@djm204/agent-skills 1.0.0

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Files changed (392) hide show
  1. package/README.md +597 -0
  2. package/bin/cli.js +8 -0
  3. package/package.json +55 -0
  4. package/src/index.js +1817 -0
  5. package/src/index.test.js +1264 -0
  6. package/templates/_shared/code-quality.mdc +52 -0
  7. package/templates/_shared/communication.mdc +43 -0
  8. package/templates/_shared/core-principles.mdc +67 -0
  9. package/templates/_shared/git-workflow.mdc +48 -0
  10. package/templates/_shared/security-fundamentals.mdc +41 -0
  11. package/templates/agents/utility-agent/.cursor/rules/action-control.mdc +71 -0
  12. package/templates/agents/utility-agent/.cursor/rules/context-management.mdc +61 -0
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  14. package/templates/agents/utility-agent/.cursor/rules/overview.mdc +34 -0
  15. package/templates/agents/utility-agent/.cursor/rules/token-optimization.mdc +71 -0
  16. package/templates/agents/utility-agent/CLAUDE.md +513 -0
  17. package/templates/business/market-intelligence/.cursor/rules/data-sources.mdc +62 -0
  18. package/templates/business/market-intelligence/.cursor/rules/overview.mdc +55 -0
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  24. package/templates/business/marketing-expert/.cursor/rules/brand-strategy.mdc +74 -0
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@@ -0,0 +1,69 @@
1
+ ---
2
+ description: Accessibility
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # Accessibility
7
+
8
+ Designing inclusive experiences that work for all users regardless of ability, device, or context.
9
+
10
+ ## Core Principle
11
+
12
+ **Accessibility is not a feature — it is a requirement.** Design for the most constrained user and everyone benefits.
13
+
14
+ ## WCAG 2.2 AA — POUR Framework
15
+
16
+ ### Perceivable
17
+ - Alt text for non-text content; captions/transcripts for audio/video
18
+ - 4.5:1 contrast for text, 3:1 for large text and UI components
19
+ - No information by color alone; text resizable to 200%; reflow at 320px width
20
+
21
+ ### Operable
22
+ - All functionality via keyboard; no keyboard traps
23
+ - Skip navigation link as first focusable element; visible focus indicators
24
+ - No time limits (or extend/disable); no flashing > 3 times/sec
25
+ - Focus order follows logical sequence; link purpose clear from text alone; touch targets 24x24px min (44x44px recommended)
26
+
27
+ ### Understandable
28
+ - Language declared in HTML lang; consistent navigation and component identification
29
+ - Error identification with clear description; labels for all inputs
30
+ - No unexpected context change on focus or input
31
+
32
+ ### Robust
33
+ - Valid semantic HTML; name, role, value programmatically determinable
34
+ - Status messages via ARIA live regions; compatible with screen readers, voice control, switch devices
35
+
36
+ ## Keyboard Navigation
37
+
38
+ - Tab/Shift+Tab to move; Enter/Space to activate; Arrows within components; Escape to close
39
+ - Focus into modal on open, returns to trigger on close; never lost or stuck
40
+ - Custom focus: 2px+ outline, 3:1 contrast; tabindex="0" for custom elements, "-1" for programmatic only; never > 0
41
+
42
+ ## Screen Readers
43
+
44
+ - Semantic HTML: `<nav>`, `<main>`, `<header>`, `<footer>`, `<section>`, `<article>`
45
+ - Headings: logical outline (h1→h2→h3, no skipping); lists use `<ul>`/`<ol>`; forms use `<label>`
46
+ - ARIA: supplement to HTML, not replacement; aria-label, aria-describedby, aria-live, aria-expanded, aria-hidden
47
+ - Follow WAI-ARIA APG patterns for complex widgets (accordion, dialog, tabs, combobox, menu)
48
+ - Test with VoiceOver, NVDA/JAWS, TalkBack
49
+
50
+ ## Inclusive Design
51
+
52
+ Disability spectrum: Permanent → Temporary → Situational. Solve for one, extend to many (curb cuts help wheelchairs, strollers, bikes).
