phazurlabs/sumi

screen-flow-patterns

Taxonomy of 25+ screen types, 15+ user flows, and 25+ UI element deep-dives with layout patterns, component hierarchies, state matrices, and best-in-class references. Use when deciding which screens a product needs and what connects them, before any visual design starts.

First seen Aug 10, 2026

Installation

$ npx skills add phazurlabs/sumi --skill screen-flow-patterns

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Repository health

Stars 40
License LICENSE
Default branch main
Open issues 1
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 9,484 B
  • docs SUMMARY.md 299 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 11 installs

SKILL.md

Screen and Flow Patterns

Mental model

Before anything is styled, two questions decide the shape of a product: which screens exist, and what connects them. Getting this wrong is expensive in a way visual decisions never are -- you can restyle a screen in an afternoon; you cannot re-architect a flow after it ships without breaking people's habits.

  • Name the screen type before designing it. Nearly every screen is an

instance of a known type with known states and a known failure mode. "A page where users manage their team" is a List/Feed with an invite flow attached, and saying so imports thirty solved decisions.

  • A flow is a sequence with an exit at every step. If a step has no way back

and no way out, it is a trap, and traps are where support tickets come from.

  • Design the states, not the screen. The happy path is the easy fifth of the

work. The other four fifths are empty, loading, error and partial.

  • Density is a decision, not a consequence. Pick a tier and hold it.

Constants

Every screen ships all five. A screen specified only in its ideal state is not specified.

Every screen passes through states. Model them explicitly to ensure all states are designed.

6.1 The Five Core States

[Initial] -> [Loading] -> [Loaded / Populated]
                |               |
                v               v
            [Error]       [Empty]
                |               |
                v               v
           [Retry -> Loading]  [Action -> Loading]
  1. Initial: Screen is mounted but no data request has fired yet. Often invisible (immediate transition to Loading).
  2. Loading: Data is being fetched. Show skeleton screens (preferred), spinner, or shimmer. Never show a blank screen.
  3. Loaded / Populated: Data received and displayed. The "happy" state. Most design time is spent here.
  4. Empty: Data request succeeded but returned zero items. Show empty state illustration + CTA.
  5. Error: Data request failed. Show error message + retry button. Distinguish between network error, server error, and permission error.

6.2 Extended States

  • Refreshing: Pulling to refresh or background sync. Show inline indicator without replacing content.
  • Partial Load: Some data loaded, more available. Infinite scroll loading indicator at bottom.
  • Stale: Data is old. Show "last updated" timestamp. Background refresh in progress.
  • Offline: No network connection. Show cached data with offline banner. Queue actions for sync.
  • Permission Required: User has not granted necessary permission (location, camera, contacts). Show explanation + request button.

6.3 State Design Checklist

For every screen, verify you have designed:

  • Loading state (skeleton or spinner)
  • Populated state (with real data, not lorem ipsum)
  • Empty state (zero items, with helpful CTA)
  • Error state (with clear message and retry)
  • Partial/paginated state (loading more indicator)
  • Offline state (if applicable)
  • Permission request state (if applicable)

Section 7: Information Density Levels

7.1 Three Density Tiers

Tier Description Target Elements per Viewport Example Screen Types
Low Breathing room. One idea per fold. Marketing-oriented. 3-5 Landing, onboarding, login, confirmation, empty state, error pages
Medium Balanced. Content-rich but not overwhelming. Scrolling expected. 6-12 Profile, detail, settings, blog/article, checkout, contact
High Data-dense. Power users. Scanning and filtering essential. 12-25+ Dashboard, analytics, file manager, data table, calendar, comparison

7.2 Density Adjustments by Platform

  • Mobile: Reduce density by 30-40% vs desktop. Stack columns. Collapse secondary info behind taps.
  • Tablet: Intermediate density. Use split views to maintain context without overwhelming.
  • Desktop: Highest density acceptable. Multi-column layouts, sidebars, persistent panels.

7.3 Density Controls for Users

  • Comfortable / Cozy / Compact: Gmail-style density toggle. Adjusts row height and spacing.
  • Card / List / Table: View mode toggle. Cards are lowest density, tables are highest.
  • Show/Hide Columns: Let users configure which columns appear in data tables.
  • Collapse Panels: Resizable and collapsible sidebars for user-controlled density.

