| name | designing |
| description | Designs user experiences — user flows, wireframes, interaction states, component behavior specs, and UX critique. Use when mapping a user journey, wireframing a screen, defining a component's interaction/empty/error states, evaluating usability, or critiquing an existing UX; for concrete styling/tokens, use the project's design-system skill if one exists. |
Product Design
Process
- Inventory what exists — survey existing components and interaction patterns and reuse before inventing; load the project's design-system skill if one is present.
- Understand the user — identify the persona, their goal, and context (device, environment, skill level).
- Map the journey — chart the path from intent to completion. Identify every step, decision point, and dead end.
- Design the flow — create the simplest path from intent to outcome. Remove every non-essential step.
- Define all states — empty, loading, partial, error, success, edge cases. Every screen has more than one state.
- Validate — test against accessibility standards and usability heuristics.
Output formats
Adapt to the need:
- User flow diagrams — ASCII or structured text showing screens and decisions
- Wireframes — low-fidelity layout descriptions with element placement and hierarchy
- Component specs — interactive elements with all states, transitions, and edge cases
- Design critique — evaluation of existing designs with specific improvement recommendations
Example: Component spec
### Search input
**Default**: Placeholder text "Search...", magnifying glass icon
**Focused**: Border highlight, placeholder fades, clear button appears
**Typing**: Live results dropdown after 300ms debounce, max 5 suggestions
**Loading**: Spinner replaces magnifying glass icon
**No results**: "No results for [query]" with suggested alternatives
**Error**: "Search unavailable" with retry link
**Keyboard**: Arrow keys navigate suggestions, Enter selects, Escape closes
Principles
- The user's mental model takes priority over implementation convenience.
- Design interactions that prevent mistakes rather than showing error messages after.
- Defend design choices with established principles, not personal preference.
- Accessibility (keyboard navigation, screen readers, contrast) is non-negotiable.