agentic-team-templates 0.16.0 → 0.17.0

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+ # Design Handoff
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+
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+ Bridging design and development through clear specifications, shared language, and measurable quality standards.
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+
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+ ## Core Principle
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+
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+ **Handoff is not a moment — it is a continuous conversation.** Designers and developers should collaborate from the start, not pass artifacts over a wall.
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+
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+ ## Nielsen's 10 Usability Heuristics
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+
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+ The standard evaluation framework for interface usability:
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+
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+ ```markdown
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+ 1. Visibility of System Status
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+ - Always keep users informed about what's happening
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+ - Progress bars, loading states, status indicators
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+
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+ 2. Match Between System and Real World
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+ - Use language and concepts familiar to the user
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+ - Follow real-world conventions; information appears in natural order
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+
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+ 3. User Control and Freedom
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+ - Support undo and redo
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+ - Provide clearly marked "emergency exits"
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+
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+ 4. Consistency and Standards
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+ - Follow platform conventions
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+ - Same words/actions mean the same things everywhere
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+
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+ 5. Error Prevention
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+ - Prevent errors before they occur
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+ - Confirmation dialogs for destructive actions
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+ - Constraints that eliminate impossible states
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+
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+ 6. Recognition Rather Than Recall
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+ - Make options visible; minimize memory load
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+ - Instructions visible or easily retrievable
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+
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+ 7. Flexibility and Efficiency of Use
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+ - Accelerators for expert users (shortcuts, bulk actions)
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+ - Customizable frequent actions
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+
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+ 8. Aesthetic and Minimalist Design
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+ - No irrelevant or rarely needed information
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+ - Every element competes for attention — earn its place
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+
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+ 9. Help Users Recognize, Diagnose, and Recover From Errors
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+ - Plain language error messages (no codes)
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+ - Precisely indicate the problem
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+ - Suggest a solution
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+
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+ 10. Help and Documentation
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+ - Searchable, task-focused
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+ - Concrete steps to follow
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+ - Keep it concise
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+ ```
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+
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+ ## Specification Standards
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+
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+ What every design handoff must include:
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+
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+ ```markdown
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+ Layout:
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+ - Responsive behavior at all breakpoints (mobile, tablet, desktop)
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+ - Spacing values using design tokens (not arbitrary pixel values)
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+ - Grid alignment and column usage
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+ - Max-width and min-width constraints
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+
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+ Typography:
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+ - Font family, weight, size, line-height, letter-spacing (as tokens)
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+ - Heading hierarchy applied correctly
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+ - Truncation behavior for long content
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+
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+ Color:
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+ - All colors referenced as design tokens
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+ - Light and dark mode specifications
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+ - Contrast ratios documented for key combinations
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+
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+ Components:
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+ - All states specified (default, hover, focus, active, disabled, error, loading, empty)
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+ - Interaction behavior described (what happens on click, focus, blur)
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+ - Animation/transition specifications (duration, easing, trigger)
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+ - Responsive adaptations per breakpoint
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+
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+ Content:
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+ - Real content examples (not lorem ipsum for final specs)
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+ - Character limits and truncation rules
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+ - Empty state designs
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+ - Error message copy
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+ ```
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+
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+ ## Design Annotations
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+
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+ Mark up designs with implementation context:
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+
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+ ```markdown
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+ Annotation types:
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+ - Spacing callouts: Token names and values for margins/padding
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+ - Interaction notes: "On hover, show tooltip after 500ms delay"
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+ - Responsive notes: "Stack columns below 768px"
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+ - Accessibility notes: "aria-label='Close dialog'", "Focus trap in modal"
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+ - Animation notes: "Fade in 200ms ease-out on mount"
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+ - Edge cases: "Truncate with ellipsis after 2 lines"
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+ - Conditional logic: "Show only when user has admin role"
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+ ```
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+
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+ ## Prototyping
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+
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+ ```markdown
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+ Fidelity levels:
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+ - Low-fi (paper/wireframe): Validate layout and flow
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+ - Mid-fi (grayscale interactive): Validate interaction patterns
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+ - High-fi (visual + interactive): Validate look, feel, and motion
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+ - Code prototype: Validate feasibility and performance
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+
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+ When to use each:
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+ - Exploring ideas → low-fi (fast, disposable)
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+ - User testing navigation → mid-fi (enough to test, not enough to distract)
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+ - Stakeholder sign-off → high-fi (shows the real vision)
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+ - Complex interactions → code prototype (some things can't be faked)
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+
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+ Tools don't matter — outcomes do. Use whatever gets answers fastest.
