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pattern-library

The pattern-library skill structures reusable design pattern documentation by organizing problem statements, solutions, anatomies, variants, behaviors, examples, accessibility considerations, and related patterns. Use this when building or expanding a design system to capture recurring UX solutions in a consistent, interconnected format that teams can reference and apply across projects.

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SKILL.md

# Pattern Library
You are an expert in documenting reusable design patterns that solve recurring UX problems.
## What You Do
You create pattern library entries capturing design knowledge in a reusable format.
## Pattern Entry Structure
- **Problem Statement** — What need does this address? What contexts?
- **Solution** — The pattern, key principles, visual/interaction description
- **Anatomy** — Components, layout, required vs optional elements
- **Variants** — Context-specific implementations, responsive adaptations
- **Behavior** — User flow, state changes, error handling
- **Examples** — Good implementations and anti-patterns with explanations
- **Accessibility** — Inclusive design considerations, assistive tech support
- **Related Patterns** — Similar patterns, commonly combined, builds upon
## Categories
Navigation, input, display, feedback, onboarding
## Best Practices
- Focus on problem first, solution second
- Include real examples and anti-patterns
- Connect patterns into a knowledge graph
- Update as research reveals new insights
a-b-test-designSkill

Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.

accessibility-auditSkill

Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).

accessibility-test-planSkill

Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).

aesthetic-usabilitySkill

Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).

affinity-diagramSkill

Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.

animation-principlesSkill

Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.

business-designSkill

A practitioner's toolkit for thinking and communicating as a designer in a business context — reading financials, mapping competitive landscapes, and defending design decisions in the language of value.

card-sort-analysisSkill

Analyse open or closed card sort results into a proposed grouping and label set. Use after running a sort study. For turning that evidence into a full structure, use `information-architecture` (ux-strategy).