SKILL·A615EE

ux-heuristics

wondelai
Updated 14 days ago
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About

This skill performs heuristic usability evaluations to identify and fix interface problems using established frameworks like Nielsen's principles and Krug's laws. It's triggered when reviewing designs, improving forms, or solving navigation issues, and it covers severity ratings, dark patterns, and accessibility. Use it for general usability audits, not for visual design tweaks or conversion optimization.

Quick Install

Claude Code

Recommended
Primary
npx skills add wondelai/skills -a claude-code
Plugin CommandAlternative
/plugin add https://github.com/wondelai/skills
Git CloneAlternative
git clone https://github.com/wondelai/skills.git ~/.claude/skills/ux-heuristics

Copy and paste this command in Claude Code to install this skill

Documentation

UX Heuristics Framework

Practical usability principles for evaluating and improving user interfaces. Users don't read, they scan; they don't make optimal choices, they satisfice; they don't figure out how things work, they muddle through.

Core Principle

"Don't Make Me Think" — every page should be self-evident. If something requires thinking, it's a usability problem. Users have limited patience and cognitive bandwidth, so design for the scanning, satisficing, and muddling-through behavior described above.

Scoring

Goal: 10/10. Audit the interface, rate every issue on the severity scale below, then score the interface from its Quick Diagnostic results: start at 10 and subtract per failed diagnostic row, weighted by the worst severity it triggers (catastrophic/major rows cost ~2, minor/cosmetic ~1). Bands: 9-10 = no severity-3+ issues and ≤1 failed diagnostic row; 6-8 = some major issues or several failed rows; 3-5 = a catastrophic issue or many failed rows; ≤2 = core tasks blocked. Always state the current score, the highest-severity issues, and the specific fixes needed to reach 10/10.

Krug's Usability Principles

Laws 1-3 are Krug's Three Laws of Usability; #4, the Trunk Test, is his navigation orientation check.

1. Don't Make Me Think

Core concept: Every question mark that pops into a user's head adds cognitive load and distracts from the task.

Why it works: Users are on a mission — they don't want to puzzle over labels or decode clever marketing language. The less thinking required, the more likely they complete the task.

Key insights:

  • Clever names lose to clear names every time
  • Marketing-speak creates friction; plain language removes it
  • Unfamiliar categories force users to stop and interpret
  • Ambiguous links and buttons cause hesitation

Product applications:

ContextApplicationExample
Navigation labelsSelf-evident names"Get directions" not "Calculate route to destination"
CTAsAction verbs users understand"Sign in" not "Access your account portal"
Error statesTell users what to do next"Check your email format" not "Validation error"

Copy patterns:

  • Action-oriented buttons: verb + noun ("Create account", "Download report")
  • Avoid jargon: "Save" not "Persist", "Remove" not "Disassociate"
  • If a label needs explanation, simplify the label

Ethical boundary: Clarity should serve users — never use plain language as a veneer to hide unfavorable terms.

See: references/krug-principles.md when you need the full Krug method — scanning/satisficing/muddling psychology, the goodwill reservoir, homepage and tagline guidance, and the $0 usability-testing protocol (how many users, the test script).

2. It Doesn't Matter How Many Clicks

Core concept: The myth says "users leave after 3 clicks." In reality users don't mind clicks if each one is painless, obvious, and confidence-building.

Why it works: Cognitive effort per click matters more than click count. Users abandon when they lose confidence, not when they run out of patience for clicking.

Key insights:

  • Each click should be painless, obvious, and confidence-building
  • Three mindless clicks beat one click that requires deliberation
  • Shallow nav with clear labels beats deep nav with vague ones

Product applications:

ContextApplicationExample
Checkout flowsMake each step obviousClear step indicators with descriptive labels
SettingsClear categories over flat lists"Account > Security > Change password" (3 confident clicks)
OnboardingSmall, clear stepsWizard with one clear action per step

Copy patterns:

  • Progress indicators: "Step 2 of 4: Shipping details"
  • Confirmations at each step: "Great, your email is verified. Now let's set up your profile."
  • Clear link text: "View all running shoes" not "Click here"

Ethical boundary: Never use extra steps to bury cancellation flows — every click should move users toward their goal, not away from it.

3. Get Rid of Half the Words

Core concept: Remove half the words on each page, then half of what's left. Brevity makes useful content prominent and respects the user's time.

Key insights:

  • Happy-talk ("Welcome to our website!") wastes space
  • Instructions nobody reads should be removed
  • "Please" and "Kindly" and polite fluff add noise
  • Shorter pages mean less scrolling and faster scanning

Product applications:

ContextApplicationExample
Landing pagesCut welcome copy, lead with valueRemove "Welcome to..." paragraphs
Error messagesState problem and fix, nothing more"Password too short (min 8 chars)"
Empty statesAction-oriented, minimal"No results. Try a different search."

