@r1z4x/tezgah 1.0.0

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  1. package/CHANGELOG.md +738 -0
  2. package/LICENSE +21 -0
  3. package/MANIFEST +753 -0
  4. package/README.de.md +169 -0
  5. package/README.es.md +168 -0
  6. package/README.fr.md +166 -0
  7. package/README.md +161 -0
  8. package/README.tr.md +163 -0
  9. package/agents/tezgah-reviewer.md +70 -0
  10. package/bin/codegen +337 -0
  11. package/bin/consult +797 -0
  12. package/bin/tezgah-adhd +50 -0
  13. package/bin/tezgah-agents +45 -0
  14. package/bin/tezgah-capture +66 -0
  15. package/bin/tezgah-context +96 -0
  16. package/bin/tezgah-decisions +213 -0
  17. package/bin/tezgah-design +953 -0
  18. package/bin/tezgah-docs +1199 -0
  19. package/bin/tezgah-doctor +497 -0
  20. package/bin/tezgah-dsh +37 -0
  21. package/bin/tezgah-dsh.cmd +70 -0
  22. package/bin/tezgah-gate +75 -0
  23. package/bin/tezgah-import-ai-research +439 -0
  24. package/bin/tezgah-index +32 -0
  25. package/bin/tezgah-lessons +148 -0
  26. package/bin/tezgah-mcp +322 -0
  27. package/bin/tezgah-migrate +324 -0
  28. package/bin/tezgah-pony +50 -0
  29. package/bin/tezgah-research +772 -0
  30. package/bin/tezgah-rollback +93 -0
  31. package/bin/tezgah-route +124 -0
  32. package/bin/tezgah-setup +5798 -0
  33. package/bin/tezgah-status +383 -0
  34. package/bin/tezgah-task +607 -0
  35. package/bin/tezgah-taste +423 -0
  36. package/bin/tezgah-triage +485 -0
  37. package/bin/tezgah.js +36 -0
  38. package/commands/adhd.md +21 -0
  39. package/commands/ponytail.md +21 -0
  40. package/docs/README.md +112 -0
  41. package/docs/architecture.md +226 -0
  42. package/docs/citations-baseline.json +59 -0
  43. package/docs/clarity-baseline.json +116 -0
  44. package/docs/contract.md +416 -0
  45. package/docs/environment.md +141 -0
  46. package/docs/evidence.md +831 -0
  47. package/docs/feature-audit.md +139 -0
  48. package/docs/gate.md +407 -0
  49. package/docs/glossary.md +201 -0
  50. package/docs/hosts.md +400 -0
  51. package/docs/index.json +471 -0
  52. package/docs/judge.md +193 -0
  53. package/docs/layers.md +189 -0
  54. package/docs/models.md +160 -0
  55. package/docs/operations.md +666 -0
  56. package/docs/research.md +809 -0
  57. package/docs/results/paired-outcome-2026-10.jsonl +254 -0
  58. package/docs/results/paired-outcome-2026-10.md +204 -0
  59. package/docs/skills.md +236 -0
  60. package/docs/status-line.md +315 -0
  61. package/docs/testing.md +287 -0
  62. package/docs/vision.md +117 -0
  63. package/hooks/hooks.json +33 -0
  64. package/hooks/projects-auto-init.py +98 -0
  65. package/hooks/projects-posttooluse.py +149 -0
  66. package/hooks/projects-pretooluse.py +40 -0
  67. package/hooks/projects-stop.py +60 -0
  68. package/hooks/tezgah_agents.py +817 -0
  69. package/hooks/tezgah_apps.py +266 -0
  70. package/hooks/tezgah_attest.py +255 -0
  71. package/hooks/tezgah_clarity.py +171 -0
  72. package/hooks/tezgah_components.py +140 -0
  73. package/hooks/tezgah_context.py +2953 -0
  74. package/hooks/tezgah_embed.py +765 -0
  75. package/hooks/tezgah_gate.py +2736 -0
  76. package/hooks/tezgah_guard.py +177 -0
  77. package/hooks/tezgah_index.py +124 -0
  78. package/hooks/tezgah_integrity.py +5141 -0
  79. package/hooks/tezgah_judge.py +487 -0
  80. package/hooks/tezgah_lang.py +230 -0
  81. package/hooks/tezgah_lessons.py +210 -0
  82. package/hooks/tezgah_models.py +855 -0
  83. package/hooks/tezgah_paths.py +1132 -0
  84. package/hooks/tezgah_policy.py +1039 -0
  85. package/hooks/tezgah_rank.py +77 -0
  86. package/hooks/tezgah_replay.py +1109 -0
  87. package/hooks/tezgah_research.py +5176 -0
  88. package/hooks/tezgah_shapes.py +305 -0
  89. package/hooks/tezgah_skill_pick.py +227 -0
  90. package/hooks/tezgah_snapshot.py +490 -0
  91. package/hooks/tezgah_stopspec.py +320 -0
  92. package/hooks/tezgah_task.py +458 -0
