# UX Fundamentals ## Overview This teaching skill explains core UX principles, terminology, and mental models. Use when users ask "What is X?" or need foundational understanding before applying other Lyra skills. **Core Principle**: Understanding why design principles exist enables better application than memorizing rules. ## When to Use Load this skill when: - User asks "What is [UX concept]?" - User needs explanation of design terminology - User wants to understand UX thinking approach - User is new to UX and needs orientation - You need to explain rationale behind design recommendations **Don't use for**: Specific design tasks (use specialized skills), detailed implementation guidance ## Core UX Principles ### 1. User-Centered Design **Definition**: Design decisions driven by user needs, not business/technical constraints **Key Concepts**: - **Empathy**: Understand users' context, goals, frustrations - **Iteration**: Design → Test → Refine → Repeat - **Evidence-based**: Use research data, not assumptions **In Practice**: - Start with user research (interviews, observations) - Test designs with real users early and often - Prioritize user goals over feature lists **Why it matters**: Designs that ignore users fail, regardless of technical excellence ### 2. Progressive Disclosure **Definition**: Show only what users need now, reveal complexity gradually **Key Concepts**: - **Layers**: Basic → Intermediate → Advanced - **Just-in-time**: Information appears when needed - **Defaults**: Sensible defaults for common cases **In Practice**: - Simple interface by default, "Advanced" button for power features - Tooltips on hover, not permanent labels everywhere - Wizards guide through complex multi-step flows **Why it matters**: Showing everything at once = cognitive overload ### 3. Affordances **Definition**: Visual/physical properties that suggest how something is used **Key Concepts**: - **Perceived affordance**: Looks clickable/tappable (buttons raised, links colored) - **Real affordance**: Actually is clickable/tappable - **Signifiers**: Clues about functionality (icons, labels, shadows) **In Practice**: - Buttons look different from text (visual weight, borders) - Links are colored and/or underlined - Interactive elements change on hover (cursor, highlight) **Why it matters**: Users shouldn't guess what's interactive ### 4. Feedback **Definition**: System responds to user actions immediately and clearly **Key Concepts**: - **Immediate**: <100ms for most interactions (button press) - **Appropriate**: Match feedback to action (subtle for minor, prominent for major) - **Informative**: What happened? Success/failure? Next steps? **In Practice**: - Button depresses on click - Loading spinner for async operations (>1s delay) - Success messages confirm completion - Error messages explain what went wrong + how to fix **Why it matters**: No feedback = user repeats action = bugs/confusion ### 5. Consistency **Definition**: Similar elements behave similarly throughout interface **Key Concepts**: - **Internal consistency**: Within your app (same patterns everywhere) - **External consistency**: Match platform conventions (iOS vs Android) - **Functional consistency**: Same action has same result **In Practice**: - All primary buttons same color/style - Navigation pattern consistent across screens - Keyboard shortcuts work the same everywhere **Why it matters**: Inconsistency forces users to relearn patterns ### 6. Visibility of System Status **Definition**: Users always know what's happening **Key Concepts**: - **Current state**: Where am I? (active nav item highlighted) - **Process**: What's happening? (loading spinner, progress bar) - **Outcome**: What happened? (success/error message) **In Practice**: - Active tab/page highlighted - Progress indicators for multi-step flows (step 2 of 5) - Breadcrumbs show navigation path - Form validation shows which fields have errors **Why it matters**: Users lost in interface = frustration ### 7. Error Prevention & Recovery **Definition**: Design to prevent errors, make recovery easy when they happen **Key Concepts**: - **Prevention**: Constraints, validation, confirmations - **Clear errors**: What went wrong? How to fix? - **Undo**: Easy to reverse mistakes **In Practice**: - Disable "Submit" until form valid - Confirm before destructive actions ("Delete all?") - Undo/redo for content changes - Auto-save to prevent lost work **Why