Creator · wondelai
Last updated · Sep 3, 2026
Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages
Creator · wondelai
Last updated · Sep 3, 2026
Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages
Creator · wondelai
Last updated · Sep 3, 2026
Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages
Creator · wondelai
Last updated · Sep 3, 2026
Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages
Sandbox only
Install targets
Codex install prompt
Install the "design-everyday-things" agent skill from https://github.com/wondelai/skills/tree/main/design-everyday-things. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"wondelai-design-everyday-things","task":"Install design-everyday-things","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
Agent fit
Claude Code + Cursor + CLI
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add wondelai/skills --skill design-everyday-things
Maintenance
fresh
7d since push
Risk
Needs review
Financial research output is not financial advice; require human review before any live investment decision
GitHub quality
2.1K
81/100 Quality · 79/100 Trust
Coverage tags
Review notes
Financial research output is not financial advice; require human review before any live investment decision · SKILL.md is truncated in the excerpt; the full file may contain additional content not reviewed.
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Needs reviewA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
2.1K GitHub stars
Repo activity
2.1K stars, 215 forks
Maintenance
7d since push
License
MIT
Install
npx skills add wondelai/skills --skill design-everyday-things
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add wondelai/skills --skill design-everyday-thingsDo not use when
Alternative
1.9K Stars
npx skills add yanliudesign/mono-color-skill --skill mono-color
Alternative
61.0K Stars
npx skills add mvanhorn/last30days-skill -g
Alternative
38.4K Stars
npx skills add Imbad0202/academic-research-skills
Alternative
28.0K Stars
npx skills add assafelovic/gpt-researcher
Agent safety v2
Usable candidate, but the agent should surface permission and audit notes before installation.
Require human approval before installing into a real workspace.
medium
Skill may drive a browser or interact with web pages.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20design-everyday-things%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20design-everyday-things%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/wondelai-design-everyday-things/install
Agent should check
Copy prompt
Task: Use design-everyday-things in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20design-everyday-things%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/wondelai-design-everyday-things/install
Install command: npx skills add wondelai/skills --skill design-everyday-things
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/wondelai-design-everyday-things/install
LLM text format
/api/skills/wondelai-design-everyday-things/install?format=text
Find alternatives
/api/skills/search?q=design-everyday-things&limit=3
Agent prompt
Use design-everyday-things for this task. Review https://www.openagentskill.com/api/skills/wondelai-design-everyday-things/install, then install with: npx skills add wondelai/skills --skill design-everyday-thingsRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/wondelai-design-everyday-things
LLM text
/api/registry/manifest/wondelai-design-everyday-things?format=text
Install alias
/api/registry/install/wondelai-design-everyday-things
Recommend
/api/registry/recommend?task=Use%20design-everyday-things%20in%20an%20agent%20workflow&limit=3
Agent fit
Research agents
Use-case tags
Platforms
Claude Code, Cursor
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Research agents
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
PASS2.1K GitHub stars
Stars/forks activity
INFO2.1K stars, 215 forks; issue activity unavailable in current metadata
Recent maintenance
PASS7d since push
License clarity
PASSMIT
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Workflow fit
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Design, build, test, and ship interfaces
A practical workflow for agents that turn product briefs or Figma designs into polished frontend code, review the result, test it in a browser, and prepare a safe deployment.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
Run autonomous deep research over web and local sources
--- name: design-everyday-things description: 'Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design.' license: MIT metadata: author: wondelai version: "1.4.0" ---
# Design of Everyday Things Framework
Foundational design principles for creating products that are intuitive, discoverable, and understandable. The "bible of UX" — applicable to physical products, software, and any human-designed system.
## Core Principle
**Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.** When something fails, users blame themselves — but the fault is almost always in the design. Great design bridges the gap between what people want to do and what the product allows: it is discoverable (you can figure out what to do) and understandable (you can figure out what happened).
## Scoring
**Goal: 10/10.** Score 2 points per satisfied row of the Quick Diagnostic (5 rows = discoverability, evaluation, error recovery, mapping, constraints). Bands: **9-10** = users act without instructions, understand every outcome, and recover from any error; **5-6** = one gulf or error path is broken; **<=3** = users must consult a manual or routinely blame themselves. Report the current score and the diagnostic rows failing it.
## The Two Gulfs
Every interaction with a product requires bridging two gulfs:
``` USER PRODUCT │ │ ├──── Gulf of Execution ────────────────→│ │ "How do I do what I want?" │ │ │ │←──── Gulf of Evaluation ──────────────┤ │ "What happened? Did it work?" │ ```
### Gulf of Execution
**The gap between what users want to do and what the product lets them do.** Users ask: What can I do here? Which control do I use?
**Bridge with:** clear signifiers, natural mappings, constraints, familiar conceptual models.
### Gulf of Evaluation
**The gap between what the product did and what users understand happened.** Users ask: What happened? Did it work? What state is the system in?