  93. package/hooks/tezgah_taste.py +201 -0
  94. package/hooks/tezgah_untrusted.py +112 -0
  95. package/hooks/tezgah_update.py +430 -0
  96. package/hosts/codex/hook.py +268 -0
  97. package/hosts/codex/hooks.json +26 -0
  98. package/hosts/cursor/hook.py +461 -0
  99. package/hosts/cursor/hooks.json +44 -0
  100. package/hosts/dsh/hooks.json +21 -0
  101. package/hosts/dsh/statusline/lib/client.js +138 -0
  102. package/hosts/dsh/statusline/lib/index.js +104 -0
  103. package/hosts/dsh/statusline/package.json +28 -0
  104. package/hosts/omp/hook.py +277 -0
  105. package/hosts/omp/tezgah-hook.ts.in +701 -0
  106. package/hosts/opencode/plugins/tezgah.js +2742 -0
  107. package/hosts/opencode/tui/tezgah-tui.tsx +151 -0
  108. package/output-styles/tezgah.md +142 -0
  109. package/package.json +32 -0
  110. package/packaging/build.sh +342 -0
  111. package/packaging/install.ps1 +166 -0
  112. package/packaging/install.sh +56 -0
  113. package/packaging/upgrade.sh +142 -0
  114. package/skills/ai-research/0-autoresearch-skill/SKILL.md +411 -0
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@@ -0,0 +1,67 @@
1
+ ---
2
+ name: focus-attention-design
3
+ description: "Design interfaces that support sustained focus and reduce distractions. Use when designing for users with ADHD, attention difficulties, anxiety, or any context where focus matters — dashboards, reading experiences, task flows, forms, learning interfaces. Triggers on: focus, distraction, ADHD, attention, too busy, cluttered, visual noise, autoplay, notifications, pop-ups, interruptions."
4
+ ---
5
+
6
+ # Focus and Attention Design
7
+
8
+ Design interfaces that help people maintain focus on their task by
9
+ removing unnecessary distractions and giving users control over their
10
+ attention environment.
11
+
12
+ ## Core Principle
13
+
14
+ Every element on screen should serve the user's current task.
15
+ If it exists for the business but not for the user, it is a distraction.
16
+
17
+ ## Design Patterns
18
+
19
+ ### Single Purpose
20
+ - One primary action per screen or section
21
+ - Secondary actions visually de-emphasised (smaller, muted colour, text link)
22
+ - Remove decorative elements that don't serve the task
23
+ - Hide advanced options behind "Show more" or "Advanced"
24
+ - Present choices sequentially, not simultaneously, when possible
25
+
26
+ ### Interruption Control
27
+ - No autoplay audio or video
28
+ - No pop-ups that aren't triggered by user action
29
+ - Allow users to dismiss or defer notifications
30
+ - Save state before showing any modal — closing it must not lose work
31
+ - Never remove content from the screen without user action
32
+ - If a banner or alert is needed, make it dismissable and non-blocking
33
+
34
+ ### Visual Calm
35
+ - Generous whitespace between sections
36
+ - Limited colour palette (3–4 colours for UI elements)
37
+ - Subtle borders and dividers, not heavy lines
38
+ - No flashing, blinking, or rapidly changing content
39
+ - Animation only for functional feedback (loading, transitions)
40
+ - Always respect prefers-reduced-motion
41
+
42
+ ### Time Sensitivity
43
+ - Avoid time limits unless absolutely essential
44
+ - If time limits exist, warn well before expiry
45
+ - Provide easy extension (one click, not multi-step)
46
+ - Allow at least 20 seconds per required decision
47
+ - Save progress automatically in timed contexts
48
+ - For session timeouts: save state and allow seamless return
49
+
50
+ ## Assessment Questions
51
+
52
+ For each screen, ask:
53
+ 1. What is the ONE thing the user should do here?
54
+ 2. Is that one thing the most visually prominent element?
55
+ 3. What on this screen competes for attention? Can it be removed or muted?
56
+ 4. Can the user control interruptions (notifications, modals, autoplay)?
57
+ 5. Is there artificial urgency that doesn't serve the user?