it matters**: Errors are frustrating, especially if unrecoverable ### 8. Recognition Over Recall **Definition**: Minimize memory load by making information visible **Key Concepts**: - **Show, don't hide**: Visible options > memorized commands - **Contextual help**: Information available when needed - **Autocomplete**: Suggest options rather than require exact input **In Practice**: - Menus show available actions (vs. command-line memorization) - Recently used items listed (vs. remembering file names) - Autocomplete in search (vs. typing exact query) - Date pickers (vs. typing date format) **Why it matters**: Memory is fragile, recognition is easier ### 9. Flexibility & Efficiency **Definition**: Support both novice and expert users **Key Concepts**: - **Novice path**: Simple, guided, obvious - **Expert path**: Shortcuts, customization, speed - **Progressive disclosure**: Novices aren't overwhelmed, experts aren't constrained **In Practice**: - Keyboard shortcuts for power users (Cmd+S) - Command palettes (fuzzy search all actions) - Customizable toolbars/workspaces - Both clicking and keyboard navigation work **Why it matters**: Users grow from novice → expert over time ### 10. Aesthetic & Minimalist Design **Definition**: Remove unnecessary elements, focus on essentials **Key Concepts**: - **Signal vs. noise**: Every element competes for attention - **White space**: Breathing room improves readability - **Hierarchy**: Guide attention to important elements **In Practice**: - Remove decorative elements that don't serve purpose - Use white space to group related items - Single clear primary action per screen - Reduce visual clutter (colors, borders, shadows) **Why it matters**: Too much information = user misses important parts ## UX Terminology ### Mental Models **Definition**: User's internal understanding of how system works **Why it matters**: Design must match user's mental model, not system architecture **Example**: - Good: File structure matches user's mental organization (Projects → Project Name → Files) - Bad: File structure matches database schema (table_id → foreign_key → blob_id) ### Information Architecture (IA) **Definition**: Organizing and labeling content for findability **Related skill**: `lyra/ux-designer/information-architecture` **Key aspects**: Navigation structure, labeling, categorization, search ### Interaction Design **Definition**: Defining how users interact with system (clicks, gestures, feedback) **Related skill**: `lyra/ux-designer/interaction-design-patterns` **Key aspects**: Touch targets, micro-interactions, state changes, animations ### Visual Hierarchy **Definition**: Arranging elements to guide attention in order of importance **Related skill**: `lyra/ux-designer/visual-design-foundations` **Key aspects**: Size, color, contrast, spacing, typography ### Accessibility **Definition**: Designing for people with disabilities (visual, motor, cognitive) **Related skill**: `lyra/ux-designer/accessibility-and-inclusive-design` **Key aspects**: WCAG compliance, screen readers, keyboard navigation, color contrast ### Usability **Definition**: How easy and efficient it is to use a system **Measured by**: Task success rate, time on task, error rate, satisfaction **Related skill**: `lyra/ux-designer/user-research-and-validation` (testing) ### User Journey / User Flow **Definition**: Path user takes to accomplish a goal **Includes**: Entry point → Steps → Decision points → Outcome **Related skill**: `lyra/ux-designer/user-research-and-validation` (journey mapping) ### Personas **Definition**: Fictional characters representing user segments **Includes**: Demographics, goals, behaviors, pain points, context **Related skill**: `lyra/ux-designer/user-research-and-validation` (research methods) ### Wireframe **Definition**: Low-fidelity layout sketch (structure, not visual design) **Purpose**: Test IA and layout before investing in visual design **Related skills**: `information-architecture`, `visual-design-foundations` ### Prototype **Definition**: Interactive simulation of design (clickable, navigable) **Purpose**: Test flows and interactions before development **Types**: Low-fidelity (Balsamiq), high-fidelity (Figma with interactions) ### Heuristic Evaluation **Definition**: Expert review against usability principles (heuristics) **Common framework**: Nielsen's 10 Usability Heuristics **Related skill**: `lyra/ux-designer/user-research-and-validation` (validation