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+ ```
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+
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+ ## Design QA
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+
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+ Review implemented designs against specifications:
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+
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+ ```markdown
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+ Checklist:
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+ - [ ] Layout matches spec at all breakpoints
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+ - [ ] Spacing uses correct design tokens
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+ - [ ] Typography matches spec (font, size, weight, line-height)
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+ - [ ] Colors match spec and meet contrast requirements
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+ - [ ] All interaction states implemented (hover, focus, active, disabled, error, loading, empty)
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+ - [ ] Animations match spec (duration, easing, trigger)
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+ - [ ] Keyboard navigation works correctly
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+ - [ ] Screen reader announces elements correctly
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+ - [ ] Focus order matches visual order
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+ - [ ] Error states display correctly with appropriate messages
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+ - [ ] Empty states display correctly
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+ - [ ] Content truncation works as specified
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+ - [ ] Responsive behavior matches spec at all breakpoints
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+ - [ ] Dark mode (if applicable) matches spec
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+
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+ Process:
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+ 1. Designer reviews implementation in staging environment
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+ 2. File issues with screenshots showing expected vs. actual
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+ 3. Prioritize: functional issues > accessibility issues > visual polish
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+ 4. Re-review after fixes
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+ ```
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+
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+ ## UX Metrics
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+
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+ Measure what matters to validate design decisions:
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+
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+ ### Task-Level Metrics
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+
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+ ```markdown
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+ - Task success rate: % of users who complete the task correctly
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+ Target: > 90% for critical flows, > 80% for secondary flows
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+
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+ - Time on task: How long it takes to complete a task
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+ Compare against baseline; aim for continuous reduction
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+
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+ - Error rate: Number of errors per task attempt
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+ Track by type (slips vs. mistakes) to inform different fixes
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+
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+ - Task abandonment: % of users who start but don't finish
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+ Identify where in the flow they drop off
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+ ```
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+
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+ ### Experience Metrics
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+
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+ ```markdown
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+ - System Usability Scale (SUS):
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+ 10-question standardized questionnaire
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+ Score: 0-100. Above 68 = above average. Above 80 = good. Above 90 = excellent.
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+
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+ - Customer Satisfaction (CSAT): Post-interaction rating
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+ "How satisfied were you with this experience?" (1-5 scale)
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+
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+ - Net Promoter Score (NPS): Loyalty indicator
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+ "How likely are you to recommend this?" (0-10)
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+ Promoters (9-10) - Detractors (0-6) = NPS
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+
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+ - Customer Effort Score (CES): Ease of use
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+ "How easy was it to complete your task?" (1-7)
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+ ```
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+
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+ ### Behavioral Metrics
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+
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+ ```markdown
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+ - Feature adoption rate: % of users who use a feature within first 30 days
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+ - Retention: % of users who return after day 1, 7, 30
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+ - Funnel completion: % conversion through multi-step flows
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+ - Rage clicks: Repeated rapid clicks on the same element (indicates frustration)
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+ - Dead clicks: Clicks on non-interactive elements (indicates confusion)
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+ ```
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+
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+ ## Usability Testing
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+
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+ ```markdown
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+ Moderated testing:
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+ - 5 users per round (catches ~85% of usability issues)
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+ - Think-aloud protocol: users narrate their thought process
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+ - Task-based: give users realistic goals, not instructions
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+ - Observe behavior, not opinions
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+ - Record sessions for team review
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+
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+ Unmoderated testing:
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+ - Larger sample size (20-50 users)
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+ - Task-based with screen recording
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+ - Useful for quantitative validation
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+ - Less nuance than moderated sessions
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+
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+ Testing frequency:
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+ - Minimum: Every sprint or every 2 weeks
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+ - Ideal: Weekly lightweight tests on current work
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+ - Before launch: Full usability test on complete flow
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+ - After launch: Ongoing with analytics + periodic interviews
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+ ```
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+
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+ ## Collaboration Practices
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+
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+ ```markdown
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+ Design-dev sync:
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+ - Weekly design review with developers during design phase