58
+
59
+ ## Anti-Patterns to Flag
60
+
61
+ - Countdown timers on non-time-sensitive actions
62
+ - "Only 2 left!" urgency messaging
63
+ - Autoplay video or audio
64
+ - Multiple competing calls to action
65
+ - Chat widgets that pop up unsolicited
66
+ - Moving or animated advertisements near task areas
67
+ - Layout shifts that redirect attention
@@ -0,0 +1,60 @@
1
+ ---
2
+ name: memory-load-reduction
3
+ description: "Design interfaces that minimise demands on working memory. Use when designing multi-step flows, dashboards, comparison tools, forms that span multiple screens, or any interface where users need to remember information across steps or sessions. Triggers on: memory, remember, forget, carry forward, multi-step, users drop off, too many steps, lose their place, context."
4
+ ---
5
+
6
+ # Memory Load Reduction
7
+
8
+ Design systems that remember so users don't have to. Working memory holds
9
+ roughly 4 items. Every piece of information the user must carry across
10
+ screens, steps, or sessions is a potential failure point.
11
+
12
+ ## Core Principle
13
+
14
+ If the system can remember it, the user shouldn't have to.
15
+
16
+ ## Design Patterns
17
+
18
+ ### Persistent Context
19
+ - Show key selections throughout a multi-step flow
20
+ (chosen product, plan, date visible on every step)
21
+ - Display running totals in shopping and financial contexts
22
+ - Keep the user's search query visible in results
23
+ - In multi-step forms, show a summary sidebar of completed steps
24
+
25
+ ### Forward Carry
26
+ - Never re-ask information the system already has
27
+ - Pre-fill fields from earlier steps or previous sessions
28
+ - Carry context between screens (if the user selected "Business",
29
+ don't ask "Personal or Business?" again)
30
+ - Remember user preferences across sessions
31
+
32
+ ### External Memory Aids
33
+ - "Compare" features so users don't need to remember options
34
+ - Recently viewed and recently used lists
35
+ - Copy-to-clipboard for reference numbers and codes
36
+ - Print-friendly versions of complex information
37
+ - Bookmarking or favouriting for later reference
38
+
39
+ ### Save and Resume
40
+ - Auto-save progress in any flow longer than 3 steps
41
+ - Allow users to return to where they left off
42
+ - Show when progress was last saved
43
+ - Send a reminder link for abandoned multi-step tasks
44
+ - Never require starting over when a session expires
45
+
46
+ ### Chunked Process
47
+ - Break tasks into 3–7 clearly labelled steps
48
+ - One decision per step where possible
49
+ - Allow forward and backward movement between steps
50
+ - Show progress: "Step 2 of 4: Choose your plan"
51
+ - Provide a review/summary screen before final submission
52
+
53
+ ## Assessment Questions
54
+
55
+ 1. Does the user need to remember anything from a previous screen?
56
+ 2. Is any information hidden that the user might need to reference?
57
+ 3. Can the user leave and come back without losing progress?
58
+ 4. Are there places where the user needs to transfer information
59
+ between screens manually (e.g., write down a code)?
60
+ 5. Does the system re-ask for information it already knows?
@@ -0,0 +1,78 @@
1
+ ---
2
+ name: plain-language-design
3
+ description: "Write and review content for plain language accessibility. Use when writing interface copy, error messages, instructions, onboarding text, help content, legal or medical information, forms, or any user-facing text. Triggers on: plain language, reading level, simplify text, jargon, hard to understand, nobody reads this, unclear copy, rewrite, too complicated, ESL, literacy, readability."
4
+ ---
5
+
6
+ # Plain Language Design
7
+
8
+ Write and evaluate content so that people with cognitive disabilities,
9
+ low literacy, non-native language skills, or high stress can understand it
10
+ on the first read.
11
+
12
+ Plain language is not dumbed-down language. It is clear language. It
13
+ respects the reader's time and cognitive resources.
14
+
15
+ ## The Tests
16
+
17
+ ### 5-Second Test
18
+ Can someone read this sentence and understand it in 5 seconds?
19
+ If not, rewrite.
20
+
21
+ ### Jargon Test
22
+ Would someone outside your industry understand every word?
23
+ If not, replace the word or define it inline.
24
+
25
+ ### Action Test
26
+ For any instruction or button: is the next step completely unambiguous?
27
+ "Save and continue" beats "Next". "Delete this item" beats "Remove".
28
+
29
+ ### Passive Voice Test
30
+ Passive voice hides who does what.
31
+ "Your application has been rejected" → "We could not approve your
32
+ application. Here's what to do next."
