interaction-design-patterns/SKILL.md
Use when designing interfaces, building UX flows, choosing layouts, or making navigation decisions. Covers Tidwell's 45+ proven interaction patterns for behavior, navigation, layout, actions, and data display. Load alongside webapp-gui-design...
npx skillsauth add peterbamuhigire/skills-web-dev interaction-design-patternsInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
interaction-design-patterns or would be better handled by a more specific companion skill.sections only as needed.SKILL.md first, then load only the referenced deep-dive files that are necessary for the task.sections/ directory for modular deep dives and load only the parts relevant to the task.Grounded in Tidwell, Brewer & Valencia (2020) Designing Interfaces, 3rd ed. — the industry's definitive interaction design pattern library. These patterns describe how real humans behave with software and what interface structures consistently work.
Load this skill alongside any design skill when:
| Category | Key Patterns | Reference |
|----------|-------------|-----------|
| Behavioral | Safe Exploration, Instant Gratification, Satisficing, Habituation, Spatial Memory, Prospective Memory | This file |
| Navigation | Hub & Spoke, Escape Hatch, Modal Panel, Deep Links, Breadcrumbs, Progress Indicator, Fat Menus | sections/02-navigation.md |
| Layout | Visual Framework, Center Stage, Grid of Equals, Accordion, Collapsible Panels, Titled Sections | sections/03-layout.md |
| Actions | Prominent Done Button, Preview, Multi-Level Undo, Hover Tools, Smart Menu Items, Cancelability | sections/04-actions.md |
| Data Display | Datatips, Data Spotlight, Dynamic Queries, Small Multiples, Multi-Y Graph | sections/05-data.md |
These describe how humans naturally interact with software. Design with them — not against them.
"Let me explore without getting lost or getting into trouble."
Users learn more and feel more positive when they can try things without dire consequences. Exploration is the primary way users discover features. Support it by:
Design rule: If an action can't be undone, warn explicitly before it happens — not after.
"I want to accomplish something now, not later."
Users must get a success experience within the first few seconds. If they can't, they lose confidence in the product and in themselves.
Design rule: Every new screen — ask: "What is the ONE thing users do first, and can they see and do it immediately?"
"This is good enough. I'll stop here."
Users do not read every element. They scan, pick the first option that might work, and try it. This is rational: parsing a complex interface is cognitive work they'd rather avoid.
Design rule: If your label requires reading to understand its meaning, rewrite it until a user's first guess is correct.
"I changed my mind about what I was doing."
Users change goals mid-task — they start to add an invoice but spot an overdue customer and pivot. Support this gracefully.
Design rule: Forcing users to finish a task before doing anything else causes abandonment.
"I don't want to answer that now; just let me finish!"
Users want to complete their primary task without being interrupted by decisions they don't need to make yet.
Design rule: Every required question that isn't truly necessary reduces form completion rate.
"Let me change this. That doesn't look right; let me change it again. That's better."
Builders — writers, designers, coders — work in small iterative cycles. They build a piece, evaluate it, adjust it, and repeat. They don't work in a straight line.
Design rule: Any delay between action and visible result risks breaking the creative flow state.
"That gesture works everywhere else; why doesn't it work here?"
Frequent actions become reflex. Users stop thinking consciously about common gestures (Ctrl+S, swipe-to-delete, Back button). Breaking habituated patterns causes errors and frustration — especially for expert users.
Design rule: Consistency within your app is as important as consistency with the platform. One inconsistent gesture erases expert confidence.
"I'm waiting for the train. Let me do something useful for two minutes."
Users access apps during short windows of available attention — queues, commutes, transitions. Design mobile features for completion in ≤2 minutes.
Design rule: If your app takes more than 10 seconds from cold launch to primary content, it fails the microbreak test.
"I swear that button was here a minute ago. Where did it go?"
Users find things by remembering where they are, not what they're named. This is powerful and fast — but only if the interface stays stable.
Design rule: Every time you move a UI element, you reset the user's spatial memory for it. Do this only when there's a strong reason.
"I'm putting this here to remind myself to deal with it later."
Users leave intentional artifacts — open windows, starred items, items on the desktop — as self-made reminder systems. Software must support, not clean up, these systems.
Design rule: When you helpfully clean up after users, you erase their memory system.
"I have to do this how many times?"
Power users often perform the same operation repeatedly. Reducing repetition from 10 clicks to 1 is the quality-of-life win that defines expert-grade tools.
Design rule: Observe your power users for 30 minutes — they will reveal every repetitive task your UI fails to streamline.
"What did everyone else say about this?"
People's decisions are shaped by what peers do and say. Social dynamics increase engagement, trust, and conversion.
Design rule: One genuine peer review outweighs five brand marketing claims.
interaction-design-patterns (this skill)
|
+-- webapp-gui-design ------> Apply patterns to Bootstrap/Tabler web UI
+-- jetpack-compose-ui -----> Apply patterns to Android Compose mobile UI
+-- ux-psychology ----------> Cognitive science behind the behavioral patterns
+-- cognitive-ux-framework -> Evaluate patterns against the Six Minds
+-- form-ux-design ---------> Deferred Choices, Instant Gratification in forms
+-- lean-ux-validation -----> Validate pattern choices with real users before building
data-ai
Use when adding AI-powered analytics to a SaaS platform — semantic search over business data, natural language queries, trend detection, anomaly alerts, and AI-generated insights for dashboards. Covers embeddings, NL2SQL, and per-tenant analytics...
data-ai
Design AI-powered analytics dashboards — what metrics to show, how to display AI predictions and confidence, drill-down patterns, KPI cards, trend visualisation, AI Insights panels, export design, and role-based dashboard variants. Invoke when...
development
Use when designing, building, reviewing, or upgrading production software systems that must be secure, performant, maintainable, scalable, and user-centered. Apply before writing specs, code, architecture, APIs, databases, mobile apps, SaaS platforms, or ERP systems.
development
Professional web app UI using commercial templates (Tabler/Bootstrap 5) with strong frontend design direction when needed. Use for CRUD interfaces, dashboards, admin panels with SweetAlert2, DataTables, Flatpickr. Clone seeder-page.php, use...