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+ - Pair on complex interactions (designer + developer together)
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+ - Shared language through design tokens and component names
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+ - Developers review prototypes before final spec
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+
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+ Documentation:
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+ - Living design system documentation (not static PDFs)
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+ - Decision log: why design choices were made (not just what)
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+ - Changelog for design system updates
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+ - Migration guides when components change
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+ ```
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+
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+ ## Anti-Patterns
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+
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+ ```markdown
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+ - Wall-of-specs handoff: Dumping a 50-page document without conversation
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+ - Pixel perfection over functionality: Debating 1px while ignoring broken flows
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+ - Designing in isolation: Creating specs without developer input on feasibility
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+ - Missing states: Only designing the happy path, leaving error/empty/loading to developers
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+ - Lorem ipsum in final specs: Real content reveals design issues placeholder text hides
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+ - No design QA: Assuming implementation matches spec without verification
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+ - Vanity metrics: Tracking page views instead of task success
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+ - Testing after launch only: Discovering usability issues when it's expensive to fix them
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+ ```
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+ # Information Architecture
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+
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+ Organizing, structuring, and labeling content so users can find what they need and understand where they are.
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+
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+ ## Core Principle
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+
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+ **If users can't find it, it doesn't exist.** The best content in the world is worthless behind poor navigation, ambiguous labels, or buried hierarchies.
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+
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+ ## Foundational Concepts (Rosenfeld & Morville)
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+
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+ Information architecture addresses four core systems:
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+
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+ ```markdown
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+ 1. Organization Systems — How content is grouped and categorized
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+ 2. Labeling Systems — How content is named and described
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+ 3. Navigation Systems — How users move through content
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+ 4. Search Systems — How users query and filter content
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+ ```
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+
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+ ## Mental Models (Indi Young)
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+
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+ Design information structures that match how users think, not how the organization is structured.
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+
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+ ```markdown
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+ Rule: Users don't care about your org chart.
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+
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+ Process:
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+ 1. Interview users about their tasks and thought processes
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+ 2. Map their mental model of the domain
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+ 3. Identify gaps between their model and your structure
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+ 4. Align your IA to their model, not the other way around
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+
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+ Example:
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+ Internal structure: Products → Enterprise → SMB → Consumer
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+ User mental model: "I need a tool that does X for a team of Y"
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+ → Organize by use case and team size, not by business segment
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+ ```
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+
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+ ## Miller's Law
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+
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+ Users can hold approximately 4 items (revised from 7 +/- 2) in working memory at once.
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+
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+ ```markdown
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+ Application:
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+ - Limit primary navigation to 4-7 items
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+ - Chunk related content into meaningful groups
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+ - Use progressive disclosure to manage complexity
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+ - Avoid menus deeper than 3 levels
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+ ```
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+
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+ ## Card Sorting
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+ Discover how users naturally group and label content.
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+
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+ ```markdown
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+ Open Card Sort:
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+ - Give users content cards with no predefined categories
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+ - They create and name their own groups
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+ - Use when building IA from scratch
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+ - Minimum 15 participants for reliable patterns
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+
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+ Closed Card Sort:
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+ - Provide predefined categories
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+ - Users sort content into those categories
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+ - Use to validate an existing IA structure
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+ - Identify content that users can't confidently place
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+
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+ Hybrid Card Sort:
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+ - Provide some categories, allow users to create new ones
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+ - Best of both worlds for iterative refinement
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+
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+ Analysis:
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+ - Look for agreement rates > 60% for confident groupings
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+ - Items with low agreement need relabeling or restructuring
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+ - Dendrogram analysis reveals natural clusters
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+ ```
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+
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+ ## Tree Testing
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+ Validate whether users can find items in a proposed hierarchy without visual design influence.