53
+
54
+ ## Cognitive Accessibility
55
+
56
+ Plain language (8th-grade level), short scannable chunks, consistent patterns, clear error messages with recovery, undo for destructive actions, minimize required memory, progress indicators.
57
+
58
+ ## Testing
59
+
60
+ - **Automated** (~30%): axe-core/Lighthouse, contrast checker, HTML validation
61
+ - **Manual** (~70%): Keyboard-only navigation, screen reader walkthrough, 200% zoom reflow, color blindness simulation, reduced motion, touch targets, focus order, form errors
62
+ - **User testing**: Include users with disabilities; test with actual assistive technologies
63
+
64
+ ## Anti-Patterns
65
+
66
+ - **Overlay widgets**: Don't work and create new problems
67
+ - **Placeholder-only labels**: Disappear on focus
68
+ - **Focus suppression**: `outline: none` without replacement
69
+ - **Mouse-only interactions**: Drag-and-drop without keyboard alternative
@@ -0,0 +1,59 @@
1
+ ---
2
+ description: Emotional Design
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # Emotional Design
7
+
8
+ Creating positive emotional connections, building trust, and driving engagement through psychology and behavioral science.
9
+
10
+ ## Core Principle
11
+
12
+ **Eliminate frustration first, then add delight.** You cannot create positive emotions on a frustrating foundation.
13
+
14
+ ## Norman's Three Levels
15
+
16
+ 1. **Visceral** — Immediate reaction: visual appeal, first impression (color, typography, polish)
17
+ 2. **Behavioral** — During use: usability, effectiveness, pleasure (interaction design, performance)
18
+ 3. **Reflective** — After use: meaning, satisfaction, self-image (brand perception, accomplishment)
19
+
20
+ Priority: Behavioral first (if it doesn't work, nothing else matters) → Visceral → Reflective.
21
+
22
+ ## Frustration Reduction (Highest Impact)
23
+
24
+ | Frustration Source | Fix |
25
+ |-------------------|-----|
26
+ | Unexpected data loss | Auto-save; confirm destructive actions |
27
+ | Unclear errors | Plain language with specific recovery steps |
28
+ | Long waits | Skeleton screens, progress indicators, optimistic UI |
29
+ | Dead ends | Always provide a next action |
30
+ | Forced repetition | Remember preferences; pre-fill known info |
31
+ | Hidden functionality | Progressive disclosure, not hiding |
32
+ | Inconsistent behavior | Same action → same result everywhere |
33
+
34
+ ## Trust Building
35
+
36
+ - **Trust signals**: Transparency, consistency, competence, security indicators, social proof, graceful error handling
37
+ - **Trust breakers**: Hidden fees, fake urgency, bait-and-switch, unauthorized data collection, broken promises
38
+
39
+ ## Peak-End Rule (Kahneman)
40
+
41
+ People judge by peak moment and ending. Design peak moments (celebrate accomplishments). Protect endings (confirmation + clear next step). Avoid negative peaks — one terrible moment defines the whole experience.
42
+
43
+ ## Micro-Delight
44
+
45
+ Small unexpected positive moments: confetti on milestones, witty empty states, personalized greetings, smooth animations. Rules: never interfere with tasks, respect prefers-reduced-motion, don't repeat too often, never during error states.
46
+
47
+ ## Dark Pattern Avoidance
48
+
49
+ Reject: confirmshaming, hidden costs, trick questions, forced continuity, disguised ads, friend spam, roach motel, misdirection, privacy zuckering. Test: "If I explained this flow to a journalist, would I be proud?"
50
+
51
+ ## Onboarding Emotional Arc
52
+
53
+ Curiosity (landing) → Confidence (sign up — easy, no surprises) → Competence (first action — "I did it!") → Investment (customization — "feels like mine") → Achievement (first milestone). Each stage: clear next action, immediate feedback, zero friction.
54
+
55
+ ## Anti-Patterns
56
+
57
+ - **Delight without function**: Animation over usability
58
+ - **Emotional manipulation**: Guilt, shame, or fear to drive action
59
+ - **Tone-deaf celebration**: Congratulating users for mundane tasks
@@ -0,0 +1,73 @@
1
+ ---
2
+ description: Design Handoff
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # Design Handoff
7
+
8
+ Bridging design and development through clear specifications, shared language, and measurable quality standards.