33
+
34
+ ### Sentence Length Test
35
+ - Aim for 15–20 words per sentence maximum
36
+ - One idea per sentence
37
+ - One instruction per paragraph
38
+
39
+ ## Common Replacements
40
+
41
+ | Instead of | Use |
42
+ |-----------|-----|
43
+ | utilise | use |
44
+ | facilitate | help |
45
+ | implement | set up / start |
46
+ | terminate | end / stop |
47
+ | prior to | before |
48
+ | in order to | to |
49
+ | at this point in time | now |
50
+ | in the event that | if |
51
+ | with regard to | about |
52
+ | commence | start |
53
+ | sufficient | enough |
54
+ | subsequent | next |
55
+ | indicate | show / tell |
56
+ | modify | change |
57
+
58
+ ## Readability Benchmarks
59
+
60
+ - General public: grade 6–8 reading level
61
+ - Specialist audience: define terms, short sentences
62
+ - Critical content (medical, legal, financial): plain language summary
63
+ alongside the full text
64
+ - Buttons, labels, error messages: grade 4–6 always
65
+
66
+ ## How to Review
67
+
68
+ 1. Read every piece of text aloud — stumbles reveal complexity
69
+ 2. Check sentence length (count words — flag any over 25)
70
+ 3. Identify jargon, acronyms, and idioms
71
+ 4. Verify every instruction has a clear, single action
72
+ 5. Check that error messages say: what happened + why + what to do
73
+
74
+ ## Output Format
75
+
76
+ When reviewing: present a table of flagged text with the original,
77
+ the issue, and a rewritten version. When writing: produce plain language
78
+ content with a note on the target reading level achieved.
@@ -0,0 +1,56 @@
1
+ ---
2
+ name: review
3
+ description: "Run a full cognitive accessibility review of a flow, screen, or interface. Chains: cognitive-load-assessment, plain-language-design, wayfinding-navigation, error-prevention-recovery, focus-attention-design, memory-load-reduction."
4
+ ---
5
+
6
+ # Cognitive Accessibility Review
7
+
8
+ Run a comprehensive cognitive accessibility review. This command chains
9
+ six skills into a structured assessment.
10
+
11
+ ## Process
12
+
13
+ ### Phase 1: Context
14
+ Identify the interface, flow, or content to review. Establish:
15
+ - Who uses this and what cognitive state they're likely in
16
+ - What the stakes are (low, medium, high)
17
+ - What cognitive demands the task makes
18
+
19
+ ### Phase 2: Cognitive Load Assessment
20
+ Using the **cognitive-load-assessment** skill, evaluate each screen or
21
+ step across all six dimensions: decisions, memory, new concepts, steps,
22
+ reading complexity, and visual complexity.
23
+
24
+ ### Phase 3: Language Review
25
+ Using the **plain-language-design** skill, review all user-facing text
26
+ for readability, jargon, ambiguity, and action clarity.
27
+
28
+ ### Phase 4: Wayfinding Check
29
+ Using the **wayfinding-navigation** skill, verify that users always know
30
+ where they are, where they can go, and how to get back.
31
+
32
+ ### Phase 5: Error & Focus Review
33
+ Using **error-prevention-recovery** and **focus-attention-design** skills,
34
+ review error handling patterns and identify distractions or attention
35
+ hazards.
36
+
37
+ ### Phase 6: Memory Load Check
38
+ Using the **memory-load-reduction** skill, identify any place where
39
+ users must remember information across screens, steps, or sessions.
40
+
41
+ ## Output
42
+
43
+ Present findings as a structured report:
44
+
45
+ 1. **Executive summary** — overall cognitive accessibility rating and top 3
46
+ issues
47
+ 2. **Screen-by-screen findings** — table of issues by screen/step with
48
+ severity (critical / major / minor)
49
+ 3. **Prioritised recommendations** — specific fixes ranked by impact and
50
+ effort
51
+ 4. **Population impact** — which user groups are most affected by each issue
52
+
53
+ Severity definitions:
54
+ - **Critical** — prevents task completion for users with cognitive disabilities
55
+ - **Major** — causes significant difficulty or confusion
56
+ - **Minor** — creates friction but doesn't block completion
@@ -0,0 +1,39 @@
1
+ ---
2
+ name: simplify
3
+ description: "Simplify content and interactions to reduce cognitive load. Chains: plain-language-design, cognitive-load-assessment, focus-attention-design. Use when given content, a flow, or an interface that needs to be made more accessible."
4
+ ---
5
+
6
+ # Simplify
7
+
8
+ Take existing content, a flow, or an interface and produce a
9
+ cognitively simplified version.
10
+
11
+ ## Process
12
+
13
+ ### Step 1: Assess Current Load
14
+ Using **cognitive-load-assessment**, evaluate the current state. Identify
15
+ the highest-load elements and classify them as intrinsic or extraneous.