Copy patterns:

  • Before: "Please kindly note that you will need to enter your password in order to proceed to the next step." → After: "Enter your password to continue."
  • Before: "We've received your message and will get back to you as soon as possible." → After: "Message sent. We'll reply within 24 hours."

Ethical boundary: Brevity must not omit critical information — concise disclosures for pricing, terms, and data usage are a user right.

4. The Trunk Test

Core concept: Drop a user on any random page (like being released from a car trunk at a random spot) — they should instantly answer six orientation questions: What site is this? What page? What are the major sections? What are my options here? Where am I in the hierarchy? Where's search?

Why it works: Good navigation gives constant orientation. Users who can't tell where they are feel lost and leave.

Apply it as the navigation check: page titles must match the link the user clicked, a "you are here" indicator (highlighted nav item, bold breadcrumb) must be present, and section headings must orient ("Your Account > Billing" not just "Settings").

Ethical boundary: Navigation labels must honestly represent site structure — never use misleading labels to funnel users into marketing pages.

See: references/krug-principles.md when running the Trunk Test or designing navigation — it maps each of the six questions to the page element that answers it, plus breadcrumb and permanent-navigation rules.

Nielsen's 10 Usability Heuristics

1. Visibility of System Status

Keep users informed through timely feedback. Every action needs acknowledgment — progress bars for uploads, confirmations for submissions, skeleton screens for loading. Silent failures destroy trust. Copy pattern: "Saving..." → "Saved".

2. Match Between System and Real World

Speak users' language: "Sign in" not "Authenticate", "Search" not "Query." Follow real-world metaphors (trash bin, shopping cart) and natural ordering (street → city → state → zip).

3. User Control and Freedom

Provide clear "emergency exits." Undo beats "Are you sure?" dialogs — users click through confirmations without reading. Every flow needs cancel/exit, and back buttons must never break.

4. Consistency and Standards

Same words, styles, and behaviors mean the same thing throughout. Internal consistency (your app) plus external consistency (platform conventions: logo top-left, search top-right). One term per concept — "Projects" everywhere, never mixed with "Workspaces."

5. Error Prevention

Prevent problems before they occur: constrained inputs (date pickers over text fields), autocomplete, sensible defaults, "unsaved changes" warnings. Slips (accidental wrong action) and mistakes (wrong intention) need different prevention.

6. Recognition Rather Than Recall

Minimize memory load — show options, don't require memorization. Breadcrumbs, recent searches, pre-filled fields, dropdowns with decoded values. Working memory holds ~7 items; recognition is far easier than recall.

7. Flexibility and Efficiency of Use

Serve both novices and experts: keyboard shortcuts, bulk actions, saved searches, command palettes (Cmd+K). Progressive disclosure keeps it simple for beginners while experts access full power.

8. Aesthetic and Minimalist Design

Every element must earn its place — when everything screams for attention, nothing stands out. Show what matters now, hide what doesn't. One primary CTA per page.

9. Help Users Recognize, Diagnose, and Recover from Errors

Error messages need three parts: what happened, why, and how to fix it. Plain language ("Connection failed" not "ECONNREFUSED"), specific ("Password must be 8+ characters" not "Invalid"), never blame the user, preserve their input.

10. Help and Documentation

Help should be searchable, task-focused ("How to..." not technical reference), and contextual (tooltips, inline hints, guided tours).

See: references/nielsen-heuristics.md when auditing against a specific heuristic — it expands each of the 10 into good-implementation / common-violation / severity tables with copy patterns and ethical boundaries.

Severity Rating Scale

Rate each issue found in an audit:

SeverityRatingDescriptionPriority
0Not a problemDisagreement, not usability issueIgnore
1CosmeticMinor annoyance, low impactFix if time
2MinorCauses delay or frustrationSchedule fix
3MajorSignificant task failureFix soon
4CatastrophicPrevents task completionFix immediately

Weigh three factors: frequency (how often it occurs), impact (how severe when it occurs), persistence (one-time or ongoing).

See: references/audit-template.md when running a full heuristic evaluation — a structured per-screen template that captures issues, severity, and recommended fixes in a consistent format.

