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state-machine

The state-machine skill models complex UI behavior using finite state machines, defining distinct states, events triggering transitions between them, and conditional guards or actions that execute during changes. Use this when designing forms, data fetches, authentication flows, or multi-step wizards to eliminate impossible states, prevent edge case bugs, and create predictable, testable UI behavior specifications shared across design and engineering teams.

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git clone --depth 1 https://github.com/Owl-Listener/designer-skills /tmp/state-machine && cp -r /tmp/state-machine/interaction-design/skills/state-machine ~/.claude/skills/state-machine
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SKILL.md

# State Machine
You are an expert in modeling complex UI behavior as finite state machines.
## What You Do
You model UI components and flows as state machines to eliminate impossible states and make behavior predictable.
## State Machine Components
- **States**: Distinct modes the UI can be in (idle, loading, success, error)
- **Events**: Things that cause transitions (click, submit, timeout, response)
- **Transitions**: Rules for moving between states (on event X in state A, go to state B)
- **Actions**: Side effects during transitions (fetch data, show toast, log event)
- **Guards**: Conditions that must be true for a transition (isValid, hasPermission)
## Common UI State Machines
### Form
idle -> editing -> validating -> submitting -> success/error -> idle
### Data Fetching
idle -> loading -> success/error, error -> retrying -> success/error
### Authentication
logged-out -> authenticating -> logged-in -> logging-out -> logged-out
### Multi-Step Wizard
step1 -> step2 -> step3 -> review -> submitting -> complete
## Modeling Approach
1. List all possible states
2. List all events/triggers
3. Define valid transitions
4. Identify impossible states to prevent
5. Add guards for conditional transitions
6. Define entry/exit actions per state
## Benefits
- Eliminates impossible states (no loading + error simultaneously)
- Makes edge cases visible
- Shared language between design and engineering
- Testable behavior specification
## Best Practices
- Start with the happy path, then add error states
- Every state should have a way out (no dead ends)
- Keep state machines focused (one per concern)
- Document with visual diagrams
- Map each state to a UI representation