**Bridge with:** immediate visible feedback, clear system-state indicators, meaningful error messages, progress indicators.
**Design goal:** Make both gulfs as narrow as possible — action and understanding should be immediate.
See: [references/two-gulfs.md](references/two-gulfs.md) for gulf analysis exercises.
## Seven Fundamental Design Principles
### 1. Discoverability
**Definition:** Can users figure out what actions are possible and how to perform them? Its five components — affordances, signifiers, constraints, mappings, feedback — are detailed below.
**Test:** Put a new user in front of your product. If they can't figure out what to do within 10 seconds, discoverability is broken.
**Anti-pattern:** "The user manual explains it." If users need a manual, the design failed.
### 2. Affordances
**Definition:** The relationship between an object's properties and a user's capabilities that determines how the object could be used.
**Key insight:** Affordances exist whether or not they are perceived — what matters for design is *perceived* affordance.
| Type | Definition | Example | |------|------------|---------| | **Real** | Physical capability exists | A button affords pressing | | **Perceived** | User believes capability exists | A raised area looks clickable | | **Hidden** | Exists but isn't obvious | Right-click context menu | | **False** | Appears to afford action but doesn't | Decorative element that looks clickable | | **Anti-affordance** | Prevents action | A barrier that blocks movement |
**Digital applications:**
| Element | Affordance | How to Signal | |---------|------------|---------------| | **Button** | Clicking/tapping | Raised, colored, shadow, hover state | | **Text field** | Text input | Border, placeholder text, label | | **Scroll area** | Scrolling | Scroll bar, fade at edge, partial content |
**Common failures:** flat design erasing perceived affordances (button or label?), too-small touch targets, interactive and decorative elements that look identical.
See: [references/affordances.md](references/affordances.md) for affordance design patterns.
### 3. Signifiers
**Definition:** Signals that communicate where the action should take place. **Affordances determine what you CAN do; signifiers show you WHERE and HOW.**
| Type | Definition | Example | |------|------------|---------| | **Deliberate** | Designed to communicate | "Push" label on door, placeholder text | | **Accidental** | Unintentional but informative | Worn path in grass (people walk here) | | **Social** | Other people's behavior | Line of people indicates entrance |
**Digital signifiers:**
| Signifier | What It Communicates | Example | |-----------|---------------------|---------| | **Cursor change + hover state** | This is interactive | Pointer → hand on links; button color change | | **Icons + labels** | Function of the element | Magnifying glass = search; "Submit", "Cancel" | | **Color + position** | Status, category, hierarchy | Red = error, green = success; close button top-right |
**Design rule:** When in doubt, add a signifier — better to over-communicate than leave users guessing.
See: [references/signifiers.md](references/signifiers.md) when deciding which signifier to add to an unclear control.
### 4. Mappings
**Definition:** The relationship between controls and their effects. **Natural mapping** means the spatial layout of controls matches the layout of what they control.
| Mapping Quality | Example | Why It Works/Fails | |-----------------|---------|-------------------| | **Natural** | Volume slider (up = louder) | Matches mental model | | **Poor** | Light switch panel | No spatial correspondence to lights | | **Poor** | Stovetop knobs in a row | Layout doesn't match burner positions |
**Digital principles:** controls near what they affect, layout mirroring content, direction matching expectation (scroll down = content moves up), related controls grouped.
| Technique | How It Works | Example | |-----------|-------------|---------| | **Proximity** | Control near target | Edit button next to content | | **Spatial** | Layout mirrors real world | Map controls match compass directions | | **Cultural** | Follows conventions | Red = stop/danger, green = go/safe | | **Sequential** | Follows natural order | Steps 1, 2, 3 left to right (or top to bottom) |
See: [references/mappings.md](references/mappings.md) for mapping analysis exercises.
### 5. Constraints
**Definition:** Limiting the possible actions to prevent errors.
| Type | Mechanism | Example | |------|-----------|---------| | **Physical** | Shape/size prevents wrong action | USB plug only fits one way | | **Cultural** | Social norms guide behavior | Red means stop, green means go | | **Semantic** | Meaning restricts options | A rearview mirror only makes sense facing backward | | **Logical** | Logic limits choices | Only one hole left for the last screw |
**Digital constraints:**
| Constraint | Implementation | Example | |------------|---------------|---------| | **Input validation** | Restrict what can be entered | Date picker vs. free text | | **Disabled states** | Gray out unavailable options | "Submit" disabled until form valid | | **Forced sequence + undo** | Steps in order; allow reversal | Wizard with locked steps; Gmail "Undo send" |
**Design rule:** Every constraint you add is one less error the user can make — make wrong actions impossible rather than punishing them.
See: [references/constraints.md](references/constraints.md) for constraint design patterns.
