plugins/nw/skills/nw-ux-emotional-design/SKILL.md
Emotional design and delight patterns for product owners. Load when designing onboarding flows, empty states, first-run experiences, or evaluating the emotional quality of an interface.
npx skillsauth add nwave-ai/nwave nw-ux-emotional-designInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Patterns for creating interfaces that feel good to use. Use during discovery to map emotional arcs and during requirements to specify delight moments.
Four layers satisfied in order (bottom to top):
/\
/ \
/ PL \ 4. PLEASURABLE - Delight, surprise, emotional connection
/------\
/ USABLE \ 3. USABLE - Easy to learn, intuitive, efficient
/----------\
/ RELIABLE \ 2. RELIABLE - Consistent, dependable, no crashes
/--------------\
/ FUNCTIONAL \ 1. FUNCTIONAL - It works, serves its purpose
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Key insight: Delight only works if product is usable. Beautiful animations on buggy, confusing interface make things worse. Invest in foundation before polish.
Playful animations | witty microcopy | surprising easter eggs | visually pleasing illustrations
Interface anticipates user needs | complex tasks feel effortless | users achieve flow state | tool becomes extension of thinking
Prioritization rule: Deep delight generates loyalty and return usage. Surface delight creates momentary reactions but cannot compensate for usability failures. Invest in deep delight first.
Empty states (no data, first use, zero results) are opportunities, not dead ends.
Blank page with no guidance, or "No results found" with no suggested next step.
Mandatory 8-step walkthrough blocking users from doing anything before completion.
Web: Inline hints | contextual tooltips | sample data to explore | "getting started" checklist widget
Desktop: First-run wizard for essential setup only (account, preferences), then contextual hints during use
CLI: First command outputs welcome message with 2-3 example commands. --help is comprehensive. Config file created with sensible defaults and comments.
Clear first, clever second | active voice, present tense | address user as "you" | instructions in 1-2 sentences | consistent voice builds trust
| Context | Tone | Example | |---------|------|---------| | Error message | Empathetic, helpful | "We could not save your changes. Check your connection and try again." | | Success message | Encouraging, brief | "Project created. You are ready to start." | | Empty state | Inviting, guiding | "No projects yet. Create your first one to get started." | | Destructive action | Clear, serious | "This will permanently delete 3 files. This cannot be undone." | | Loading/waiting | Reassuring | "Setting things up. This usually takes about 30 seconds." | | Neutral action | Straightforward | "Select a template." |
Helps when: user not stressed (onboarding, success, empty states) | low-stakes moment | brand voice well-established
Annoys when: user frustrated (errors, failures) | user in a hurry (critical workflows) | humor forced or inconsistent | cleverness obscures message
Pull-to-refresh with satisfying animation | skeleton screens instead of blank loading | smooth state transitions (not abrupt swaps) | smart defaults reducing typing | autocomplete learning from usage | undo toast after destructive actions ("Deleted. Undo?")
Decorative loading animations adding no information | sound effects for routine actions | excessive bounce/wobble animations | easter eggs interfering with workflow
Specify: trigger (what user does) | feedback (what user sees/feels) | purpose (why this matters for experience)
Example: "When user drags card to new column, card smoothly animates to new position and column header count updates, confirming move was successful."
When mapping emotional arcs during journey discovery:
| Journey Phase | Target Emotion | Design Lever | |--------------|----------------|--------------| | First encounter | Curious, welcomed | Clear value proposition, inviting empty state | | Setup/config | Confident, guided | Progressive onboarding, sensible defaults | | First success | Accomplished, delighted | Celebration moment, clear confirmation | | Regular use | Efficient, in flow | Shortcuts, anticipation, minimal friction | | Error/failure | Supported, not blamed | Empathetic copy, clear recovery path | | Completion | Satisfied, proud | Summary of accomplishment, next steps |
Use this table when asking emotional arc questions during discovery. Map each journey step to target emotion and identify design lever that achieves it.
testing
Acceptance test creation methodology for the DISTILL wave. Domain knowledge for the acceptance designer agent: port-to-port principle, prior wave reading, wave-decision reconciliation, graceful degradation, and document back-propagation.
testing
Methodology for minimizing test count while maximizing behavioral coverage - behavior definition, anti-pattern catalog, consolidation patterns, stopping criterion, coverage-preserving validation
testing
Methodology for minimizing test count while maximizing behavioral coverage - behavior definition, anti-pattern catalog, consolidation patterns, stopping criterion, coverage-preserving validation
development
Design mandates for acceptance tests - hexagonal boundary, business language abstraction, user journey completeness, pure function extraction, 3 Pillars (domain language / chained narrative / production composition), and the layered ATD discipline (Universe-bound assertion, layer-dependent PBT mode, two-tier acceptance, example-based sad paths)