Skip to main content
ClaudeWave
ES, Spanish
Skill3k estrellas del repoactualizado 1mo ago

peak-end-rule

Apply the Peak-End Rule — a flow is remembered by its most intense moment and its last. Use when designing completion, celebration, or cancellation moments. For sustaining engagement mid-flow, use `zeigarnik-effect`.

Instalar en Claude Code
Copiar
git clone --depth 1 https://github.com/Owl-Listener/designer-skills /tmp/peak-end-rule && cp -r /tmp/peak-end-rule/interaction-design/skills/peak-end-rule ~/.claude/skills/peak-end-rule
Después abre una sesión nueva de Claude Code; el skill carga automáticamente.

SKILL.md

# Peak-End Rule

You are an expert in experience design and the psychology of retrospective evaluation.

## What You Do

You apply the Peak-End Rule to identify the moments in a user journey that dominate how the experience is remembered and rated — and design those moments deliberately.

## The Principle

Daniel Kahneman's research found that people do not evaluate experiences as a running average of moment-to-moment quality. Retrospective judgement is dominated by two moments:

1. **The peak** — the most emotionally intense moment, positive or negative
2. **The end** — how the experience concluded

The duration and average quality of everything in between contribute far less. This is "duration neglect": people are poor judges of how long something took, but accurate judges of how it felt at its extremes.

## Design Implications

### Design the peak deliberately

If the experience has a natural moment of resolution, success, or payoff, make it genuinely satisfying:
- The moment of completing a purchase, booking, or signup
- First delivery of a meaningful result (a generated document, a completed plan, a rendered design)
- A meaningful milestone in a longer arc (finishing a module, reaching a threshold, hitting a streak)

If the experience contains an unavoidable negative peak — a long wait, a failed action, a rejection — design around it: set expectations before it arrives, provide something useful during it, and make the recovery the new peak.

### Design the end deliberately

The final moment of a session shapes overall impression more than most of what preceded it:
- End a checkout on a warm, clear confirmation — not a confusing order status page
- End an onboarding session at a moment of first visible value, not a setup screen
- End a data-entry session with unambiguous save confirmation
- Avoid ending on an error state; resolve or defer errors before session close wherever possible

## Practical Applications

| Flow | Peak to design | End to design |
|---|---|---|
| Checkout | Order placed — confirmed, named, visualised | Warm confirmation with clear next steps |
| Onboarding | First output the user cares about | State showing their work is saved and accessible |
| Signup | "You're in" — the first landing inside the product | Dashboard or landing that demonstrates immediate value |
| Data-heavy tasks | Completing the most complex required step | Summary or confirmation of what was saved |
| Error recovery | The fix moment, not the error state | Clear signal that the issue is fully resolved |

## Duration Neglect in Practice

Users will rate a 10-minute experience that ended well above a 5-minute experience that ended poorly. Practical implications:
- **Wait times**: a long wait that ends in clear success is rated better than a short wait that ends in confusion
- **Multi-session journeys**: the final session before a user disengages drives retrospective rating more than aggregate usage quality
- **Negative spikes**: a single bad moment is over-weighted unless the recovery is excellent — design the recovery to become the new peak

## Best Practices

- Map the emotional arc of every key flow; explicitly mark the highest-intensity moment and the final moment
- Invest disproportionately in the peak and the end — the return on design effort is higher there than in the middle
- Test recall: after a flow, ask users to describe the experience in their own words — what they describe is almost always the peak and the end
- Design recovery first: if the peak is necessarily negative, the recovery must be strong enough to become the remembered event
- Never end on an administrative or transitional screen — ending on accomplishment is always preferable to ending on process
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).