Section 8: Platform-Specific Screen Conventions

Index

Screen types (32) -- full specification for each in references/screen-type-catalog.md:

Landing · Home/Dashboard · List/Feed · Detail/Show · Profile · Settings · Search/Results · Checkout · Onboarding · Login · Sign-up · Forgot Password · Empty State · Error 404 · Error 500 · Maintenance · Loading/Splash · Notifications Center · Analytics/Reporting · File Manager · Editor/Canvas · Wizard/Multi-Step · Chat/Messaging · Calendar · Map View · Comparison · About/Team · Contact · Blog/Article · Product Gallery · Booking/Reservation · Confirmation/Success

Flow patterns (22) -- full specification for each in references/user-flow-catalog.md:

Authentication · Onboarding · Purchase/Checkout · Search-Filter-Select · CRUD · Invite/Share · Communication · Notification-to-Action · Upgrade/Upsell · Cancellation/Churn · Help/Support · Data Import/Export · Review/Rating · Onboarding Checklist · Collaborative Editing · Subscription/Renewal · Referral · Multi-Device Handoff · Account Deletion · Error Recovery · Settings Management · Content Creation

UI elements (120+) across navigation, input, feedback, overlay and layout -- references/ui-element-deep-dive.md.

When documenting or communicating user flows, use these standardized conventions.

3.1 Node Types

  • Start / End: Rounded rectangle (pill shape). Green for start, red for end.
  • Screen / Page: Rectangle. Contains screen name. Color-coded by section.
  • Decision: Diamond. Contains yes/no or conditional question.
  • Action: Rectangle with rounded corners. User or system action.
  • Sub-flow: Rectangle with double border. Links to separate flow diagram.
  • Wait / Delay: Hourglass or clock icon. Async step (email verification, processing).

3.2 Path Types

  • Happy Path: Solid green arrows. The primary expected journey.
  • Error Path: Dashed red arrows. What happens when things fail.
  • Alternative Path: Dotted blue arrows. Valid but less common routes.
  • Escape Hatch: Gray arrows. Exit points (cancel, back, close).

3.3 Entry Points

  • Direct URL: Globe icon. User arrives via typed URL or link.
  • Deep Link: Chain icon. From push notification, email, or external app.
  • Navigation: Menu icon. From in-app navigation.
  • System Trigger: Gear icon. Automated redirect (session expire, maintenance).

3.4 Edge Case Annotations

  • Conditional: Annotate arrows with conditions (e.g., "if cart > $50").
  • Frequency: Label paths with expected traffic percentage (e.g., "80% of users").
  • Data Dependencies: Note when a step requires data from a previous step.
  • Timeout: Note time limits (e.g., "OTP expires in 10 min").

Section 4: UI Element Pattern Catalog (120+ Elements)

Reference architecture

File Covers Lines
references/screen-type-catalog.md 32 screen types, fully specified 1731
references/ui-element-deep-dive.md 120+ elements, 26 in depth 1259
references/user-flow-catalog.md 22 flows step by step 1116
references/inspiration-reference-guide.md where to look for precedent 228
references/transitions-and-platform-conventions.md push, modal, tab, deep link; iOS/Android/web 84

What every reference file contains

  1. Purpose -- the one job this screen or flow does
  2. The component hierarchy, named
  3. The state matrix: empty, loading, error, partial, ideal
  4. Accessibility requirements specific to the type
  5. Best-in-class examples, named
  6. The failure mode that type is known for

Routing

For deciding which screens a product needs and the full specification of each: read references/screen-type-catalog.md.

For the sequence connecting them -- entry points, steps, decision points, exits and error branches: read references/user-flow-catalog.md.

For a specific element -- navigation, input, feedback, overlay or layout: read references/ui-element-deep-dive.md.

For how screens move between each other and what each platform expects: read references/transitions-and-platform-conventions.md.

For precedent -- where to look and what to look for: read references/inspiration-reference-guide.md.

Cross-References

  • page-composition-engine -- once the screen type is chosen, this composes it
  • navigation-pattern-encyclopedia -- the navigation connecting the screens
  • performance-states-patterns -- the empty, loading and error states in depth
  • ui-pattern-intelligence -- whether the pattern chosen is still current
  • mobile-ux-design -- the mobile form of each screen type