### 6. Feedback
**Definition:** Communicating the results of an action back to the user. Feedback must be immediate (within 0.1s for direct manipulation), informative, appropriately dosed, and non-intrusive.
| Type | When to Use | Example | |------|-------------|---------| | **Visual** | Most actions | Button press animation, color change, checkmark | | **Auditory** | Important events, confirmations | Success chime, error sound | | **Haptic** | Touch devices, confirmation | Vibration on key press | | **Progress** | Long operations | Progress bar, spinner, skeleton screen |
**Digital feedback patterns:**
| Situation | Feedback Needed | Example | |-----------|----------------|---------| | **Form submission** | Success/error message | "Saved!" toast or inline error | | **Loading** | Progress indicator | Spinner, skeleton screen, percentage | | **Error** | What went wrong + how to fix | "Invalid email. Please check format." |
**Response times:** 0.1s feels instantaneous; 1s is a noticeable delay (change cursor); 10s loses attention (show progress bar); over 10s users leave (show percentage, allow backgrounding).
**Common failures:** no feedback (did my click register?), delayed feedback (feels broken), unclear feedback, alert overload.
See: [references/feedback.md](references/feedback.md) when an action gives no clear result and you need the right feedback type and timing.
### 7. Conceptual Models
**Definition:** The user's mental model of how a product works.
| Model | Held By | Description | |-------|---------|-------------| | **Design model** | Designer | How the designer thinks it works | | **User's model** | User | How the user thinks it works | | **System image** | Product | What the product actually communicates |
**Goal:** The user's model should match the design model; the system image is the only bridge. Matching models let users predict outcomes and recover from errors; mismatches breed confusion, self-blame, and support calls.
**Example (thermostat):** design model — set a temperature, the system maintains it; common user model — higher setting heats faster (wrong), so users crank it to 90°F.
**Build correct models with:** familiar metaphors (desktop, trash), visible system state, clear feedback, consistent behavior, progressive disclosure.
See: [references/conceptual-models.md](references/conceptual-models.md) when the user's model diverges from how the product works. For fully worked teardowns (door handles, thermostats, digital products), see [references/case-studies.md](references/case-studies.md).
## Human Error
**Norman's key insight: there is no such thing as "human error" — only bad design.** When someone errs, look for the design flaw, not the person's flaw.
### Types of Errors
**Slips** — correct intention, wrong action:
| Slip Type | Cause | Example | Design Fix | |-----------|-------|---------|------------| | **Action slip** | Wrong action on right target | Click "Delete" instead of "Edit" | Separate destructive actions | | **Memory lapse** | Forget step in sequence | Forget attachment after writing "attached" | Gmail's attachment reminder | | **Mode error** | Right action, wrong mode | Type in caps lock | Show mode state clearly | | **Capture error** | Habit overrides intention | Drive to old office on autopilot | Interrupt at decision points |
**Mistakes** — wrong intention, executed correctly:
| Mistake Type | Cause | Example | Design Fix | |-------------|-------|---------|------------| | **Rule-based** | Apply wrong rule | Use formula for wrong situation | Provide context, confirm | | **Knowledge-based** | Incomplete/wrong mental model | Misunderstand how system works | Better conceptual model | | **Memory lapse** | Forget goal or plan | Forget why you opened the fr
Source provenance
Decision snapshot
2,092 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for design-everyday-things, ready for a manual X post.
design-everyday-things: Apply foundational design principles: affordances, signifiers, constraints, feedback, and con... 2.1K stars https://www.openagentskill.com/skills/wondelai-design-everyday-things?ref=x
Listing + install path for design-everyday-things: https://www.openagentskill.com/skills/wondelai-design-everyday-things?ref=x Install: npx skills add wondelai/skills --skill design-everyday-things
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Sandbox only
mono-color
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Install targets
Codex install prompt
Install the "design-everyday-things" agent skill from https://github.com/wondelai/skills/tree/main/design-everyday-things. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"wondelai-design-everyday-things","task":"Install design-everyday-things","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
Agent fit
Claude Code + Cursor + CLI
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add wondelai/skills --skill design-everyday-things
Maintenance
fresh
7d since push
Risk
Needs review
Financial research output is not financial advice; require human review before any live investment decision
GitHub quality
2.1K
81/100 Quality · 79/100 Trust
Coverage tags
Review notes
Financial research output is not financial advice; require human review before any live investment decision · SKILL.md is truncated in the excerpt; the full file may contain additional content not reviewed.
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Needs reviewA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
2.1K GitHub stars
Repo activity
2.1K stars, 215 forks
Maintenance
7d since push
License
MIT
Install
npx skills add wondelai/skills --skill design-everyday-things
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add wondelai/skills --skill design-everyday-thingsDo not use when
Alternative
1.9K Stars
npx skills add yanliudesign/mono-color-skill --skill mono-color
Alternative
61.0K Stars
npx skills add mvanhorn/last30days-skill -g
Alternative
38.4K Stars
npx skills add Imbad0202/academic-research-skills
Alternative
28.0K Stars
npx skills add assafelovic/gpt-researcher
Agent safety v2
Usable candidate, but the agent should surface permission and audit notes before installation.