9
+
10
+ ## Core Principle
11
+
12
+ **Handoff is not a moment — it is a continuous conversation.** Collaborate from the start, not over a wall.
13
+
14
+ ## Specification Standards
15
+
16
+ Every handoff includes:
17
+
18
+ - **Layout**: Responsive behavior at all breakpoints, spacing via tokens, grid alignment, min/max-width
19
+ - **Typography**: Font, weight, size, line-height as tokens; truncation behavior
20
+ - **Color**: All colors as tokens; light/dark mode specs; contrast ratios documented
21
+ - **Components**: All states (default, hover, focus, active, disabled, error, loading, empty), interaction behavior, animation specs, responsive adaptations
22
+ - **Content**: Real examples (not lorem ipsum), character limits, empty states, error copy
23
+
24
+ ## Design Annotations
25
+
26
+ - Spacing callouts with token names
27
+ - Interaction notes ("On hover, show tooltip after 500ms")
28
+ - Responsive notes ("Stack below 768px")
29
+ - Accessibility notes ("aria-label='Close dialog'", "Focus trap in modal")
30
+ - Edge cases ("Truncate with ellipsis after 2 lines")
31
+ - Conditional logic ("Show only when admin role")
32
+
33
+ ## Prototyping
34
+
35
+ - **Low-fi**: Validate layout and flow (fast, disposable)
36
+ - **Mid-fi**: Validate interaction patterns (enough to test, not distract)
37
+ - **High-fi**: Stakeholder sign-off (shows real vision)
38
+ - **Code prototype**: Complex interactions that can't be faked
39
+
40
+ ## Design QA
41
+
42
+ Review implementation against spec:
43
+ - Layout, spacing, typography, colors match at all breakpoints
44
+ - All interaction states implemented; animations match spec
45
+ - Keyboard nav works; screen reader announces correctly; focus order matches visual order
46
+ - Error and empty states display correctly; responsive behavior verified
47
+
48
+ Process: designer reviews staging → files issues (expected vs. actual) → prioritize functional > accessibility > polish → re-review.
49
+
50
+ ## UX Metrics
51
+
52
+ - **Task success rate**: > 90% critical, > 80% secondary
53
+ - **Time on task**: Compare against baseline, aim for reduction
54
+ - **Error rate**: Track by type (slips vs. mistakes)
55
+ - **SUS score**: > 68 above average, > 80 good, > 90 excellent
56
+
57
+ ## Usability Testing
58
+
59
+ - 5 users per round; think-aloud, task-based; observe behavior not opinions
60
+ - Minimum every 2 weeks; weekly is ideal; full test before launch
61
+ - Unmoderated (20-50 users) for quantitative validation
62
+
63
+ ## Collaboration Practices
64
+
65
+ - Weekly design review with developers during design phase
66
+ - Pair on complex interactions; shared language through tokens and component names
67
+ - Living design system documentation with decision log and changelog
68
+
69
+ ## Anti-Patterns
70
+
71
+ - **Wall-of-specs handoff**: Dumping documents without conversation
72
+ - **Missing states**: Only designing happy path, leaving errors to developers
73
+ - **No design QA**: Assuming implementation matches spec without verification
@@ -0,0 +1,62 @@
1
+ ---
2
+ description: Information Architecture
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # Information Architecture
7
+
8
+ Organizing, structuring, and labeling content so users can find what they need.
9
+
10
+ ## Core Principle
11
+
12
+ **If users can't find it, it doesn't exist.**
13
+
14
+ ## Four Core Systems (Rosenfeld & Morville)
15
+
16
+ 1. **Organization** — How content is grouped and categorized
17
+ 2. **Labeling** — How content is named and described
18
+ 3. **Navigation** — How users move through content
19
+ 4. **Search** — How users query and filter content
20
+
21
+ ## Mental Models (Indi Young)
22
+
23
+ Align structure to how users think, not how the org is structured. Interview users about tasks, map their model, identify gaps, align IA to their model.