methods) ## Design Thinking Process ### 1. Empathize (Understand Users) **Goal**: Deep understanding of user needs, context, pain points **Methods**: Interviews, observations, diary studies **Related skill**: `lyra/ux-designer/user-research-and-validation` **Output**: User insights, pain points, opportunity areas ### 2. Define (Frame the Problem) **Goal**: Synthesize research into clear problem statement **Methods**: Affinity mapping, personas, journey maps **Output**: Problem statement, design principles, success criteria ### 3. Ideate (Generate Solutions) **Goal**: Explore many possible solutions without judgment **Methods**: Brainstorming, sketching, co-design workshops **Output**: Diverse design concepts ### 4. Prototype (Build to Test) **Goal**: Make ideas tangible for testing **Methods**: Wireframes, mockups, clickable prototypes **Related skills**: All design skills (visual, IA, interaction) **Output**: Testable prototypes (lo-fi or hi-fi) ### 5. Test (Validate with Users) **Goal**: Learn what works, what doesn't, iterate **Methods**: Usability testing, A/B testing, analytics **Related skill**: `lyra/ux-designer/user-research-and-validation` **Output**: Insights for iteration, validated design decisions ### 6. Iterate (Refine & Improve) **Goal**: Continuously improve based on feedback **Process**: Implement → Measure → Learn → Refine **Output**: Improved design, new insights ## When to Use Each Lyra Skill ### lyra/ux-designer/using-ux-designer (Meta) **When**: Starting any UX task, unsure which skill to load **Purpose**: Routes to appropriate skills based on context ### lyra/ux-designer/ux-fundamentals (This Skill) **When**: "What is...?", "Explain...", learning UX concepts **Purpose**: Teaching and foundational knowledge ### lyra/ux-designer/visual-design-foundations **When**: Color, typography, hierarchy, spacing, contrast issues **Purpose**: Systematic framework for visual design evaluation **Framework**: 6-dimension Visual Hierarchy Analysis (Contrast, Scale, Spacing, Color, Typography, Layout Flow) ### lyra/ux-designer/information-architecture **When**: Navigation confusing, content organization, findability issues **Purpose**: Structure content for discoverability **Framework**: 4-layer Navigation & Discoverability Model (Mental Models, Navigation Systems, Information Scent, Discoverability) ### lyra/ux-designer/interaction-design-patterns **When**: Touch targets, feedback, micro-interactions, button states **Purpose**: Design clear, responsive interactions **Framework**: 5-dimension Interaction Clarity Framework (Affordances, Feedback, Micro-interactions, State Changes, Touch Targets) ### lyra/ux-designer/accessibility-and-inclusive-design **When**: WCAG compliance, colorblind-safe, keyboard nav, screen readers **Purpose**: Ensure design works for everyone **Framework**: 6-dimension Universal Access Model (Visual, Motor, Cognitive, Screen Reader, Temporal, Situational) ### lyra/ux-designer/user-research-and-validation **When**: Need to understand users, test designs, validate decisions **Purpose**: Research methods and usability testing **Framework**: 5-phase User Understanding Model (Discovery, Generative, Evaluative, Validation, Post-Launch) ### lyra/ux-designer/mobile-design-patterns **When**: iOS/Android app design, touch interactions **Purpose**: Mobile-specific patterns and constraints **Framework**: Mobile Interaction Evaluation Model (Reachability, Gesture Conventions, Platform Consistency, Performance Perception) ### lyra/ux-designer/web-application-design **When**: Web app, dashboard, SaaS, data visualization **Purpose**: Web-specific patterns (responsive, complex data) **Framework**: Web Application Usability Framework (Data Clarity, Workflow Efficiency, Responsive Adaptation, Progressive Enhancement) ### lyra/ux-designer/desktop-software-design **When**: Desktop app, Electron, multi-window, keyboard-first **Purpose**: Desktop-specific patterns (windows, shortcuts) **Framework**: Desktop Application Workflow Model (Window Organization, Keyboard Efficiency, Workspace Customization, Expert Paths) ### lyra/ux-designer/game-ui-design **When**: Game, HUD, menu system, in-game interface **Purpose**: Game-specific patterns (immersion, performance) **Framework**: Game UI Integration Framework (Visibility vs Immersion, Input Method Optimization, Aesthetic Coherence, Performance Impact) ## Common UX Questions