Require human approval before installing into a real workspace.
medium
Skill may drive a browser or interact with web pages.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20design-everyday-things%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20design-everyday-things%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/wondelai-design-everyday-things/install
Agent should check
Copy prompt
Task: Use design-everyday-things in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20design-everyday-things%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/wondelai-design-everyday-things/install
Install command: npx skills add wondelai/skills --skill design-everyday-things
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/wondelai-design-everyday-things/install
LLM text format
/api/skills/wondelai-design-everyday-things/install?format=text
Find alternatives
/api/skills/search?q=design-everyday-things&limit=3
Agent prompt
Use design-everyday-things for this task. Review https://www.openagentskill.com/api/skills/wondelai-design-everyday-things/install, then install with: npx skills add wondelai/skills --skill design-everyday-thingsRegistry metadata
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Claude Code, Cursor
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Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Design, build, test, and ship interfaces
A practical workflow for agents that turn product briefs or Figma designs into polished frontend code, review the result, test it in a browser, and prepare a safe deployment.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
Run autonomous deep research over web and local sources
--- name: design-everyday-things description: 'Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design.' license: MIT metadata: author: wondelai version: "1.4.0" ---
# Design of Everyday Things Framework
Foundational design principles for creating products that are intuitive, discoverable, and understandable. The "bible of UX" — applicable to physical products, software, and any human-designed system.
## Core Principle
**Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.** When something fails, users blame themselves — but the fault is almost always in the design. Great design bridges the gap between what people want to do and what the product allows: it is discoverable (you can figure out what to do) and understandable (you can figure out what happened).
## Scoring
**Goal: 10/10.** Score 2 points per satisfied row of the Quick Diagnostic (5 rows = discoverability, evaluation, error recovery, mapping, constraints). Bands: **9-10** = users act without instructions, understand every outcome, and recover from any error; **5-6** = one gulf or error path is broken; **<=3** = users must consult a manual or routinely blame themselves. Report the current score and the diagnostic rows failing it.
## The Two Gulfs
Every interaction with a product requires bridging two gulfs:
``` USER PRODUCT │ │ ├──── Gulf of Execution ────────────────→│ │ "How do I do what I want?" │ │ │ │←──── Gulf of Evaluation ──────────────┤ │ "What happened? Did it work?" │ ```
### Gulf of Execution
**The gap between what users want to do and what the product lets them do.** Users ask: What can I do here? Which control do I use?
**Bridge with:** clear signifiers, natural mappings, constraints, familiar conceptual models.
### Gulf of Evaluation
**The gap between what the product did and what users understand happened.** Users ask: What happened? Did it work? What state is the system in?
**Bridge with:** immediate visible feedback, clear system-state indicators, meaningful error messages, progress indicators.
**Design goal:** Make both gulfs as narrow as possible — action and understanding should be immediate.
See: [references/two-gulfs.md](references/two-gulfs.md) for gulf analysis exercises.
## Seven Fundamental Design Principles
### 1. Discoverability
**Definition:** Can users figure out what actions are possible and how to perform them? Its five components — affordances, signifiers, constraints, mappings, feedback — are detailed below.
**Test:** Put a new user in front of your product. If they can't figure out what to do within 10 seconds, discoverability is broken.
**Anti-pattern:** "The user manual explains it." If users need a manual, the design failed.
### 2. Affordances
**Definition:** The relationship between an object's properties and a user's capabilities that determines how the object could be used.
**Key insight:** Affordances exist whether or not they are perceived — what matters for design is *perceived* affordance.
| Type | Definition | Example | |------|------------|---------| | **Real** | Physical capability exists | A button affords pressing | | **Perceived** | User believes capability exists | A raised area looks clickable | | **Hidden** | Exists but isn't obvious | Right-click context menu | | **False** | Appears to afford action but doesn't | Decorative element that looks clickable | | **Anti-affordance** | Prevents action | A barrier that blocks movement |
**Digital applications:**
| Element | Affordance | How to Signal | |---------|------------|---------------| | **Button** | Clicking/tapping | Raised, colored, shadow, hover state | | **Text field** | Text input | Border, placeholder text, label | | **Scroll area** | Scrolling | Scroll bar, fade at edge, partial content |
**Common failures:** flat design erasing perceived affordances (button or label?), too-small touch targets, interactive and decorative elements that look identical.
See: [references/affordances.md](references/affordances.md) for affordance design patterns.
### 3. Signifiers
**Definition:** Signals that communicate where the action should take place. **Affordances determine what you CAN do; signifiers show you WHERE and HOW.**
| Type | Definition | Example | |------|------------|---------| | **Deliberate** | Designed to communicate | "Push" label on door, placeholder text | | **Accidental** | Unintentional but informative | Worn path in grass (people walk here) | | **Social** | Other people's behavior | Line of people indicates entrance |
**Digital signifiers:**
| Signifier | What It Communicates | Example | |-----------|---------------------|---------| | **Cursor change + hover state** | This is interactive | Pointer → hand on links; button color change | | **Icons + labels** | Function of the element | Magnifying glass = search; "Submit", "Cancel" | | **Color + position** | Status, category, hierarchy | Red = error, green = success; close button top-right |
**Design rule:** When in doubt, add a signifier — better to over-communicate than leave users guessing.
See: [references/signifiers.md](references/signifiers.md) when deciding which signifier to add to an unclear control.