24
+
25
+ ## Miller's Law
26
+
27
+ Users hold ~4 items in working memory. Limit primary nav to 4-7 items, chunk related content, use progressive disclosure, avoid menus deeper than 3 levels.
28
+
29
+ ## Card Sorting
30
+
31
+ - **Open sort**: Users create/name groups — use when building IA from scratch (15+ participants)
32
+ - **Closed sort**: Users sort into predefined categories — use to validate existing IA
33
+ - Agreement rates > 60% indicate confident groupings; low agreement means relabel or restructure
34
+
35
+ ## Tree Testing
36
+
37
+ Validate findability without visual design. Text-only tree + tasks ("Where would you find X?"). Success rate > 80% = strong IA. Directness > 70% = clear paths. 50+ participants.
38
+
39
+ ## Navigation Patterns
40
+
41
+ - **Top bar**: 4-7 items (web); **Sidebar**: 8+ items or deep hierarchies; **Bottom tabs**: 3-5 core actions (mobile)
42
+ - **Hamburger menu**: Last resort — hides everything, reduces discoverability
43
+ - Current location always visible; labels are nouns; icon + label > icon alone
44
+ - **Breadcrumbs**: Use when hierarchy is 3+ levels deep
45
+ - **Search**: Autocomplete after 2+ chars, fuzzy matching, recent searches, scoped to current section
46
+
47
+ ## Sitemaps and User Flows
48
+
49
+ - **Sitemaps**: Hierarchical tree of all pages, user-facing names, versioned
50
+ - **User flows**: Flowcharts from user goal (not homepage), including error paths and entry points
51
+
52
+ ## Labeling
53
+
54
+ - Use the user's language, not internal jargon
55
+ - Be specific ("Order History" > "History") and consistent
56
+ - Test labels with tree testing or first-click testing
57
+
58
+ ## Anti-Patterns
59
+
60
+ - **Org-chart navigation**: Structuring IA to match departments
61
+ - **Deep nesting**: Content 4+ levels deep
62
+ - **Mystery meat navigation**: Icons without labels, hover-only reveals
@@ -0,0 +1,66 @@
1
+ ---
2
+ description: Interaction Design
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # Interaction Design
7
+
8
+ Designing how users interact with interfaces — controls, feedback, transitions, and behavior.
9
+
10
+ ## Core Principle
11
+
12
+ **Every interaction should feel inevitable.** The response should be exactly what users expected.
13
+
14
+ ## Don Norman's 6 Principles
15
+
16
+ - **Visibility**: Can users see available actions? Primary actions visible, not hidden in menus
17
+ - **Feedback**: System responds to every action — button state changes, loading spinners appear immediately
18
+ - **Constraints**: Prevent errors (date picker prevents impossible dates)
19
+ - **Mapping**: Controls relate naturally to effects (volume slider left-to-right)
20
+ - **Consistency**: Same behavior everywhere ("Delete" always confirms)
21
+ - **Affordance**: Elements suggest how to interact (buttons look clickable)
22
+
23
+ ## Fitts's Law
24
+
25
+ Time to target ∝ distance / target size. Make primary targets large (44x44px touch, 24x24px cursor). Place frequent actions close to focus. Submit button directly below last form field.
26
+
27
+ ## Hick's Law
28
+
29
+ Decision time increases with choices. Limit to 5-7 options, use smart defaults, progressive disclosure, recommend best option clearly.
30
+
31
+ ## Jakob's Law
32
+
33
+ Users expect your site to work like others. Follow platform conventions; only break when testing proves measurably better and learning cost is low.
34
+
35
+ ## Forms
36
+
37
+ - One column; labels above fields (not placeholders as labels)
38
+ - Mark optional fields, not required; inline validation on blur
39
+ - Smart defaults; autofocus first field; tab order follows visual order
40
+ - Errors: inline next to field, plain language, preserve input, scroll to first error
41
+
42
+ ## Buttons and CTAs
43
+
44
+ - Primary (one per section, filled) > Secondary (outlined) > Tertiary (text) > Destructive (red, requires confirmation)
45
+ - Labels use verbs: "Save Changes", "Send Invite" — specific over generic
46
+
47
+ ## Interaction States
48
+
49
+ Every interactive element defines: Default, Hover, Focus, Active/Pressed, Disabled (explain why), Loading, Error, Success, Empty.