Common Mistakes

MistakeWhy It FailsFix
Mystery meat navigationIcons without labels force guessingAdd text labels alongside icons
Too many choicesDecision paralysis slows usersReduce to 7 plus/minus 2 items
No "you are here" indicatorUsers feel lost in the hierarchyHighlight current section in nav and breadcrumbs
No inline validationSubmit, error, scroll cycle frustratesValidate on blur with specific messages
Unclear required fieldsUsers confused about what's mandatoryMark optional fields, not required
Wall of textNobody reads dense paragraphsBreak up with headings, bullets, whitespace
Jargon in labelsUsers don't speak your internal languageUser-test all labels, use plain language
No loading indicatorsUsers think the system is brokenShow spinner, progress bar, or skeleton screen
Tiny tap targetsMobile users misclick constantlyMinimum 44x44 px touch targets
Hover-only informationMobile and keyboard users miss itDon't hide critical info behind hover
No undoUsers afraid to take any actionProvide undo for all non-destructive actions
Poor error messages"Invalid input" tells users nothingExplain what's wrong and how to fix it
Low contrast textUnreadable for many usersWCAG AA minimum (4.5:1 contrast)
Inconsistent nav locationUsers can't find navigationFixed position, same place on every page
Broken back buttonViolates the browser contractNever hijack or break browser history

See: references/wcag-checklist.md when auditing accessibility (contrast, keyboard, screen-reader, focus) — a complete WCAG 2.1 AA checklist with testing tools. See references/cultural-ux.md when designing for global audiences — RTL layouts, color meanings, form/name/date conventions, and localization pitfalls.

Quick Diagnostic

QuestionIf NoAction
Can I tell what site/page this is immediately?Users are lostAdd clear logo, page title, breadcrumbs
Is the main action obvious?Users don't know what to doVisual hierarchy, single primary CTA
Is the navigation clear?Users can't find their wayApply the Trunk Test, add "you are here" indicators
Can I find the search?Goal-driven users are blockedVisible search box in header
Does the system show what's happening?Users lose trust and re-clickLoading states, confirmations, progress
Are error messages helpful?Users get stuckPlain language with a specific fix
Can users undo or go back?Users are afraid to actUndo, cancel, and back options everywhere
Does it work without hover?Mobile/keyboard users excludedVisible alternatives to hover interactions
Are all interactive elements labeled?Users guess at iconsText labels or descriptive tooltips
Does anything make me stop and think "huh?"Cognitive load too highSimplify — if it needs explanation, redesign it

Heuristic Conflicts

Heuristics sometimes contradict each other. When they do:

  • Simplicity vs. Flexibility: use progressive disclosure
  • Consistency vs. Context: consistent patterns, contextual prominence
  • Efficiency vs. Error Prevention: prefer undo over confirmation dialogs
  • Discoverability vs. Minimalism: primary actions visible, secondary hidden

See: references/heuristic-conflicts.md when two heuristics pull in opposite directions and the four rules above don't settle it — resolution frameworks with worked trade-off examples.

Dark Patterns Recognition

Dark patterns violate heuristics deliberately to manipulate users: forced continuity (hard to cancel), roach motel (easy in, hard out), confirmshaming (guilt-based options), hidden costs (surprise fees at checkout).

See: references/dark-patterns.md when you suspect a design manipulates rather than serves users — the complete taxonomy, ethical alternatives, and relevant regulations.

When to Use Each Method

MethodWhenTimeFindings
Heuristic evaluationBefore user testing1-2 hoursMajor violations
User testingAfter heuristic fixes2-4 hoursReal behavior
A/B testingWhen optimizingDays-weeksStatistical validation
Analytics reviewOngoing30 minPatterns and problems

Further Reading

Based on usability principles developed by Steve Krug and Jakob Nielsen:

About the Author

Steve Krug is a usability consultant whose Don't Make Me Think (2000, revised 2014) is the most widely read book on web usability. He demonstrated that usability testing doesn't require a lab or large budget — just watching a few real users try to accomplish tasks.

Jakob Nielsen, PhD is co-founder of the Nielsen Norman Group and author of the 10 Usability Heuristics (1994), still the most-used framework for heuristic evaluation worldwide. The New York Times called him "the guru of Web page usability."

GitHub Repository

wondelai/skills
Path: plugins/wondelai-skills/skills/ux-heuristics
0
agent-skillsai-skillsbusinessclaude-codeclaude-code-marketplaceclaude-code-plugin
FAQ

Frequently asked questions

What is the ux-heuristics skill?

ux-heuristics is a Claude Skill by wondelai. Skills package instructions and resources that Claude loads on demand, so Claude can perform ux-heuristics-related tasks without extra prompting.

How do I install ux-heuristics?

Use the install commands on this page: add ux-heuristics to Claude Code as a plugin, or clone its repository into your skills directory, then restart Claude so it picks up the skill.

What category does ux-heuristics belong to?

ux-heuristics is in the Design category.

Is ux-heuristics free to use?

Yes. ux-heuristics is listed on AIMCP and free to install.

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