nickcrew/claude-cortex

ux-interaction-review

Combined UX and interaction design review: usability heuristics, state coverage, feedback patterns, timing, keyboard behavior, error recovery, and progressive disclosure. Use when reviewing how an interface works mechanically and whether interactions are well-designed for use.

First seen Jun 20, 2026

Installation

$ npx skills add nickcrew/claude-cortex --skill ux-interaction-review

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Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 38
License LICENSE
Default branch main
Open issues 3
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 6,648 B
  • docs SUMMARY.md 306 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 23 installs

SKILL.md

UX & Interaction Review

Combined review of usability and interaction design. Evaluates whether an interface works mechanically (state coverage, feedback, timing, error recovery) and whether users can accomplish their goals efficiently (heuristics, flow, progressive disclosure).

This skill merges the "how does it work?" axis: heuristics, state coverage, feedback patterns, keyboard behavior, timing, animation, and error handling.

When to Use

  • Reviewing new or existing components before release
  • Evaluating multi-state interactions (modals, popovers, wizards, dashboards)
  • Auditing error/empty/loading/success state handling
  • Assessing feedback timing and animation choreography
  • Checking keyboard behavior and escape hatches
  • PR reviews that touch interactive code
  • Design system component reviews

Do NOT use for purely visual/aesthetic concerns (typography, color palettes, spacing rhythm) or for mapping the user's emotional journey across sessions. Use design-journey-review for those.

Quick Reference

Task Load reference
State patterns and micro-interaction specs skills/ux-interaction-review/references/state-and-interaction-patterns.md

Workflow

Step 1: Gather Context

  1. What is the user trying to accomplish?
  2. What component/flow is under review? What states can it be in?
  3. Who are the users (expert vs. novice)? Single-user tool vs. public-facing?
  4. What are the success criteria?

Step 2: Heuristic Scan (Nielsen's 10)

Evaluate against each heuristic. Score Good / Fair / Poor:

Heuristic Check
Visibility of system status Does the user always know what's happening?
Match with real world Does it use familiar language and concepts?
User control and freedom Can users undo, go back, escape?
Consistency and standards Does it follow platform conventions?
Error prevention Are mistakes prevented before they happen?
Recognition over recall Is information visible rather than memorized?
Flexibility and efficiency Are there shortcuts for expert users?
Aesthetic and minimalist design Is every element necessary?
Error recovery Are error messages helpful and actionable?
Help and documentation Is guidance available when needed?

Step 3: Interaction Map

For every interactive element, document:

Element Trigger Feedback States Dismiss/Escape
[name] click/hover/focus what changes all possible states how to exit

Step 4: State Coverage Audit

Check each state is handled:

State Handled? Notes
Loading
Empty (first use)
Empty (no results)
Partial data
Full / normal
Error (network)
Error (validation)
Error (permissions)
Success
Stale / outdated
Offline
Disabled

Step 5: Feedback & Timing Assessment

For each interaction, evaluate:

  • Latency class: instant (<100ms), fast (100-300ms), noticeable (300ms-1s), slow (>1s)
  • Feedback timing: does the user know their action worked immediately?
  • Animation duration: appropriate for the action? (micro: 80-150ms, layout shift: 200-300ms, page transition: 300-400ms)
  • Progressive disclosure: is complexity revealed only when needed?
  • Escape hatches: can the user dismiss/undo/cancel from any state?
Element Duration Easing Assessment
[name] Nms ease-X too fast / good / too slow

Step 6: Error Recovery & Edge Cases

  • What happens on clipboard failure (especially file:// protocol)?
  • What happens on rapid double-click?
  • What happens if the data is stale?
  • What happens if the user navigates away mid-action?
  • Are destructive actions reversible?

Step 7: Prioritize Findings

Priority Criteria Action
Critical Blocks usability, user cannot complete task Must fix
High Significantly degrades experience or loses data Fix this sprint
Medium Noticeable friction, workaround exists Next iteration
Enhancement Improves delight, polish Backlog

Step 8: Produce Report

## UX & Interaction Review: [Component/Flow]

### Summary
[2-3 sentences: overall assessment, biggest concern, best strength]

### Heuristic Scores
[Table with Good/Fair/Poor per heuristic]

### Interaction Map
[Table: element, trigger, feedback, states, dismiss]

### State Coverage
[Table: state, handled yes/no, notes]

### Timing & Feedback
[Table: element, duration, easing, assessment]

### Findings by Priority

#### Critical
- [ ] Finding (impact, recommendation)

#### High
- [ ] Finding (impact, recommendation)

#### Medium / Enhancement
- [ ] Finding (impact, recommendation)

### Patterns to Preserve
[What's working well that should NOT be changed]

Principles

  • State coverage is non-negotiable. Every UI element exists in multiple states. If you can't enumerate them, the review isn't done.
  • Feedback must be immediate. If the user clicks and nothing visibly changes for >100ms, that's a bug.
  • Escape hatches everywhere. Every popup, modal, panel, and expanded state must be dismissible via Escape, outside-click, or an explicit close action.
  • Debounce destructive paths. Copy buttons, delete buttons, submit buttons should all guard against rapid double-invocation.
  • Respect prefers-reduced-motion. All non-essential animations should be wrapped in a motion media query.
  • Progressive disclosure over density. Don't show everything at once. Reveal on interaction, not on load.
  • Test with real data. Placeholder content hides information architecture problems. Empty states hide missing error handling.