### 4. Mappings
**Definition:** The relationship between controls and their effects. **Natural mapping** means the spatial layout of controls matches the layout of what they control.
| Mapping Quality | Example | Why It Works/Fails | |-----------------|---------|-------------------| | **Natural** | Volume slider (up = louder) | Matches mental model | | **Poor** | Light switch panel | No spatial correspondence to lights | | **Poor** | Stovetop knobs in a row | Layout doesn't match burner positions |
**Digital principles:** controls near what they affect, layout mirroring content, direction matching expectation (scroll down = content moves up), related controls grouped.
| Technique | How It Works | Example | |-----------|-------------|---------| | **Proximity** | Control near target | Edit button next to content | | **Spatial** | Layout mirrors real world | Map controls match compass directions | | **Cultural** | Follows conventions | Red = stop/danger, green = go/safe | | **Sequential** | Follows natural order | Steps 1, 2, 3 left to right (or top to bottom) |
See: [references/mappings.md](references/mappings.md) for mapping analysis exercises.
### 5. Constraints
**Definition:** Limiting the possible actions to prevent errors.
| Type | Mechanism | Example | |------|-----------|---------| | **Physical** | Shape/size prevents wrong action | USB plug only fits one way | | **Cultural** | Social norms guide behavior | Red means stop, green means go | | **Semantic** | Meaning restricts options | A rearview mirror only makes sense facing backward | | **Logical** | Logic limits choices | Only one hole left for the last screw |
**Digital constraints:**
| Constraint | Implementation | Example | |------------|---------------|---------| | **Input validation** | Restrict what can be entered | Date picker vs. free text | | **Disabled states** | Gray out unavailable options | "Submit" disabled until form valid | | **Forced sequence + undo** | Steps in order; allow reversal | Wizard with locked steps; Gmail "Undo send" |
**Design rule:** Every constraint you add is one less error the user can make — make wrong actions impossible rather than punishing them.
See: [references/constraints.md](references/constraints.md) for constraint design patterns.
### 6. Feedback
**Definition:** Communicating the results of an action back to the user. Feedback must be immediate (within 0.1s for direct manipulation), informative, appropriately dosed, and non-intrusive.
| Type | When to Use | Example | |------|-------------|---------| | **Visual** | Most actions | Button press animation, color change, checkmark | | **Auditory** | Important events, confirmations | Success chime, error sound | | **Haptic** | Touch devices, confirmation | Vibration on key press | | **Progress** | Long operations | Progress bar, spinner, skeleton screen |
**Digital feedback patterns:**
| Situation | Feedback Needed | Example | |-----------|----------------|---------| | **Form submission** | Success/error message | "Saved!" toast or inline error | | **Loading** | Progress indicator | Spinner, skeleton screen, percentage | | **Error** | What went wrong + how to fix | "Invalid email. Please check format." |
**Response times:** 0.1s feels instantaneous; 1s is a noticeable delay (change cursor); 10s loses attention (show progress bar); over 10s users leave (show percentage, allow backgrounding).
**Common failures:** no feedback (did my click register?), delayed feedback (feels broken), unclear feedback, alert overload.
See: [references/feedback.md](references/feedback.md) when an action gives no clear result and you need the right feedback type and timing.
### 7. Conceptual Models
**Definition:** The user's mental model of how a product works.
| Model | Held By | Description | |-------|---------|-------------| | **Design model** | Designer | How the designer thinks it works | | **User's model** | User | How the user thinks it works | | **System image** | Product | What the product actually communicates |
**Goal:** The user's model should match the design model; the system image is the only bridge. Matching models let users predict outcomes and recover from errors; mismatches breed confusion, self-blame, and support calls.
**Example (thermostat):** design model — set a temperature, the system maintains it; common user model — higher setting heats faster (wrong), so users crank it to 90°F.
**Build correct models with:** familiar metaphors (desktop, trash), visible system state, clear feedback, consistent behavior, progressive disclosure.
See: [references/conceptual-models.md](references/conceptual-models.md) when the user's model diverges from how the product works. For fully worked teardowns (door handles, thermostats, digital products), see [references/case-studies.md](references/case-studies.md).
## Human Error
**Norman's key insight: there is no such thing as "human error" — only bad design.** When someone errs, look for the design flaw, not the person's flaw.
