to perform it. A drag handle icon is a signifier; the ability to drag is the affordance. Design signifiers that make affordances discoverable.

3. Direct Manipulation

Make the computer disappear so users concentrate on their task.

Core properties:

  • Visible objects of interest, always accessible
  • Rapid, incremental, reversible actions
  • Immediate feedback—action and result visibly connected
  • Operations in the problem domain, not command syntax

The syntactic/semantic insight: Direct manipulation works because it operates at the semantic level (the problem domain) rather than requiring translation into syntactic commands. This reduces cognitive load by eliminating the translation step.

When direct manipulation is inappropriate:

  • Precise specification (typing "24pt" may be better than dragging)
  • Batch operations across many objects
  • Abstract operations without spatial metaphor
  • Expert users who prefer keyboard efficiency

4. Reversibility Enables Exploration

Reversibility is not a feature—it is a psychological safety mechanism that transforms a system from intimidating to inviting.

  • Undo depth: Support multi-step undo, not just single-step
  • Congruent inverses: If Cmd+B bolds, Cmd+B unbolds (same action reverses)
  • State visibility: Show that undo is available
  • Graceful degradation: When true undo isn't possible, confirm before destructive actions

5. Error Prevention Over Error Handling

Errors are usually design failures, not user failures.

Slips (execution errors): User intends correctly but acts wrong

  • Prevent with constraints, defaults, confirmation for destructive actions

Mistakes (intention errors): User forms wrong goal or plan

  • Prevent with clear conceptual models, visible system state

Design forcing functions:

  • Interlocks: Require prerequisite actions
  • Lockins: Prevent stopping mid-action when dangerous
  • Lockouts: Prevent entering dangerous states

See references/cognitive-foundations.md for error psychology and prevention patterns.

6. Feedback & System Status

Every action deserves acknowledgment. Users should never wonder "Did that work?"

Response TimePerceptionDesign Response
<100msInstantDirect result, no indicator
100ms–1sBrief delaySubtle state change (cursor, opacity)
1–10sNoticeable waitSpinner or determinate progress
>10sLong operationProgress bar, estimate, allow cancel

Optimistic UI: Update immediately, reconcile errors gracefully. But be honest—don't show success before confirming it for important actions.

7. Modality: A Necessary Evil

Modes cause errors when users forget which mode they're in. But modes also isolate cognitive scope and can reduce errors when users would otherwise forget context.

Use modeless design (inspectors, inline editing) when:

  • User needs to see results while adjusting
  • Trial-and-error is expected
  • Context switching is frequent

Accept modality when:

  • Isolating scope reduces errors (complex multi-step wizards)
  • Action is destructive and confirmation prevents accidents
  • System needs exclusive attention (authentication)

If you must use modes:

  • Make current mode highly visible (not just status bar)
  • Ensure mode indicators are near the locus of attention
  • Provide quick escape (Escape key, clear exit path)

8. Meaning and Emotional Design

Interactions are not just efficient or inefficient—they carry meaning.

Visceral level: Immediate emotional response to appearance Behavioral level: Pleasure or frustration from use Reflective level: What the experience means, how it's remembered

A loading state that builds anticipation differs from one that frustrates—same mechanism, different meaning. Consider:

  • What should the user feel during this interaction?
  • What story does this interaction tell?
  • How does completing this action transform the user's situation?

See references/goals-and-context.md for dramatic structure and emotional design.

Decision Frameworks

Activation Type

Use FrequencyRecommended ActivationRationale
ConstantAlways visible (spatial)Zero activation cost
FrequentKeyboard shortcut + visible controlFast for regulars, discoverable for others
OccasionalMenu or command paletteSaves space, still findable
Rare/DangerousMenu only, possibly nestedPrevents accidents

When to Animate

Animation serves purposes—it is not decoration.