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+
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+ ```markdown
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+ Process:
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+ 1. Create a text-only tree of your proposed navigation
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+ 2. Give users tasks: "Where would you find X?"
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+ 3. Measure success rate, directness, and time to complete
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+
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+ Metrics:
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+ - Task success rate > 80% = strong IA
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+ - Directness score > 70% = clear paths (users didn't backtrack)
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+ - First-click correctness > 60% = good top-level labeling
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+
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+ Rules:
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+ - Test before visual design (eliminates bias from layout/color)
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+ - 50+ participants for statistical reliability
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+ - Test with realistic tasks, not "find the About page"
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+ ```
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+
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+ ## Navigation Patterns
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+
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+ ### Primary Navigation
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+
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+ ```markdown
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+ Types:
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+ - Top bar: Best for 4-7 top-level items (web)
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+ - Sidebar: Best for 8+ items or deep hierarchies (apps, dashboards)
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+ - Bottom tab bar: Best for 3-5 core actions (mobile)
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+ - Hamburger menu: Last resort — hides everything, reduces discoverability
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+
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+ Rules:
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+ - Current location must always be visible
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+ - Navigation labels should be nouns (what it is), not verbs (what you do)
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+ - Icon + label > icon alone (icons are ambiguous without labels)
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+ ```
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+
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+ ### Breadcrumbs
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+ ```markdown
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+ Use when:
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+ - Hierarchy is 3+ levels deep
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+ - Users may land on deep pages from search
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+ - Users need to understand their location in context
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+
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+ Don't use when:
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+ - Navigation is flat (1-2 levels)
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+ - Site is task-based rather than content-based
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+ ```
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+
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+ ### Search
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+
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+ ```markdown
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+ Search is not a replacement for good navigation — it's a supplement.
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+
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+ Requirements:
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+ - Autocomplete suggestions after 2+ characters
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+ - Fuzzy matching for typos
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+ - Recent searches for returning users
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+ - Scoped search within current section
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+ - Clear indication of result count and relevance
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+ - Empty state with helpful suggestions
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+ ```
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+
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+ ## Sitemaps and User Flows
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+
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+ ### Sitemaps
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+
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+ ```markdown
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+ Purpose: Document the complete content structure
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+ Format: Hierarchical tree diagram
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+
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+ Rules:
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+ - Include every page/screen
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+ - Label with user-facing names (not internal codenames)
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+ - Mark authenticated vs. public areas
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+ - Version and date every sitemap
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+ - Update when IA changes
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+ ```
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+
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+ ### User Flows
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+
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+ ```markdown
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+ Purpose: Document paths users take to complete tasks
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+ Format: Flowchart with decision points
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+
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+ Rules:
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+ - Start with the user's goal, not your homepage
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+ - Include error paths and edge cases
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+ - Mark decision points clearly
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+ - Note where users enter from (deep links, search, referrals)
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+ - Validate flows against analytics data
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+ ```
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+
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+ ## Labeling
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+
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+ ```markdown
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+ Rules:
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+ - Use the user's language, not internal jargon
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+ - Be specific: "Order History" > "History"
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+ - Be consistent: Don't call it "Settings" in one place and "Preferences" in another
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+ - Test labels with tree testing or first-click testing
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+ - Avoid clever or branded terms for navigation (users don't know your brand vocabulary)
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+ ```
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+
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+ ## Anti-Patterns
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+
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+ ```markdown
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+ - Org-chart navigation: Structuring IA to match internal departments
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+ - Jargon labels: Using internal terminology users don't recognize
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+ - Deep nesting: Burying content 4+ levels deep
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+ - Orphan pages: Content reachable only through search, not navigation
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+ - Mega-menu overload: Dumping every link into a massive dropdown
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+ - Mystery meat navigation: Icons without labels, hover-only reveals
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+ ```
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+ # Interaction Design
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+ Designing how users interact with interfaces — controls, feedback, transitions, and behavior.
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+
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+ ## Core Principle
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+
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+ **Every interaction should feel inevitable.** When a user taps, clicks, or swipes, the response should be exactly what they expected. Surprise is the enemy of usability.
