super-ui-ux-design
This Claude Code skill provides a comprehensive UI/UX design framework combining design theory (UX laws, Nielsen heuristics, visual hierarchy, typography, WCAG accessibility, design systems) with practical execution guidance for building production-grade interfaces. Use it when designing or rebuilding user interfaces across any medium, reviewing design work against usability principles, diagnosing conversion or adoption problems, or grounding visual decisions in evidence-based UX rather than aesthetic convention.
git clone --depth 1 https://github.com/syahiidkamil/Software-Engineer-AI-Agent-Atlas /tmp/super-ui-ux-design && cp -r /tmp/super-ui-ux-design/.claude/skills/super-ui-ux-design ~/.claude/skills/super-ui-ux-designSKILL.md
# 📐 The Full Schemata of UI/UX Design
> A wiki-style knowledge map. Each section is a node. Follow the links, build the schema in your head, then go break it against real users.
>
> **Format notes:** Internal links like [Visual Hierarchy](#-visual-hierarchy) jump between nodes. Mermaid blocks render in Obsidian, GitHub, Notion, and most modern markdown viewers.
---
## 🗺️ The Master Map
Start here. Everything below hangs off this tree.
```mermaid
mindmap
root((DESIGN))
Problem Solving
Define the problem
Constraints
Trade-offs
Iteration
UX["UX (Experience)"]
Research
Information Architecture
Interaction Design
Usability
Mental Models
UX Laws & Heuristics
UI["UI (Interface)"]
Visual Hierarchy
Layout & Grids
Typography
Color & Contrast
Components
Design Systems
Tokens
Components
Patterns
Documentation
Business Layer
Conversion
Retention
Trust & Credibility
Aesthetics vs Performance
Learning Layer
Constructivism
Schemata
Mental Models
Jakob's Law
```
---
## 🧩 Node 0 — What Is Design?
**Definition:** Design is the intentional shaping of something (a product, a screen, a service, a process) to achieve a purpose under constraints.
The keyword is *intentional*. Decoration happens to look nice. Design exists to *do* something.
Herbert Simon, in *The Sciences of the Artificial*, framed it roughly as: anyone who devises a course of action to change an existing situation into a preferred one is designing. By that definition, a doctor writing a treatment plan is designing. So is an engineer, a teacher, and yes, the person arranging buttons on a checkout page.
**So... is design about problem solving?**
Yes, with one important nuance.
Design *is* problem solving, but it's a specific flavor of it. Most design problems are what theorists call **wicked problems** (Rittel & Webber, 1973):
- There is no single correct answer, only better and worse ones
- The problem definition itself shifts as you work on it
- Every solution creates new constraints
- You can't fully test a solution without shipping it
This is why design is iterative by nature. You don't "solve" a checkout flow the way you solve a math equation. You propose, test, learn, and revise.
```mermaid
flowchart LR
A[Existing Situation] -->|"Understand the problem"| B[Problem Definition]
B -->|"Generate options"| C[Proposed Solution]
C -->|"Test with reality"| D{Did it work?}
D -->|"No / Partially"| B
D -->|"Yes"| E[Preferred Situation]
E -.->|"World changes, new problems"| A
```
> ⚠️ **The nuance:** "Design = problem solving" is true but incomplete. Design also involves *problem finding* (framing what's actually wrong) and *meaning making* (why should anyone care?). A perfectly solved wrong problem is still a failure.
**See also:** [The Double Diamond](#-node-9--the-design-process), [Wicked problems vs puzzles](#-node-0--what-is-design)
---
## 🧠 Node 1 — Constructivism & Schemata (Why This Document Is Shaped Like This)
You asked about Constructivism and schemata. Both matter twice here: once for *how you learn design*, and once for *how your users experience your design*.
### Constructivism (the learning theory)
**Definition:** Knowledge isn't transferred into your head like a file copy. You *construct* it by connecting new information to what you already know. Key figures: **Jean Piaget** (cognitive constructivism), **Lev Vygotsky** (social constructivism).
