| name | information-design |
| description | Use when deciding what a screen, page, dashboard, table, or output says and in what order — calibrating information density, establishing visual hierarchy, tightening copy and labels, organizing layout, or laying out forms and their validation timing — including judging whether a surface is too dense or too sparse.
|
| metadata | {"owner":"tze","authors":["tze","Claude Fable 5"],"status":"active","last_reviewed":"2026-07-03"} |
Information Design
What a surface says, in what order, at what density. The bar: succinct,
organized, dense where the user's task benefits — never sparse for
aesthetics, never dense for its own sake.
Use This Skill When
- Laying out a screen, dashboard, table, CLI output, or report
- Judging whether a surface is too dense or too diluted
- Tightening labels, microcopy, headings, or empty-state text
- Deciding between table, list, cards, or prose for a body of information
Example trigger phrasings: "is this too dense", "this feels cluttered",
"organize this screen", "tighten this copy", "should this be a table".
Do Not Use This Skill For
- Color, spacing scales, or motion — visual-language
- Whether users can find a feature, or whether an empty state routes them
to the action that fills it — discoverability
(this skill owns the empty state's copy)
- Chart and data-graphic construction —
/dataviz (this bar still governs
density and hierarchy choices there)
Reviewable Expectations
Hierarchy
- Every surface answers "what do I look at first?" in one glance: one primary
element per view, established by size/weight/position — not by adding boxes.
- Reading order matches task order: the thing the user acts on next is where
their eye lands next.
- Grouping follows the user's task, not the data model or the database schema.
Density
- Calibrate to user mode: monitoring, comparison, and power-user surfaces
(dashboards, tables, logs, admin panels) run dense — more rows, tighter
spacing, abbreviations the audience knows. First-run, decision, and
confirmation surfaces run sparse — one question at a time.
- Whitespace is a hierarchy tool, not a goal. Padding that forces scrolling or
pagination on a comparison task is a defect, same as a wall of undifferentiated
text on a decision task.
- Progressive disclosure: summary first, detail on demand — but never hide
what the user checks every time behind a click. Frequency of access
decides what is surfaced, not tidiness.
- Truncation is a last resort: wrap, reflow, or widen before ellipsizing data
the user came to read. Ellipsized identifiers (IDs, paths, names) that the
user must distinguish are a defect.
Copy
- Words earn their place: labels are a few words, sentences appear only where
the user genuinely reads. No filler ("Please note that…", "In order to…"),
no restating what the UI already shows.
- Microcopy states the action, not the category: "Save draft", not "Submit";
"Delete 3 files", not "Confirm".
- One name per concept: the same entity or action carries the same word
everywhere — UI, palette entries, errors, docs. Synonym drift ("remove" /
"delete" / "discard" for one operation) is a defect.
- Error text says what happened and what to do next, in that order.
- Numbers formatted for scanning: aligned decimals, thousands separators,
units on the column header not every cell.
Forms and validation
- Validate on blur or submit, never per keystroke: don't red-flag a field the
user is still typing in. Live-as-you-type feedback is for positive
confirmation (name available, password strong enough), not for
errors-in-progress.
- Errors sit inline at the offending field; any summary links to them.
- Failure never destroys input: the form re-renders with every entered value
intact (interaction-speed owns state
preservation).
- Ask only what can't be defaulted, remembered, or inferred (design-bar's
Defaults question); every optional field justifies its presence.
Presentation
- Tables for comparison across items; lists for scanning one attribute; prose
for narrative only. Never prose where a table fits.
- Icons accompany labels; icon-only is reserved for universally known glyphs
or space-critical dense surfaces (with tooltips and accessible labels —
see accessibility).
Review Method
- Identify the surface's user mode (first-run / decision / monitoring /
power-loop) — density findings are relative to mode, not absolute.
- Squint test: blur the layout; the primary element and grouping should
survive. If everything has equal weight, hierarchy is missing.
- Read every string aloud; cut words until meaning would break.
- For each hidden-by-default detail, ask: how often is it checked? Daily →
surface it.
No built UI yet? Apply the same expectations to the spec's described
behavior; evidence cites the spec section or screen region.
Findings cite the element and the expectation violated; severity follows the
design-bar rule (friction × frequency —
design-bar).