### Types of Errors
**Slips** — correct intention, wrong action:
| Slip Type | Cause | Example | Design Fix | |-----------|-------|---------|------------| | **Action slip** | Wrong action on right target | Click "Delete" instead of "Edit" | Separate destructive actions | | **Memory lapse** | Forget step in sequence | Forget attachment after writing "attached" | Gmail's attachment reminder | | **Mode error** | Right action, wrong mode | Type in caps lock | Show mode state clearly | | **Capture error** | Habit overrides intention | Drive to old office on autopilot | Interrupt at decision points |
**Mistakes** — wrong intention, executed correctly:
| Mistake Type | Cause | Example | Design Fix | |-------------|-------|---------|------------| | **Rule-based** | Apply wrong rule | Use formula for wrong situation | Provide context, confirm | | **Knowledge-based** | Incomplete/wrong mental model | Misunderstand how system works | Better conceptual model | | **Memory lapse** | Forget goal or plan | Forget why you opened the fr
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design-everyday-things: Apply foundational design principles: affordances, signifiers, constraints, feedback, and con... 2.1K stars https://www.openagentskill.com/skills/wondelai-design-everyday-things?ref=x
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Codex install prompt
Install the "design-everyday-things" agent skill from https://github.com/wondelai/skills/tree/main/design-everyday-things. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"wondelai-design-everyday-things","task":"Install design-everyday-things","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
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I need my agent to research a topic, compare sources, and produce a concise report.
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Claude Code + Cursor + CLI
Codex, Claude Code, Cursor, CLI, or custom agents.
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fresh
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Use design-everyday-things for this task. Review https://www.openagentskill.com/api/skills/wondelai-design-everyday-things/install, then install with: npx skills add wondelai/skills --skill design-everyday-thingsRegistry metadata
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Claude Code, Cursor
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INFO2.1K stars, 215 forks; issue activity unavailable in current metadata
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PASS7d since push
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Review before install
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Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Workflow fit
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Design, build, test, and ship interfaces
A practical workflow for agents that turn product briefs or Figma designs into polished frontend code, review the result, test it in a browser, and prepare a safe deployment.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
Run autonomous deep research over web and local sources
--- name: design-everyday-things description: 'Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design.' license: MIT metadata: author: wondelai version: "1.4.0" ---
# Design of Everyday Things Framework
Foundational design principles for creating products that are intuitive, discoverable, and understandable. The "bible of UX" — applicable to physical products, software, and any human-designed system.
## Core Principle
**Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.** When something fails, users blame themselves — but the fault is almost always in the design. Great design bridges the gap between what people want to do and what the product allows: it is discoverable (you can figure out what to do) and understandable (you can figure out what happened).
## Scoring
**Goal: 10/10.** Score 2 points per satisfied row of the Quick Diagnostic (5 rows = discoverability, evaluation, error recovery, mapping, constraints). Bands: **9-10** = users act without instructions, understand every outcome, and recover from any error; **5-6** = one gulf or error path is broken; **<=3** = users must consult a manual or routinely blame themselves. Report the current score and the diagnostic rows failing it.
## The Two Gulfs
Every interaction with a product requires bridging two gulfs:
``` USER PRODUCT │ │ ├──── Gulf of Execution ────────────────→│ │ "How do I do what I want?" │ │ │ │←──── Gulf of Evaluation ──────────────┤ │ "What happened? Did it work?" │ ```
### Gulf of Execution
**The gap between what users want to do and what the product lets them do.** Users ask: What can I do here? Which control do I use?
**Bridge with:** clear signifiers, natural mappings, constraints, familiar conceptual models.
### Gulf of Evaluation
**The gap between what the product did and what users understand happened.** Users ask: What happened? Did it work? What state is the system in?
**Bridge with:** immediate visible feedback, clear system-state indicators, meaningful error messages, progress indicators.
**Design goal:** Make both gulfs as narrow as possible — action and understanding should be immediate.
See: [references/two-gulfs.md](references/two-gulfs.md) for gulf analysis exercises.
## Seven Fundamental Design Principles
### 1. Discoverability
**Definition:** Can users figure out what actions are possible and how to perform them? Its five components — affordances, signifiers, constraints, mappings, feedback — are detailed below.
**Test:** Put a new user in front of your product. If they can't figure out what to do within 10 seconds, discoverability is broken.
**Anti-pattern:** "The user manual explains it." If users need a manual, the design failed.
### 2. Affordances
**Definition:** The relationship between an object's properties and a user's capabilities that determines how the object could be used.
**Key insight:** Affordances exist whether or not they are perceived — what matters for design is *perceived* affordance.
| Type | Definition | Example | |------|------------|---------| | **Real** | Physical capability exists | A button affords pressing | | **Perceived** | User believes capability exists | A raised area looks clickable | | **Hidden** | Exists but isn't obvious | Right-click context menu | | **False** | Appears to afford action but doesn't | Decorative element that looks clickable | | **Anti-affordance** | Prevents action | A barrier that blocks movement |
**Digital applications:**
| Element | Affordance | How to Signal | |---------|------------|---------------| | **Button** | Clicking/tapping | Raised, colored, shadow, hover state | | **Text field** | Text input | Border, placeholder text, label | | **Scroll area** | Scrolling | Scroll bar, fade at edge, partial content |
**Common failures:** flat design erasing perceived affordances (button or label?), too-small touch targets, interactive and decorative elements that look identical.