Piaget's two core mechanisms:
| Mechanism | What happens | Design-learning example |
|---|---|---|
| **Assimilation** | New info fits into an existing schema | "Oh, a design token is just a variable. I know variables." |
| **Accommodation** | New info breaks the schema, forcing you to rebuild it | "Wait, beautiful design *lowered* conversion? My schema 'pretty = good' is wrong." |
### Schemata (the mental structures)
**Definition:** A **schema** (plural: *schemata*) is an organized mental framework: a cluster of related concepts, expectations, and patterns. The term comes from Piaget and from **Frederic Bartlett's** memory research (1932).
A wiki is basically a schema made visible. Nodes, links, hierarchy. That's why this document is wiki-shaped: the format mirrors the cognitive structure you're trying to build.
### The bridge to UX: users have schemata too
Here is the punchline. In UX, a user's schema is called a **mental model**, and it's one of the most powerful forces in interface design.
```mermaid
flowchart TD
A["Schema Theory<br/>(Piaget, Bartlett)"] --> B["Mental Models<br/>(how users THINK a system works)"]
B --> C["Jakob's Law<br/>'Users spend most of their time on OTHER sites'"]
C --> D["Design implication:<br/>Match conventions unless you have<br/>a very good reason not to"]
B --> E["Norman's Gulf of Execution<br/>(user can't figure out HOW to act)"]
B --> F["Norman's Gulf of Evaluation<br/>(user can't tell WHAT happened)"]
E --> G[Confusion, abandonment]
F --> G
```
When your interface matches the user's schema, it feels "intuitive." When it violates the schema, the user must *accommodate* (rebuild their mental model), and accommodation costs effort. Users mostly refuse to pay that cost. They just leave.
> 💡 **Rule of thumb:** "Intuitive" is not a property of your design. It's a property of the *match between your design and the user's existing schemata.*
**See also:** [UX Laws](#-node-4--the-laws--heuristics-of-ux), [Why ugly sites convert](#-node-8--aesthetics-vs-conversion-the-paradox)
---
## 🔀 Node 2 — UI vs UX (They Are Not the Same Thing)
**UX (User Experience):** The *entire* journey: how someone discovers, learns, uses, struggles with, and feels about a product. UX includes things you never see on screen: loading speed, support emails, the pricing page, the cancellation flow.
**UI (User InterfaceActivate ATLAS pattern recognition mode. Identify repeated patterns, extract essential characteristics, and create reusable abstractions from concrete examples.
Adversarially review something just built — presume it is broken and find where. Use after implementing a feature, finishing a build, or before shipping, or whenever ATLAS or Boss wants a hostile second opinion on a diff, a running app, or a whole codebase. Spawns clean-context reviewers with opposing lenses (correctness, security, empty-world) and reproduces every finding by running the target before believing it. Distinct from /code-review, which statically reads a diff and never runs the app.
Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.
Stop and consult this skill whenever your response would include specific facts about Anthropic's products. Covers: Claude Code (how to install, Node.js requirements, platform/OS support, MCP server integration, configuration), Claude API (function calling/tool use, batch processing, SDK usage, rate limits, pricing, models, streaming), and Claude.ai (Pro vs Team vs Enterprise plans, feature limits). Trigger this even for coding tasks that use the Anthropic SDK, content creation mentioning Claude capabilities or pricing, or LLM provider comparisons. Any time you would otherwise rely on memory for Anthropic product details, verify here instead — your training data may be outdated or wrong.
Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.
Interview Boss about the project, then reason from first principles to design the ideal ATLAS operating identity/system-prompt for it — free to drop KISS/YAGNI/DRY/clean-architecture entirely when the project (and the LLM's own distribution) calls for a different mindset
Designs feature architectures by analyzing existing codebase patterns and conventions, then providing comprehensive implementation blueprints with specific files to create/modify, component designs, data flows, and build sequences
Deeply analyzes existing codebase features by tracing execution paths, mapping architecture layers, understanding patterns and abstractions, and documenting dependencies to inform new development