50
+
51
+ ## Microinteractions (Saffer)
52
+
53
+ Trigger → Rules → Feedback → Loops/Modes. Keep fast (< 300ms), skippable, gracefully degrading.
54
+
55
+ ## Animation and Motion
56
+
57
+ - Purpose: feedback, relationships, attention, state change — never purely decorative
58
+ - Duration: 100-300ms micro, 300-500ms macro; ease-out entrances, ease-in exits
59
+ - Respect `prefers-reduced-motion` (mandatory)
60
+
61
+ ## Anti-Patterns
62
+
63
+ - **Modal abuse**: Content that should be a page
64
+ - **Hover-dependent UI**: Fails on touch devices
65
+ - **Disabled without explanation**: Grayed-out with no tooltip
66
+ - **Auto-advancing carousels**: Users can't read at carousel speed
@@ -0,0 +1,61 @@
1
+ ---
2
+ description: UX Designer
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # UX Designer
7
+
8
+ Principal-level UX design guidelines covering user research, interaction design, design systems, accessibility, and emotional design.
9
+
10
+ ## Scope
11
+
12
+ - User research and discovery
13
+ - Information architecture and navigation
14
+ - Interaction design and patterns
15
+ - Visual design and design systems
16
+ - Accessibility and inclusive design
17
+ - Emotional design and user delight
18
+ - Design-to-development handoff and UX metrics
19
+
20
+ ## Core Philosophy
21
+
22
+ **Frustration elimination is the north star.** Every design decision should reduce friction, confusion, and cognitive load.
23
+
24
+ ## Guiding Beliefs
25
+
26
+ - **Simplicity over complexity** — The best interface is the one users don't notice
27
+ - **Accessibility is non-negotiable** — Design for the margins; everyone benefits
28
+ - **Evidence over opinion** — Research and data settle design debates
29
+ - **Behavior over preference** — What users do matters more than what they say
30
+ - **Consistency breeds trust** — Predictable patterns reduce cognitive overhead
31
+
32
+ ## Decision Framework
33
+
34
+ 1. Does it remove user frustration? (Highest priority)
35
+ 2. Does it meet accessibility requirements (WCAG 2.2 AA)?
36
+ 3. Does it follow established interaction patterns?
37
+ 4. Does it align with the design system?
38
+ 5. Does it add delight without adding complexity?
39
+
40
+ When in doubt: choose the option that reduces decisions, works for the most constrained user, requires fewer taps/clicks, or prototype both and test.
41
+
42
+ ## Key Frameworks
43
+
44
+ | Framework | Purpose |
45
+ |-----------|---------|
46
+ | Jobs-to-be-Done (Christensen) | Understanding user motivations |
47
+ | Don Norman's 6 Principles | Interaction design fundamentals |
48
+ | Gestalt Principles | Visual perception and grouping |
49
+ | Atomic Design (Frost) | Scalable design systems |
50
+ | WCAG 2.2 AA | Accessibility compliance |
51
+ | Nielsen's 10 Heuristics | Usability evaluation |
52
+ | Fitts's Law / Hick's Law | Interaction optimization |
53
+
54
+ ## Definition of Done
55
+
56
+ - User problem validated through research
57
+ - WCAG 2.2 AA audited; keyboard and screen reader experience specified
58
+ - Responsive behavior defined for all breakpoints
59
+ - All interaction states documented (default, hover, focus, active, disabled, error, loading, empty)
60
+ - Edge cases addressed (empty states, errors, long content, truncation)
61
+ - Handoff spec reviewed with engineering; usability tested with users
@@ -0,0 +1,61 @@
1
+ ---
2
+ description: User Research
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # User Research
7
+
8
+ Evidence-based methods for understanding users, validating assumptions, and making informed design decisions.