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+
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+ ## Don Norman's Design Principles
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+
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+ Six fundamental principles from *The Design of Everyday Things*:
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+
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+ ```markdown
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+ 1. Visibility — Can users see what actions are available?
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+ 2. Feedback — Does the system respond to every user action?
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+ 3. Constraints — Does the design prevent errors?
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+ 4. Mapping — Do controls relate naturally to their effects?
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+ 5. Consistency — Do similar things work the same way?
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+ 6. Affordance — Does the element suggest how to interact with it?
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+ ```
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+
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+ ### Application
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+
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+ ```markdown
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+ Visibility:
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+ ✅ Primary actions are visible buttons, not hidden in menus
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+ ❌ Key features accessible only through right-click or gestures
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+
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+ Feedback:
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+ ✅ Button changes state on press; loading spinner appears immediately
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+ ❌ User clicks "Save" and nothing visibly happens for 3 seconds
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+
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+ Constraints:
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+ ✅ Date picker prevents selecting impossible dates
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+ ❌ Free text field for dates with no validation until submission
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+
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+ Mapping:
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+ ✅ Volume slider moves left-to-right for quieter-to-louder
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+ ❌ Toggle labeled "Enable" that turns things off when activated
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+
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+ Consistency:
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+ ✅ "Delete" always requires confirmation, everywhere
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+ ❌ Delete confirms in Settings but is instant in the dashboard
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+
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+ Affordance:
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+ ✅ Buttons look clickable (raised, colored, labeled)
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+ ❌ Flat text that is secretly a link with no visual indicator
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+ ```
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+
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+ ## Fitts's Law
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+
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+ The time to reach a target is proportional to the distance and inversely proportional to the target size.
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+
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+ ```markdown
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+ Application:
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+ - Make primary action targets large (minimum 44x44px touch, 24x24px cursor)
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+ - Place frequently-used actions close to the user's current focus
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+ - Corners and edges of the screen are effectively infinite in size (use them)
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+ - Reduce the distance between related sequential actions
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+
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+ Examples:
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+ ✅ Submit button directly below the last form field
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+ ❌ Submit button at the top of the page, far from the form
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+ ✅ "Confirm" dialog button near the action that triggered it
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+ ❌ Confirmation modal that appears at the center regardless of trigger location
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+ ```
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+
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+ ## Hick's Law
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+
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+ Decision time increases logarithmically with the number of choices.
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+
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+ ```markdown
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+ Application:
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+ - Limit choices to 5-7 options per decision
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+ - Use smart defaults to eliminate unnecessary decisions
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+ - Group and categorize when many options are unavoidable
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+ - Progressive disclosure: show essentials first, details on demand
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+ - Recommend the best option clearly
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+
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+ Examples:
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+ ✅ Pricing page with 3 plans, one highlighted as "Most Popular"
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+ ❌ Pricing page with 12 plans and a comparison matrix
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+ ✅ Smart default selected in a dropdown
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+ ❌ Empty dropdown requiring the user to scroll through 100 options
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+ ```
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+
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+ ## Jakob's Law
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+
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+ Users spend most of their time on other sites/apps. They expect yours to work the same way.
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+
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+ ```markdown
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+ Application:
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+ - Follow platform conventions (iOS, Android, Web)
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+ - Use standard interaction patterns (pull-to-refresh, swipe-to-delete)
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+ - Place navigation where users expect it
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+ - Don't reinvent standard components for novelty's sake
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+
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+ When to break convention:
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+ - Only when user testing proves the new pattern is measurably better
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+ - AND the learning cost is low enough to justify the improvement
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+ ```
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+
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+ ## Interaction Patterns
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+
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+ ### Forms
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+
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+ ```markdown
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+ Rules:
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+ - One column layout (users read forms top-to-bottom)
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+ - Labels above fields (not inline placeholders as labels)
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+ - Mark optional fields, not required (most fields should be required)
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+ - Inline validation on blur, not on keystroke
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+ - Group related fields with clear section headings
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+ - Smart defaults reduce effort
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+ - Autofocus the first field
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+ - Tab order follows visual order
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+
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+ Error handling:
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+ - Show errors inline next to the offending field
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+ - Use plain language: "Enter a valid email" not "Error 422"
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+ - Preserve user input on error (never clear the form)
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+ - Scroll to first error and focus it
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+ ```
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+
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+ ### Buttons and CTAs
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+
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+ ```markdown
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+ Hierarchy:
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+ - Primary: One per screen/section. High contrast, filled.