16
+
17
+ ### Step 2: Simplify Language
18
+ Using **plain-language-design**, rewrite all user-facing text:
19
+ - Reduce to grade 6–8 reading level (grade 4–6 for critical content)
20
+ - Replace jargon with plain alternatives
21
+ - Shorten sentences to 15–20 words maximum
22
+ - Make every instruction specific and single-action
23
+
24
+ ### Step 3: Reduce Visual and Interaction Load
25
+ Using **focus-attention-design**, reduce the interface to essentials:
26
+ - Identify the one primary action per screen
27
+ - De-emphasise or remove secondary elements
28
+ - Remove decorative elements that don't serve the task
29
+ - Simplify navigation to the minimum effective depth
30
+
31
+ ### Step 4: Present Before and After
32
+ Show the original alongside the simplified version with annotations
33
+ explaining each change and why it improves cognitive accessibility.
34
+
35
+ ## Output
36
+
37
+ Deliver the simplified version with a change log that explains every
38
+ modification. This allows the team to make informed decisions about
39
+ which simplifications to adopt.
@@ -0,0 +1,64 @@
1
+ ---
2
+ name: wayfinding-navigation
3
+ description: "Design navigation and information architecture for cognitive accessibility. Use when designing or reviewing navigation, site maps, page hierarchies, breadcrumbs, search, multi-step flows, or any structure where users need to find content and know where they are. Triggers on: users get lost, navigation, wayfinding, information architecture, breadcrumbs, findability, site map, confusing structure, where am I."
4
+ ---
5
+
6
+ # Wayfinding and Navigation
7
+
8
+ Design navigation so that people with cognitive and memory difficulties
9
+ can find content, understand where they are, and get back to where they
10
+ were — without relying on memory.
11
+
12
+ ## Core Principle
13
+
14
+ Users should always be able to answer three questions instantly:
15
+ 1. **Where am I?**
16
+ 2. **Where can I go?**
17
+ 3. **How do I get back?**
18
+
19
+ If any answer requires more than 1 second of thought, the navigation
20
+ has failed.
21
+
22
+ ## Design Patterns
23
+
24
+ ### Signpost Pattern
25
+ - Breadcrumbs in hierarchies deeper than 2 levels
26
+ - Step indicators in multi-step flows ("Step 2 of 4")
27
+ - Active section highlighted in navigation
28
+ - Page titles that match the link that brought the user here
29
+
30
+ ### Minimal Path Pattern
31
+ - Important actions reachable in 1–2 clicks from any screen
32
+ - Breadth over depth — flatten deep hierarchies
33
+ - Shortcuts to frequently used content
34
+ - "Back to [last meaningful location]" always available
35
+
36
+ ### Multiple Routes Pattern
37
+ - Search AND browse AND shortcuts for all important content
38
+ - Don't force a single path to any destination
39
+ - "Jump to" links for long pages
40
+ - Recently visited and frequently used sections accessible
41
+
42
+ ### Chunking Pattern
43
+ - Break long content into headed sections (3–5 paragraphs each max)
44
+ - Table of contents for pages longer than 3 screens
45
+ - Progressive disclosure for detail
46
+ - Group related form fields into labelled fieldsets
47
+
48
+ ## Assessment Checklist
49
+
50
+ - [ ] Every page has a clear, descriptive title
51
+ - [ ] Navigation is consistent across all pages (same position, same order)
52
+ - [ ] Current location is always visually indicated
53
+ - [ ] Breadcrumbs or back links are present in hierarchies
54
+ - [ ] Multi-step flows show progress and allow backward movement
55
+ - [ ] Search is available on every page
56
+ - [ ] Important actions are reachable in 2 clicks or fewer
57
+ - [ ] Headings describe content (not just categories)
58
+ - [ ] Link text describes the destination (no "click here")
59
+
60
+ ## Output Format
61
+
62
+ When reviewing: identify navigation failures with specific locations
63
+ and recommended fixes. When designing: present the information
64
+ architecture with cognitive accessibility annotations.
@@ -0,0 +1,33 @@
1
+ ---
2
+ name: behavioural-analytics
3
+ description: Read funnels, retention curves, and event data as a designer — separating a design problem from a tracking artefact. Use when handed product data you did not design and asked why people drop off. For choosing what to measure, use `metrics-definition` (ux-strategy); for running a controlled test, use `a-b-test-design` (prototyping-testing).
4
+ ---
5
+ # Behavioural Analytics
6
+ You are an expert in reading product data the way a designer must: to locate a problem, not to prove one.
7
+ ## What You Do
8
+ You take a funnel, a retention curve, or an event stream that someone else instrumented, and produce a short list of ranked hypotheses about where the design is failing and what would confirm or kill each one. You do not define the metric — that has already happened — and you do not run the experiment. You decide what is worth looking at next.
9
+ ## Before You Trust the Number
10
+ Most surprising numbers are wrong before they are interesting. Rule these out before forming a single design hypothesis:
11
+ - **The event does not mean what its name says.** `checkout_completed` may fire on render, not on payment. Read the tracking definition, not the label.