9
+
10
+ ## Core Principle
11
+
12
+ **Talk to users early, often, and honestly.** Research is a continuous practice, not a phase.
13
+
14
+ ## User Interviews
15
+
16
+ - Recruit 5-8 participants per segment; prepare open-ended discussion guide
17
+ - Ask about past behavior: "Tell me about the last time you..." not "Would you ever..."
18
+ - Follow the energy — when they lean in, dig deeper; use silence as a tool
19
+ - Synthesize within 24 hours; tag quotes by theme; share raw findings first
20
+
21
+ ## The Mom Test (Fitzpatrick)
22
+
23
+ - Talk about their life, not your idea
24
+ - Ask about specifics in the past, not generics about the future
25
+ - Talk less, listen more
26
+ - Bad: "Would you use an app that does X?" Good: "How do you currently handle X?"
27
+
28
+ ## Jobs-to-be-Done (Christensen)
29
+
30
+ "When I [situation], I want to [motivation], so I can [expected outcome]." Users don't buy products — they hire them to do a job.
31
+
32
+ ## Empathy Mapping
33
+
34
+ Quadrants: Says (quotes), Thinks (inferred), Does (observed actions), Feels (emotions). Use after interviews to align the team on user perspective.
35
+
36
+ ## Journey Mapping
37
+
38
+ Map stages (Awareness → Consideration → Action → Retention) with rows: actions, touchpoints, thoughts, emotions, pain points, opportunities. Base on observed behavior, not ideal paths.
39
+
40
+ ## Continuous Discovery (Torres)
41
+
42
+ - Talk to users weekly (minimum 1 interview/week)
43
+ - Map opportunity space, not solution space
44
+ - Use opportunity solution trees: outcome → opportunities → solutions → experiments
45
+ - Separate discovery (what to build) from delivery (how to build)
46
+
47
+ ## Survey Design
48
+
49
+ - Use surveys to measure, not discover (interviews first)
50
+ - 5-10 questions max; avoid leading or double-barreled items
51
+ - Minimum 30 for directional, 100+ for statistical significance
52
+
53
+ ## Research Ethics
54
+
55
+ Informed consent before every session. Anonymize data. Participants can stop anytime. Compensate fairly. Never deceive. Store recordings securely; delete after analysis.
56
+
57
+ ## Anti-Patterns
58
+
59
+ - **Confirmation bias**: Only talking to users who validate your hypothesis
60
+ - **Proxy research**: Asking stakeholders what users want instead of asking users
61
+ - **Research theater**: Conducting research with no intention to act on findings
@@ -0,0 +1,68 @@
1
+ ---
2
+ description: Visual Design
3
+ alwaysApply: false
4
+ ---
5
+
6
+ # Visual Design
7
+
8
+ Principles and systems for visual communication, design systems, and consistent UI expression.
9
+
10
+ ## Core Principle
11
+
12
+ **Visual design is communication, not decoration.** Every pixel serves a purpose: hierarchy, grouping, attention, or meaning.
13
+
14
+ ## Gestalt Principles
15
+
16
+ - **Proximity**: Elements close together perceived as related — group related fields, separate with whitespace
17
+ - **Similarity**: Consistent styling for same-type elements
18
+ - **Continuity**: Align elements to create visual flow via grids
19
+ - **Closure**: Progress bars, partially visible cards indicate more content
20
+ - **Figure-Ground**: Modals dim background; selected items highlight
21
+ - **Common Region**: Cards and bordered sections group content
22
+
23
+ ## Atomic Design (Frost)
24
+
25
+ Atoms (button, input, icon) → Molecules (search bar) → Organisms (header) → Templates → Pages. Design smallest first; every component self-contained, reusable, documented.
26
+
27
+ ## Design Tokens
28
+
29
+ Single source of truth for all design decisions:
30
+ - **Color**: primary, secondary, neutral, error, warning, success, info
31
+ - **Typography**: font families, sizes, weights, line heights
32
+ - **Spacing**: base-8 scale (4, 8, 16, 24, 32, 48px)
33
+ - **Border/Shadow/Motion**: radius, width, durations, easing
34
+
35
+ Never use raw values — always reference tokens. Semantic tokens alias primitives. Support theming via token swap.