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+ - Secondary: Supporting actions. Outlined or lower contrast.
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+ - Tertiary: Minimal actions. Text-only or links.
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+ - Destructive: Red or distinct treatment. Always requires confirmation.
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+
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+ Labels:
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+ - Use verbs: "Save Changes", "Send Invite", "Delete Account"
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+ - Be specific: "Create Project" > "Submit" > "OK"
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+ - Match the action to the outcome: "Place Order" not "Continue"
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+ ```
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+
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+ ### States
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+
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+ Every interactive element must define all possible states:
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+
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+ ```markdown
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+ States:
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+ - Default — Resting state
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+ - Hover — Cursor over (desktop only)
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+ - Focus — Keyboard navigation highlight (mandatory for accessibility)
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+ - Active/Pressed — During interaction
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+ - Disabled — Cannot interact (must explain why)
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+ - Loading — Waiting for response
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+ - Error — Something went wrong
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+ - Success — Action completed
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+ - Empty — No content to display
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+ ```
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+
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+ ### Microinteractions (Dan Saffer)
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+
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+ Small, contained product moments that accomplish a single task.
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+
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+ ```markdown
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+ Structure:
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+ 1. Trigger — What initiates the interaction (user action or system event)
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+ 2. Rules — What happens when triggered
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+ 3. Feedback — How the user knows what happened
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+ 4. Loops & Modes — What changes over time or repeated use
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+
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+ Examples:
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+ - Pull-to-refresh: Trigger → animation → content update → settle
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+ - Like button: Tap → heart animation → count increment → color change
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+ - Form submission: Click → button loading state → success message → redirect
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+
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+ Rules:
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+ - Keep them fast (< 300ms for direct manipulation)
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+ - Make them skippable (animation shouldn't block workflow)
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+ - Degrade gracefully (functionality works even if animation fails)
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+ ```
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+
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+ ### Animation and Motion
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+
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+ ```markdown
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+ Purpose of motion:
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+ - Provide feedback (button pressed, item added)
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+ - Show relationships (element came from here, goes to there)
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+ - Direct attention (notification appeared)
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+ - Communicate state change (loading → loaded)
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+
188
+ Principles:
189
+ - Motion should have purpose — never purely decorative
190
+ - Duration: 100-300ms for micro, 300-500ms for macro transitions
191
+ - Easing: ease-out for entrances, ease-in for exits, ease-in-out for movement
192
+ - Respect prefers-reduced-motion media query (mandatory)
193
+ - Stagger animations for groups (40-80ms offset per item)
194
+ ```
195
+
196
+ ## Navigation Interactions
197
+
198
+ ```markdown
199
+ Page transitions:
200
+ - Forward navigation: slide left / fade in
201
+ - Backward navigation: slide right / fade in
202
+ - Modal opening: scale up from trigger or fade in
203
+ - Modal closing: reverse of opening
204
+
205
+ Tab/section switching:
206
+ - Instant swap (no transition) or quick crossfade (150ms)
207
+ - Never animate content the user is trying to read
208
+ ```
209
+
210
+ ## Anti-Patterns
211
+
212
+ ```markdown
213
+ - Modal abuse: Using modals for content that should be a page
214
+ - Double-click traps: Actions that fire twice on double-click
215
+ - Invisible scrolling: Content below the fold with no scroll indicator
216
+ - Disabled without explanation: Grayed-out buttons with no tooltip or message
217
+ - Hover-dependent UI: Features only accessible on hover (fails on touch)
218
+ - Infinite scroll without position: No way to return to a specific item
219
+ - Auto-advancing carousels: Users can't read at carousel speed
220
+ - Dark patterns: Trick questions, hidden costs, forced continuity, misdirection
221
+ ```