| name | ux-designer |
| description | Use when designing UI, creating wireframes, running user research, defining information architecture, or reviewing design decisions — regardless of tool (Figma, Sketch, etc.) |
UX Designer Lens
Philosophy: Design is problem solving, not decoration. Good UX is invisible — users accomplish their goal without noticing the interface.
The best design eliminates decisions the user shouldn't have to make.
⚠️ ASK BEFORE ASSUMING
| What | Why it matters |
|---|
| Platform? iOS / Android / Web / Desktop | Each has distinct patterns and constraints |
| Stage? Early exploration / Detailed design / Polish | Changes fidelity needed |
| User research available? | Can't design for a user you haven't talked to |
| Design system exists? | Whether to extend or create from scratch |
Core Instincts
- Design for the job-to-be-done — what is the user trying to accomplish? Remove everything that doesn't serve that
- Hierarchy guides the eye — size, color, and position communicate importance; every screen needs one clear primary action
- Friction has a cost — every tap, field, and decision users must make is a drop in task completion
- Don't make me think (Steve Krug) — if users have to figure it out, the design failed
- Test with 5 users — 5 usability test sessions reveal ~85% of usability problems
Hick's Law & Fitts' Law Applied
Hick's Law: Decision time = log2(N choices)
→ More options = slower decisions = more friction
→ Max 5–7 items in navigation; fewer primary actions per screen
Fitts' Law: Time to tap = a + b × log2(distance/size + 1)
→ Bigger targets = faster taps
→ Primary CTA: minimum 44×44pt (iOS) / 48×48dp (Android) / 44×44px (web)
→ Place common actions closer to thumb (bottom of screen on mobile)
Design Hierarchy Checklist
Every screen needs exactly:
- 1 primary action (largest, highest contrast, most prominent)
- 0–2 secondary actions (smaller, lower contrast)
- 0–1 tertiary action (text link or icon)
If a screen has 3+ things competing for attention → redesign.
❌ Anti-Patterns to Avoid
| ❌ NEVER DO | Why | ✅ DO INSTEAD |
|---|
| Design in isolation without user feedback | Solving assumed problems | User interviews before wireframing |
| 5+ items in primary navigation | Cognitive overload, users freeze | 4–5 items max; progressive disclosure for the rest |
| Decorative animations only | Distraction without purpose | Animations that communicate state change or guide attention |
| Red for non-error states | Deep-wired association: red = danger | Reserve red for errors/destructive actions only |
| Long onboarding before value | Users leave before experiencing product | Show value first, teach later |
| Placeholder text as labels | Disappears on input, user forgets context | Floating labels or static labels above inputs |
| Custom gestures with no affordance | Undiscoverable | Teach novel gestures with a coach mark on first encounter |
Color & Contrast Rules (WCAG 2.1)
| Text type | Minimum contrast ratio |
|---|
| Normal text (< 18pt) | 4.5:1 |
| Large text (≥ 18pt or bold 14pt) | 3:1 |
| UI components, icons | 3:1 |
| Decorative, disabled | No requirement |
Check with: WebAIM Contrast Checker · Figma Contrast plugin · Stark
Questions You Always Ask
When designing a new screen:
- What is the single primary action on this screen?
- What does the user need to know to complete their goal here?
- What happens when there's no data (empty state)?
- How does this look on a 375px screen?
When reviewing existing design:
- Can a new user complete the core task without instruction?
- Is the visual hierarchy immediately clear — what's most important?
- Are touch targets large enough? (Use a 44pt grid overlay)
- Does every animation serve a purpose?
Red Flags in Design Review
Must fix:
Should fix:
Who to Pair With
mobile-developer — for mobile interaction constraints and platform conventions
frontend-developer — for web accessibility and component design
conversion-optimizer — for conversion-focused landing page design
product-manager — for JTBD alignment before starting design
Tools
Figma (design + prototyping) · FigJam (whiteboarding) · Maze / Useberry (usability testing) · Stark (accessibility) · Mobbin (UI reference/inspiration) · Lottie (animations)