Animate when:

  • Maintaining object constancy during transitions
  • Communicating causality (this caused that)
  • Reducing change blindness
  • Conveying emotional tone appropriate to context

Don't animate when:

  • User performs action habitually (animation becomes excise)
  • Speed is critical (expert workflows)
  • User has indicated reduced motion preference
  • Animation would obscure rather than clarify

See references/animation-timing.md for timing, curves, and emotional qualities.

Friction: Eliminate or Leverage?

Not all friction is bad. Distinguish:

Excise (eliminate): Work that doesn't serve user's goal

  • Navigating to buried menus
  • Re-entering information the system knows
  • Waiting for unnecessary animations
  • Confirming non-destructive actions

Productive friction (consider keeping):

  • Confirmation before irreversible actions
  • Deliberate pacing that prevents rushed errors
  • Moments that build anticipation or mark significance
  • Resistance that indicates "this matters"

Input & Physicality

The device shapes the interaction. A finger on glass is not a stylus is not a mouse.

Touch Targets

PlatformMinimumComfortable
iOS44×44pt48pt+
Android48×48dp56dp+
Web (touch)44×44px48px+

Gesture Vocabulary

GestureUseConsiderations
TapPrimary actionClear affordance required
Long-pressSecondary/contextNeeds discoverability hint
SwipeReveal, delete, navigateAlways provide undo; don't hide primary actions
PinchZoomMaintain focus under fingers

Two-Handed Interaction

When designing for tablets or considering desktop power users:

  • Non-dominant hand: coarse positioning, context setting
  • Dominant hand: fine manipulation, action
  • Consider: Can both hands be usefully engaged?

See references/input-and-physicality.md for device-specific patterns and haptics.

Platform Considerations

Web

  • Focus management in SPAs (trap in modals, restore on close)
  • Respect prefers-reduced-motion
  • Design for touch AND mouse—avoid hover-only interactions
  • Keyboard navigation for all interactive elements

iOS

  • Respect system gestures and scroll physics
  • Support Dynamic Type (test at largest sizes)
  • Haptic feedback for significant moments
  • VoiceOver with proper traits

Android

  • Material motion principles
  • Predictive back gesture (Android 14+)
  • Edge-to-edge with proper insets
  • TalkBack support

Desktop

  • Keyboard shortcuts with discoverability
  • Multi-window state management
  • Trackpad gestures where appropriate
  • High information density options for power users

Anti-Patterns

Breaking Direct Manipulation

❌ Modal dialog with Preview button ✓ Live preview as user adjusts

❌ Must click Apply to see changes ✓ Changes visible immediately, undo available

Hidden State

❌ Current mode only in status bar ✓ Mode visible at locus of attention

❌ Unsaved changes with no indicator ✓ Clear dirty state (title, dot, changed button)

Excise Accumulation

❌ Confirmation for every action ✓ Undo support; confirm only destructive/irreversible

❌ Animation that user must wait through ✓ Animation user can interrupt or that doesn't block

Cognitive Overload

❌ All options visible at once ✓ Progressive disclosure based on task stage

❌ Error messages that blame user ✓ Clear explanation + recovery path

Reference Files

Load these as needed for detailed guidance:

Theoretical Foundations

  • Direct Manipulation (Shneiderman): Visibility, reversibility, immediate feedback. See references/direct-manipulation.md
  • Instrumental Interaction (Beaudouin-Lafon): Tools mediating user-object relationship; degrees of indirection, integration, compatibility. See references/instrumental-interaction.md
  • Goal-Directed Design (Cooper): Personas, perpetual intermediates, eliminating excise
  • Emotional Design (Norman): Visceral, behavioral, reflective levels
  • Computers as Theatre (Laurel): Dramatic structure, meaning, engagement

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平台分布

Codex

36.13%
按下载量换算59

Claude

30.71%
按下载量换算50

Cursor

19.8%
按下载量换算32

Gemini CLI

10.51%
按下载量换算17

安全审计

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