12
+ - **The denominator moved.** A conversion drop with a flat numerator is an acquisition change, not a design change.
13
+ - **The step is not a step.** Funnels imply an order the product does not enforce. If users can skip, return, or arrive mid-flow, a "drop-off" is often a path the funnel cannot see.
14
+ - **A release, a holiday, or a campaign lands on the same date.** Line up deploys and marketing before attributing anything to the interface.
15
+ - **The platform split is hiding the effect.** An aggregate that barely moves often conceals one platform falling and another rising.
16
+ A number that survives all five is worth designing against. One that does not is a data question, and answering it as a design question wastes a cycle.
17
+ ## Reading the Shape
18
+ The shape carries more meaning than the value:
19
+ - **A cliff at one step** — something is blocking. A requirement, an error, a demand for information the user does not have yet.
20
+ - **A slope across many steps** — nothing is blocking; the flow is simply too long. Removing one step will move it only slightly.
21
+ - **Retention that falls then flattens** — you have a real core of users and a bad first run. The flat part is the product working.
22
+ - **Retention that keeps falling** — no core yet. Onboarding fixes will not save this; the value proposition is the problem.
23
+ - **A bimodal time-on-task** — two populations doing different things in one flow. Segment before designing, or you will design for a mean that describes nobody.
24
+ ## From Shape to Hypothesis
25
+ A hypothesis is only useful when it forbids something. "Users are confused at step three" forbids nothing. "Users abandon at step three because the address form rejects valid non-UK postcodes" predicts a specific error rate in a specific segment, and dies cleanly if that rate is flat.
26
+ For each hypothesis state: the segment it applies to, the observation that would kill it, and whether the answer needs data you already have, a session recording, or a conversation. Rank by how cheaply each can be killed, not by how likely you think it is.
27
+ ## Best Practices
28
+ - Look at the segment before the average; an aggregate is a claim that everyone behaves alike
29
+ - Say how confident you are and why, in the same breath as the finding
30
+ - Prefer the smallest cohort that still answers the question — big numbers hide the mechanism
31
+ - Do not read a step change from a chart without checking what shipped that week
32
+ - Do not treat a statistically significant difference as a large one; ask what it is worth before designing for it
33
+ - Not for deciding whether the numbers or the interviews are right when they conflict — that is `qual-quant-triangulation`
@@ -0,0 +1,33 @@
1
+ ---
2
+ name: qual-quant-triangulation
3
+ description: Reconcile what the numbers say with what users say, and design the study that settles it rather than restates it. Use when behavioural data and research findings point different ways. For reading the data on its own, use `behavioural-analytics`; for synthesising interviews on their own, use `affinity-diagram`.
4
+ ---
5
+ # Qual-Quant Triangulation
6
+ You are an expert in what to do when the dashboard and the interviews disagree.
7
+ ## What You Do
8
+ You take two accounts of the same behaviour — one measured, one reported — and work out what their disagreement means, which one answers the question actually being asked, and what the next study has to look like to settle it. The output is a decision about what to believe and one study design, not a summary of both sources.
9
+ ## Disagreement Is Information
10
+ Teams treat a conflict as a problem with one source. It is usually a signal in its own right, and the shape of it tells you where to look:
11
+ | What you see | What it usually means |
12
+ | --- | --- |
13
+ | Data shows abandonment; users report no difficulty | They abandoned for a reason they do not attribute to the interface — price, timing, or a decision made before arriving |
14
+ | Users report a serious problem; data shows no effect | The affected segment is small, or the problem happens before instrumentation starts |
15
+ | Data improved; users report it feels worse | You optimised a proxy. The metric moved, the experience did not |
16
+ | Users are enthusiastic; retention is flat | Stated preference, not revealed. Enthusiasm in a session is not a return visit |
17
+ | Both look fine; the business outcome does not | You are measuring the task, not the goal the task serves |
18
+ The last two are the expensive ones, because nothing looks wrong until much later.
19
+ ## Which Source Answers Which Question
20
+ Give each question to the source that can actually answer it, and stop asking the other:
21
+ - **What happened, how often, and where** — behavioural data. Interviews are a poor census; people misremember frequency badly.
22
+ - **Why, and what they were trying to do** — research. No amount of event data recovers intent.
23
+ - **Whether the thing is worth building at all** — neither, on its own. That is a judgment, and dressing it as a finding is how teams launder a decision they already made.
24
+ When someone asks a why-question of a dashboard, or a how-many-question of six interviews, the disagreement you are looking at is not real. It is a category error.