Answered ### "How do I know if my design is good?" **Answer**: Test with users. Good design = users accomplish goals efficiently and satisfactorily. **Objective measures**: Task success rate, time on task, error rate **Subjective measures**: User satisfaction, perceived ease of use **Related skill**: `user-research-and-validation` ### "Should I follow platform conventions (iOS HIG, Material Design)?" **Answer**: Yes, with rare exceptions. **Why follow conventions**: - Users already know the patterns (less learning curve) - Accessibility features work as expected - Platform integration (gestures, navigation) **When to deviate**: - Strong brand identity requires custom patterns - Unique use case not covered by conventions (games, creative tools) - Cross-platform consistency is more important **Related skill**: Platform extensions (mobile, web, desktop, game) ### "Design for mobile-first or desktop-first?" **Answer**: Depends on your users' primary context. **Mobile-first**: When most users on mobile, forces prioritization **Desktop-first**: When desktop is primary, mobile is secondary **Best practice**: Design for primary platform, adapt to others **Related skills**: `mobile-design-patterns`, `web-application-design` ### "How do I balance aesthetics and usability?" **Answer**: They're not in conflict. Good aesthetics enhance usability. **Aesthetic benefits**: - Visual hierarchy guides attention (usability) - Consistent visual system reduces cognitive load - Pleasant aesthetics increase trust and engagement **Warning signs of conflict**: - Low contrast text (aesthetic > accessibility = BAD) - Hiding essential functions for "clean" look = BAD - Decorative elements obscuring content = BAD **Related skills**: `visual-design-foundations`, `accessibility-and-inclusive-design` ### "Should I use modals/popups?" **Answer**: Sparingly. Modals interrupt users. **When appropriate**: - Requires user decision before proceeding (confirm destructive action) - Focus needed (entering password, selecting from list) - Contextual detail (lightbox for image, detail view) **Alternatives**: - Inline expansion (accordion, show/hide) - Separate page (if lots of content) - Toast notification (non-blocking feedback) **Related skills**: `interaction-design-patterns`, platform extensions ### "How many clicks/taps is too many?" **Answer**: 3-click rule is guideline, not law. Clarity > click count. **What matters**: - **Information scent**: Each step has clear clues to next - **No dead ends**: Users can always proceed or go back - **Progress visible**: Users know where they are in flow **10 clear clicks > 2 confusing clicks** **Related skill**: `information-architecture` ### "Should I use animation?" **Answer**: Yes, purposefully. Animation guides attention and shows relationships. **Good uses**: - State transitions (show what changed) - Drawing attention (new message, error) - Showing relationships (element moves from A to B) **Bad uses**: - Gratuitous decoration (slows users down) - Too slow (>500ms feels sluggish) - Motion sickness triggers (parallax, constant movement) **Related skill**: `interaction-design-patterns` ### "How do I design for accessibility without compromising design?" **Answer**: Accessibility constraints make design BETTER, not worse. **Examples**: - High contrast = more readable for everyone - Large touch targets = easier for everyone - Clear labels = less confusion for everyone - Keyboard navigation = faster for power users **Accessibility IS good design.** **Related skill**: `accessibility-and-inclusive-design` ## Related Skills **All Lyra UX Designer skills**: This teaching skill references concepts explained in detail by specialized skills **Cross-faction**: - `muna/technical-writer/clarity-and-style` - Writing clear UI copy - `ordis/security-architect/threat-modeling` - Security implications of UX decisions ## Further Learning **Books**: - "Don't Make Me Think" (Steve Krug) - Web usability fundamentals - "The Design of Everyday Things" (Don Norman) - Affordances, mental models - "About Face" (Alan Cooper) - Interaction design principles **Frameworks**: - Nielsen's 10 Usability Heuristics - WCAG 2.1 Guidelines (accessibility) - iOS Human Interface Guidelines - Material Design Guidelines **Practice**: - Critique existing interfaces (what works? what doesn't?) - Apply frameworks from other Lyra skills - Test designs with real users (even 5 users find major issues)