See: [references/affordances.md](references/affordances.md) for affordance design patterns.
### 3. Signifiers
**Definition:** Signals that communicate where the action should take place. **Affordances determine what you CAN do; signifiers show you WHERE and HOW.**
| Type | Definition | Example | |------|------------|---------| | **Deliberate** | Designed to communicate | "Push" label on door, placeholder text | | **Accidental** | Unintentional but informative | Worn path in grass (people walk here) | | **Social** | Other people's behavior | Line of people indicates entrance |
**Digital signifiers:**
| Signifier | What It Communicates | Example | |-----------|---------------------|---------| | **Cursor change + hover state** | This is interactive | Pointer → hand on links; button color change | | **Icons + labels** | Function of the element | Magnifying glass = search; "Submit", "Cancel" | | **Color + position** | Status, category, hierarchy | Red = error, green = success; close button top-right |
**Design rule:** When in doubt, add a signifier — better to over-communicate than leave users guessing.
See: [references/signifiers.md](references/signifiers.md) when deciding which signifier to add to an unclear control.
### 4. Mappings
**Definition:** The relationship between controls and their effects. **Natural mapping** means the spatial layout of controls matches the layout of what they control.
| Mapping Quality | Example | Why It Works/Fails | |-----------------|---------|-------------------| | **Natural** | Volume slider (up = louder) | Matches mental model | | **Poor** | Light switch panel | No spatial correspondence to lights | | **Poor** | Stovetop knobs in a row | Layout doesn't match burner positions |
**Digital principles:** controls near what they affect, layout mirroring content, direction matching expectation (scroll down = content moves up), related controls grouped.
| Technique | How It Works | Example | |-----------|-------------|---------| | **Proximity** | Control near target | Edit button next to content | | **Spatial** | Layout mirrors real world | Map controls match compass directions | | **Cultural** | Follows conventions | Red = stop/danger, green = go/safe | | **Sequential** | Follows natural order | Steps 1, 2, 3 left to right (or top to bottom) |
See: [references/mappings.md](references/mappings.md) for mapping analysis exercises.
### 5. Constraints
**Definition:** Limiting the possible actions to prevent errors.
| Type | Mechanism | Example | |------|-----------|---------| | **Physical** | Shape/size prevents wrong action | USB plug only fits one way | | **Cultural** | Social norms guide behavior | Red means stop, green means go | | **Semantic** | Meaning restricts options | A rearview mirror only makes sense facing backward | | **Logical** | Logic limits choices | Only one hole left for the last screw |
**Digital constraints:**
| Constraint | Implementation | Example | |------------|---------------|---------| | **Input validation** | Restrict what can be entered | Date picker vs. free text | | **Disabled states** | Gray out unavailable options | "Submit" disabled until form valid | | **Forced sequence + undo** | Steps in order; allow reversal | Wizard with locked steps; Gmail "Undo send" |
**Design rule:** Every constraint you add is one less error the user can make — make wrong actions impossible rather than punishing them.
See: [references/constraints.md](references/constraints.md) for constraint design patterns.
### 6. Feedback
**Definition:** Communicating the results of an action back to the user. Feedback must be immediate (within 0.1s for direct manipulation), informative, appropriately dosed, and non-intrusive.
| Type | When to Use | Example | |------|-------------|---------| | **Visual** | Most actions | Button press animation, color change, checkmark | | **Auditory** | Important events, confirmations | Success chime, error sound | | **Haptic** | Touch devices, confirmation | Vibration on key press | | **Progress** | Long operations | Progress bar, spinner, skeleton screen |
**Digital feedback patterns:**
| Situation | Feedback Needed | Example | |-----------|----------------|---------| | **Form submission** | Success/error message | "Saved!" toast or inline error | | **Loading** | Progress indicator | Spinner, skeleton screen, percentage | | **Error** | What went wrong + how to fix | "Invalid email. Please check format." |
**Response times:** 0.1s feels instantaneous; 1s is a noticeable delay (change cursor); 10s loses attention (show progress bar); over 10s users leave (show percentage, allow backgrounding).
**Common failures:** no feedback (did my click register?), delayed feedback (feels broken), unclear feedback, alert overload.
See: [references/feedback.md](references/feedback.md) when an action gives no clear result and you need the right feedback type and timing.
### 7. Conceptual Models
**Definition:** The user's mental model of how a product works.
| Model | Held By | Description | |-------|---------|-------------| | **Design model** | Designer | How the designer thinks it works | | **User's model** | User | How the user thinks it works | | **System image** | Product | What the product actually communicates |
**Goal:** The user's model should match the design model; the system image is the only bridge. Matching models let users predict outcomes and recover from errors; mismatches breed confusion, self-blame, and support calls.