25
+ ## Designing the Study That Settles It
26
+ A resolving study is narrower than either original. Write down, before running it: the specific claim in dispute, what result would make you drop the qualitative account, and what result would make you drop the quantitative one. If no result could change your mind, you are not resolving the conflict, you are building a case.
27
+ Prefer the cheap instrument that discriminates. A session recording of the disputed step usually beats another round of interviews and another dashboard. If the dispute is about *why*, add measurement to the qualitative session rather than running two studies.
28
+ ## Best Practices
29
+ - Name which source is load-bearing for the decision before you look at either
30
+ - Weight revealed behaviour over stated preference when they conflict on the same question
31
+ - Check that both sources describe the same population before calling it a contradiction — different segments are not a disagreement
32
+ - Do not average the two accounts into a compromise finding; a middle position neither source supports is worse than picking one
33
+ - Do not resolve a conflict by re-running the study that produced the answer you prefer
@@ -0,0 +1,50 @@
1
+ ---
2
+ name: audit
3
+ description: "Audit an interface for multi-modal interaction support. Chains: keyboard-navigation, touch-target-design, multi-modal-input, gesture-alternatives, feedback-and-status, motion-sensitivity. Use when reviewing an existing interface for interaction accessibility."
4
+ ---
5
+
6
+ # Inclusive Interaction Audit
7
+
8
+ Run a comprehensive audit of how an interface supports diverse input
9
+ methods, output channels, and physical abilities.
10
+
11
+ ## Process
12
+
13
+ ### Phase 1: Keyboard Pass
14
+ Using **keyboard-navigation**, attempt every task using only the keyboard.
15
+ Document: unreachable elements, focus order issues, missing focus
16
+ indicators, keyboard traps, and missing skip links.
17
+
18
+ ### Phase 2: Touch and Pointer Pass
19
+ Using **touch-target-design**, measure all interactive elements.
20
+ Document: undersized targets, insufficient spacing, precision-dependent
21
+ interactions, and missing tap alternatives.
22
+
23
+ ### Phase 3: Input Alternatives Check
24
+ Using **multi-modal-input** and **gesture-alternatives**, verify that
25
+ every interaction has at least two input methods. Document: single-input
26
+ dependencies, disabled paste fields, gesture-only features, and
27
+ missing alternatives for complex interactions.
28
+
29
+ ### Phase 4: Feedback and Motion Check
30
+ Using **feedback-and-status** and **motion-sensitivity**, verify that
31
+ all feedback reaches multiple senses and that motion is safe.
32
+ Document: colour-only indicators, missing screen reader announcements,
33
+ dangerous motion, and prefers-reduced-motion support.
34
+
35
+ ## Output
36
+
37
+ Present findings as a structured report:
38
+
39
+ 1. **Summary** — overall interaction accessibility rating and critical
40
+ blockers
41
+ 2. **Input method matrix** — table showing which tasks work with which
42
+ input methods (keyboard, pointer, touch, voice)
43
+ 3. **Issue list** — each issue with severity, affected input method,
44
+ affected users, and specific fix
45
+ 4. **Prioritised fixes** — ranked by number of users unblocked
46
+
47
+ Severity definitions:
48
+ - **Critical** — a task cannot be completed with a common input method
49
+ - **Major** — a task is significantly harder with certain input methods
50
+ - **Minor** — friction exists but the task can be completed
@@ -0,0 +1,58 @@
1
+ ---
2
+ name: design-flow
3
+ description: "Design an interaction flow with inclusive input and output options from the start. Chains: multi-modal-input, keyboard-navigation, touch-target-design, feedback-and-status. Use when designing a new feature, flow, or interface and you want to build inclusive interaction in from the beginning."
4
+ ---
5
+
6
+ # Design Inclusive Interaction Flow
7
+
8
+ Design a new interaction flow that supports diverse input methods and
9
+ provides accessible feedback from the start — not retrofitted after.
10
+
11
+ ## Process
12
+
13
+ ### Step 1: Identify All Interactions
14
+ List every point in the flow where the user must act:
15
+ - Click/tap a button
16
+ - Enter text
17
+ - Make a selection
18
+ - Navigate between steps
19
+ - Drag, swipe, or gesture
20
+ - Respond to a prompt
21
+
22
+ ### Step 2: Assign Input Methods
23
+ Using **multi-modal-input**, for each interaction specify how it works
24
+ across at least three input methods:
25
+ - Keyboard: what keys or shortcuts activate it?
26
+ - Pointer/touch: what is the target size and spacing?
27
+ - Voice (where applicable): what command triggers it?
28
+
29
+ Flag any interaction that only works with one input method.