36
+
37
+ ## Typography
38
+
39
+ - Max 2 font families; body minimum 16px
40
+ - Line height: 1.4-1.6 body, 1.1-1.3 headings; line length 45-75 chars
41
+ - Contrast: 4.5:1 body text, 3:1 large text (WCAG AA)
42
+
43
+ ## Color System
44
+
45
+ - Never use color as sole indicator — add icons, text, patterns
46
+ - Test with color blindness simulators
47
+ - Dark mode is redesigned, not inverted; limit to 5-8 functional colors + neutrals
48
+
49
+ ## Spacing and Layout
50
+
51
+ - Base-8 spacing scale; 12-column grid (web), 4-column (mobile)
52
+ - Content max-width 1200-1440px; responsive breakpoints: 640, 768, 1024, 1280px
53
+ - More whitespace = more perceived quality and readability
54
+
55
+ ## Responsive Design
56
+
57
+ Mobile-first, scale up. Touch targets 44x44px minimum. No horizontal scrolling. Images fluid. Typography scales with viewport (clamp()). Test on real devices.
58
+
59
+ ## Iconography
60
+
61
+ - Single icon set; icons accompanied by text labels (except universal: close, search, menu)
62
+ - Minimum touch target 44x44px; aria-label for meaningful icons; aria-hidden for decorative
63
+
64
+ ## Anti-Patterns
65
+
66
+ - **Snowflake components**: One-off designs outside the system
67
+ - **Token bypass**: Hard-coding values instead of referencing tokens
68
+ - **Font overload**: More than 2 families or 4+ weights
@@ -0,0 +1,124 @@
1
+ # UX Designer Development Guide
2
+
3
+ Principal-level UX design guidelines covering user research, interaction design, design systems, accessibility, and emotional design.
4
+
5
+ ---
6
+
7
+ ## Overview
8
+
9
+ This guide applies to:
10
+
11
+ - User research and discovery
12
+ - Information architecture and navigation
13
+ - Interaction design and patterns
14
+ - Visual design and design systems
15
+ - Accessibility and inclusive design
16
+ - Emotional design and user delight
17
+ - Design-to-development handoff and UX metrics
18
+
19
+ ### Key Principles
20
+
21
+ 1. **Frustration Elimination** - Remove friction before adding delight
22
+ 2. **Simplicity Over Complexity** - The best interface is the one users don't notice
23
+ 3. **Accessibility is Non-Negotiable** - Design for the margins; everyone benefits
24
+ 4. **Evidence Over Opinion** - Research and data settle design debates
25
+ 5. **Consistency Breeds Trust** - Predictable patterns reduce cognitive overhead
26
+
27
+ ### Core Frameworks
28
+
29
+ | Framework | Purpose |
30
+ |-----------|---------|
31
+ | Jobs-to-be-Done (Christensen) | Understanding user motivations |
32
+ | Don Norman's 6 Principles | Interaction design fundamentals |
33
+ | Gestalt Principles | Visual perception and grouping |
34
+ | Atomic Design (Frost) | Scalable design systems |
35
+ | WCAG 2.2 AA (POUR) | Accessibility compliance |
36
+ | Nielsen's 10 Heuristics | Usability evaluation |
37
+ | Norman's 3 Levels | Emotional design |
38
+ | Fitts's Law / Hick's Law | Interaction optimization |
39
+
40
+ ---
41
+
42
+ ## User Research
43
+
44
+ - **The Mom Test** (Fitzpatrick): Ask about past behavior, not hypothetical futures
45
+ - **Continuous Discovery** (Torres): Talk to users weekly, map opportunity space
46
+ - **Empathy Mapping**: Visualize what users say, think, do, and feel
47
+ - **Journey Mapping**: Visualize end-to-end experience across touchpoints
48
+ - **JTBD Framework**: "When I [situation], I want to [motivation], so I can [outcome]"
49
+
50
+ ---
51
+
52
+ ## Information Architecture
53
+
54
+ - **Mental Models** (Indi Young): Align structure to user thinking, not org charts
55
+ - **Card Sorting**: Open sort to discover, closed sort to validate
56
