设计与前端
4,640 个结果
- Content Strategyowl-listenerDefine what content a product needs, how it is structured, and who owns it. Use when content itself is the problem. For the words in the interface use `ux-writing` (designer-toolkit); for structural hierarchy use `information-architecture`.
- Conversational UXowl-listenerDesign voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.
- Critique Affordanceowl-listenerCritique a rendered screen's affordances — what looks clickable, state visibility, CTA clarity, and action discoverability. Use when reviewing an existing screen. For sizing and positioning targets in new work, use `fitts-law` (interaction-design).
- Critique Brand Consistencyowl-listenerCritique a rendered screen against mood.md, voice.md, and tokens.md. Use when those brand files exist and you are checking compliance. For defining the visual language itself, use `illustration-style` (ui-design).
- Critique Information Densityowl-listenerCritique a rendered screen's density — cognitive load, content prioritisation, scanning patterns, and progressive disclosure. Use when a screen feels overwhelming. For the underlying choice-count principle, use `hicks-law` (interaction-design).
- Critique Typographyowl-listenerCritique a rendered screen's typography — scale usage, readability, consistency, and token compliance. Use when reviewing type on a screen. For defining the scale itself, use `typography-scale` (ui-design).
- Critique Visual Hierarchyowl-listenerCritique a rendered screen's hierarchy — entry point, eye flow, weight distribution, and emphasis. Use when attention lands in the wrong place. For establishing hierarchy in new work, use `visual-hierarchy` (ui-design).
- Dark Mode Designowl-listenerAdapt an existing palette to dark mode — surface elevation, contrast rebalancing, and desaturation rules. Use when you already have a light palette to translate. For building the base palette first, use `color-system`.
- Design Briefowl-listenerWrite a project brief — problem space, constraints, audience, and success criteria. Use at kickoff for one specific project. For long-horizon aspiration use `north-star-vision`; for reusable decision rules use `design-principles`.
- Design Impact Reportingowl-listenerCommunicate design's contribution to business and user outcomes in stakeholder language. Use when reporting results upward. For choosing the metrics in the first place, use `metrics-definition` (ux-strategy).
- Design Negotiationowl-listenerAdvocate for design quality, scope, and timeline with partners and leadership using evidence and shared goals. Use in the conversation itself. For the commercial vocabulary behind it, use `business-design` (ux-strategy).
- Design Principlesowl-listenerDefine actionable principles that resolve trade-offs when the team disagrees. Use when the same decisions keep getting relitigated. For a single project's framing, use `design-brief`.
- Design Rationaleowl-listenerWrite rationale connecting decisions to user needs, business goals, and principles. Use when a decision needs defending in writing. For a live conversation, use `design-negotiation`.
- Design Review Processowl-listenerEstablish review gates — criteria, checkpoints, and approval flow. Use when work ships without consistent review. For running one individual session, use `design-critique`.
- Design System Adoptionowl-listenerCreate adoption strategy and enablement materials to drive design system usage. Use when the system exists but teams ignore it. For contribution and versioning rules, use `design-system-governance` (design-systems).
- Design System Governanceowl-listenerDefine how the system evolves — contribution model, versioning, deprecation, and change management. Use when multiple teams contribute. For driving uptake use `design-system-adoption` (designer-toolkit); for design file history use `version-control-strategy` (design-ops).
- Documentation Templateowl-listenerGenerate a reusable documentation scaffold for components, patterns, or guidelines. Use when standardising how the system is documented. For the content of one component's spec, use `component-spec`.
- Error Handling UXowl-listenerDesign error prevention, detection, and recovery across a product — message content, placement, and escape routes. Use when errors span multiple flows. For validation inside a single form, use `form-design`.
- Experience Mapowl-listenerMap the full ecosystem of touchpoints, channels, and relationships across a service. Use when the experience spans more than one product. For one persona's linear journey use `journey-map` (design-research); for backstage operations use `service-blueprint`.
- Feedback Patternsowl-listenerDesign confirmations, status updates, and notifications that tell users an action registered. Use when the system must acknowledge success or change. For waiting states use `loading-states`; for failures use `error-handling-ux`.
- Form Designowl-listenerDesign a form end to end — field order, grouping, validation, and completion. Use when the artifact is a form. For product-wide error strategy use `error-handling-ux`; for first-run signup use `onboarding-design`.
- Gesture Patternsowl-listenerDesign gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, use `platform-conventions` (ui-design).
- Heuristic Evaluationowl-listenerRun an expert review against Nielsen's heuristics and domain criteria, with severity ratings. Use when you need findings without recruiting participants. For a facilitated team feedback session, use `design-critique` (design-ops).
- Icon Systemowl-listenerSpecify an icon system — grid, sizing, stroke weight, naming, categories, and implementation. Use when standardising iconography. For broader illustration, use `illustration-style` (ui-design).