30
+
31
+ ### Step 3: Design the Keyboard Layer
32
+ Using **keyboard-navigation**, define:
33
+ - Tab order through all interactive elements
34
+ - Focus management for modals, dropdowns, and dynamic content
35
+ - Skip links and landmark navigation
36
+ - Keyboard shortcuts for frequent actions (document them)
37
+
38
+ ### Step 4: Specify Targets
39
+ Using **touch-target-design**, specify:
40
+ - Minimum sizes for all interactive elements
41
+ - Spacing between adjacent targets
42
+ - Thumb zone placement for mobile primary actions
43
+
44
+ ### Step 5: Design Feedback
45
+ Using **feedback-and-status**, for each interaction specify:
46
+ - What the user sees (visual feedback)
47
+ - What a screen reader announces (text alternative)
48
+ - What happens on success, error, and loading states
49
+ - How feedback works with colour, icon, and text combined
50
+
51
+ ## Output
52
+
53
+ Deliver an interaction specification that includes:
54
+ - Flow diagram with interaction points marked
55
+ - Input method matrix (task × input method)
56
+ - Focus order map
57
+ - Target size annotations
58
+ - Feedback specification per interaction
@@ -0,0 +1,76 @@
1
+ ---
2
+ name: feedback-and-status
3
+ description: "Design feedback and status communication that works across senses — visual, auditory, and haptic. Use when designing loading states, success messages, progress indicators, notifications, alerts, or any system response to user action. Triggers on: feedback, status, notification, alert, loading, progress, success message, confirmation, toast, snackbar, screen reader announcement, aria-live, colour alone."
4
+ ---
5
+
6
+ # Feedback and Status Design
7
+
8
+ Design system feedback that reaches every user — regardless of whether
9
+ they can see the screen, hear audio, or feel vibration. No single
10
+ sense should be the only channel.
11
+
12
+ ## Core Principle
13
+
14
+ Never communicate status through one sense alone. What happens if the
15
+ user can't see it? Can't hear it? Can't feel it?
16
+
17
+ ## The Multi-Channel Rule
18
+
19
+ Every piece of feedback should work through at least two channels:
20
+
21
+ | Feedback type | Visual | Text | Sound | Haptic |
22
+ |--------------|--------|------|-------|--------|
23
+ | Success | Green tick | "Saved successfully" | Confirmation tone | Short vibration |
24
+ | Error | Red highlight | Specific error message | Alert tone | Double vibration |
25
+ | Loading | Spinner/bar | "Loading..." | None (silence) | None |
26
+ | Warning | Yellow banner | Warning text | Optional tone | Optional vibration |
27
+
28
+ Screen readers are a critical third channel — all visual feedback must
29
+ be announced to assistive technology.
30
+
31
+ ## Design Patterns
32
+
33
+ ### Don't Rely on Colour Alone
34
+ - Red/green is invisible to 8% of men with colour vision deficiency
35
+ - Always combine colour with: icon, text label, pattern, or position
36
+ - Error states: red + error icon + text description
37
+ - Success states: green + tick icon + text confirmation
38
+ - Test: does this still communicate the same thing in greyscale?
39
+
40
+ ### Immediate Feedback
41
+ - Button press: visual change within 100ms (pressed state)
42
+ - Form submission: loading indicator within 1 second
43
+ - Completion: success message within 2 seconds of finishing
44
+ - Error: highlight the specific field, not just a banner at the top
45
+
46
+ ### Persistent vs. Transient Feedback
47
+ - **Transient** (toast/snackbar): only for non-critical confirmations.
48
+ Show for at least 5 seconds. Include a way to review missed messages.
49
+ - **Persistent** (inline): for errors, warnings, and anything the user
50
+ needs to act on. Never auto-dismiss error messages.
51
+ - Screen reader users miss transient messages — use aria-live="polite"
52
+ for non-urgent updates, aria-live="assertive" for critical alerts.
53
+
54
+ ### Progress Communication
55
+ - Determinate progress (known duration): show percentage or step count
56
+ - Indeterminate progress (unknown duration): show spinner with
57
+ text like "Loading your results..."
58
+ - Long processes (over 10 seconds): add estimated time remaining
59
+ - Very long processes: allow background processing with notification
60
+ on completion
61
+
62
+ ### Status Without Vision
63
+ - All status changes must be announced to screen readers
64
+ - Use aria-live regions for dynamic content updates
65
+ - Don't rely on visual position alone to convey status
66
+ (e.g., a moved item in a kanban board needs a text announcement)
67
+ - Error messages must be programmatically associated with their
68
+ field (aria-describedby)
69
+
70
+ ## Assessment Questions
71
+
72
+ 1. Is colour ever the only indicator of status?
73
+ 2. Can a screen reader user perceive every status change?
74
+ 3. Are error messages persistent until resolved?
75
+ 4. Do transient messages display long enough to be read?
76
+ 5. Does every user action produce perceivable feedback?