+ - **Tree Testing**: Validate findability without visual design influence
57
+ - **Miller's Law**: Limit primary navigation to 4-7 items
58
+ - Labels use user language, not internal jargon
59
+
60
+ ---
61
+
62
+ ## Interaction Design
63
+
64
+ - **Don Norman's Principles**: Visibility, feedback, constraints, mapping, consistency, affordance
65
+ - **Fitts's Law**: Large targets, close to focus, minimize distance
66
+ - **Hick's Law**: Fewer choices, smart defaults, progressive disclosure
67
+ - **Jakob's Law**: Follow platform conventions; users expect consistency
68
+ - All interactive elements specify: default, hover, focus, active, disabled, error, loading, empty states
69
+ - Forms: one column, labels above fields, inline validation on blur
70
+
71
+ ---
72
+
73
+ ## Visual Design
74
+
75
+ - **Gestalt Principles**: Proximity, similarity, continuity, closure, figure-ground, common region
76
+ - **Atomic Design**: Atoms → molecules → organisms → templates → pages
77
+ - **Design Tokens**: Single source of truth for colors, typography, spacing, motion
78
+ - Base-8 spacing scale (4, 8, 16, 24, 32, 48px)
79
+ - Maximum 2 font families; body text minimum 16px
80
+ - Color system: primary, secondary, neutral, error, warning, success, info
81
+
82
+ ---
83
+
84
+ ## Accessibility (WCAG 2.2 AA)
85
+
86
+ - **POUR**: Perceivable, Operable, Understandable, Robust
87
+ - Keyboard navigation for all functionality; no keyboard traps
88
+ - Screen reader tested (VoiceOver, NVDA, TalkBack)
89
+ - 4.5:1 contrast for text, 3:1 for large text and UI components
90
+ - ARIA used as supplement to semantic HTML, not replacement
91
+ - Follow ARIA APG patterns for complex widgets
92
+ - Cognitive accessibility: plain language, predictable patterns, undo support
93
+
94
+ ---
95
+
96
+ ## Emotional Design
97
+
98
+ - **Norman's 3 Levels**: Visceral (looks), behavioral (works), reflective (means)
99
+ - **Peak-End Rule** (Kahneman): Peak moments and endings define memory
100
+ - Trust building: transparency, consistency, competence, honest error handling
101
+ - Frustration reduction is higher priority than delight addition
102
+ - Dark pattern avoidance: confirmshaming, hidden costs, trick questions, forced continuity
103
+
104
+ ---
105
+
106
+ ## Handoff and Metrics
107
+
108
+ - **Nielsen's 10 Heuristics** for usability evaluation
109
+ - Specs include all states, responsive behavior, accessibility notes, animation details
110
+ - Design QA: review implementation against spec at all breakpoints
111
+ - UX metrics: task success rate (>90%), time on task, error rate, SUS score (>68)
112
+ - Usability testing: 5 users per round, think-aloud, task-based, weekly cadence
113
+
114
+ ---
115
+
116
+ ## Decision Framework
117
+
118
+ When evaluating design choices:
119
+
120
+ 1. Does it remove user frustration? (Highest priority)
121
+ 2. Does it meet accessibility requirements (WCAG 2.2 AA)?
122
+ 3. Does it follow established interaction patterns?
123
+ 4. Does it align with the design system?
124
+ 5. Does it add delight without adding complexity?
@@ -0,0 +1,12 @@
1
+ # Project Overview
2
+
3
+ Portfolio site for David Josef Mendez - Staff/Senior Software Engineer with SRE experience.
4
+
5
+ ## Critical Requirement
6
+
7
+ **Only `me@davidmendez.dev` can access admin features. Period. No exceptions, no edge cases, no "maybe later" users.**
8
+
9
+ This is a hard requirement that must be enforced at every level:
10
+ - Server-side validation only
11
+ - No client-side checks as security measures
12
+ - Email must be EXACTLY `me@davidmendez.dev` (case-sensitive, exact match)