**Example (thermostat):** design model — set a temperature, the system maintains it; common user model — higher setting heats faster (wrong), so users crank it to 90°F.
**Build correct models with:** familiar metaphors (desktop, trash), visible system state, clear feedback, consistent behavior, progressive disclosure.
See: [references/conceptual-models.md](references/conceptual-models.md) when the user's model diverges from how the product works. For fully worked teardowns (door handles, thermostats, digital products), see [references/case-studies.md](references/case-studies.md).
## Human Error
**Norman's key insight: there is no such thing as "human error" — only bad design.** When someone errs, look for the design flaw, not the person's flaw.
### Types of Errors
**Slips** — correct intention, wrong action:
| Slip Type | Cause | Example | Design Fix | |-----------|-------|---------|------------| | **Action slip** | Wrong action on right target | Click "Delete" instead of "Edit" | Separate destructive actions | | **Memory lapse** | Forget step in sequence | Forget attachment after writing "attached" | Gmail's attachment reminder | | **Mode error** | Right action, wrong mode | Type in caps lock | Show mode state clearly | | **Capture error** | Habit overrides intention | Drive to old office on autopilot | Interrupt at decision points |
**Mistakes** — wrong intention, executed correctly:
| Mistake Type | Cause | Example | Design Fix | |-------------|-------|---------|------------| | **Rule-based** | Apply wrong rule | Use formula for wrong situation | Provide context, confirm | | **Knowledge-based** | Incomplete/wrong mental model | Misunderstand how system works | Better conceptual model | | **Memory lapse** | Forget goal or plan | Forget why you opened the fr
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Scenario-led draft for design-everyday-things, ready for a manual X post.
design-everyday-things: Apply foundational design principles: affordances, signifiers, constraints, feedback, and con... 2.1K stars https://www.openagentskill.com/skills/wondelai-design-everyday-things?ref=x
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mono-color
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
1.9K StarsLast30days Skill
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
61.0K StarsAcademic Research Skills
Academic Research Skills for Claude Code: research → write → review → revise → finalize
38.4K StarsGPT Researcher
Run autonomous deep research over web and local sources
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Install targets
Codex install prompt
Install the "design-everyday-things" agent skill from https://github.com/wondelai/skills/tree/main/design-everyday-things. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"wondelai-design-everyday-things","task":"Install design-everyday-things","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
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Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
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Claude Code + Cursor + CLI
Codex, Claude Code, Cursor, CLI, or custom agents.
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npx skills add wondelai/skills --skill design-everyday-things
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fresh
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Financial research output is not financial advice; require human review before any live investment decision · SKILL.md is truncated in the excerpt; the full file may contain additional content not reviewed.
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2.1K GitHub stars
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7d since push
License
MIT
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npx skills add wondelai/skills --skill design-everyday-things
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Task: Use design-everyday-things in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20design-everyday-things%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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Install command: npx skills add wondelai/skills --skill design-everyday-things
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Use design-everyday-things for this task. Review https://www.openagentskill.com/api/skills/wondelai-design-everyday-things/install, then install with: npx skills add wondelai/skills --skill design-everyday-thingsRegistry metadata
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PASS7d since push
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Solid option that is likely worth shortlisting for production workflows.
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Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Operate web apps
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Workflow fit
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Design, build, test, and ship interfaces
A practical workflow for agents that turn product briefs or Figma designs into polished frontend code, review the result, test it in a browser, and prepare a safe deployment.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
Run autonomous deep research over web and local sources
--- name: design-everyday-things description: 'Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design.' license: MIT metadata: author: wondelai version: "1.4.0" ---
# Design of Everyday Things Framework
Foundational design principles for creating products that are intuitive, discoverable, and understandable. The "bible of UX" — applicable to physical products, software, and any human-designed system.
## Core Principle
**Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.** When something fails, users blame themselves — but the fault is almost always in the design. Great design bridges the gap between what people want to do and what the product allows: it is discoverable (you can figure out what to do) and understandable (you can figure out what happened).
## Scoring
**Goal: 10/10.** Score 2 points per satisfied row of the Quick Diagnostic (5 rows = discoverability, evaluation, error recovery, mapping, constraints). Bands: **9-10** = users act without instructions, understand every outcome, and recover from any error; **5-6** = one gulf or error path is broken; **<=3** = users must consult a manual or routinely blame themselves. Report the current score and the diagnostic rows failing it.
## The Two Gulfs
Every interaction with a product requires bridging two gulfs:
``` USER PRODUCT │ │ ├──── Gulf of Execution ────────────────→│ │ "How do I do what I want?" │ │ │ │←──── Gulf of Evaluation ──────────────┤ │ "What happened? Did it work?" │ ```
### Gulf of Execution
**The gap between what users want to do and what the product lets them do.** Users ask: What can I do here? Which control do I use?
**Bridge with:** clear signifiers, natural mappings, constraints, familiar conceptual models.
### Gulf of Evaluation
**The gap between what the product did and what users understand happened.** Users ask: What happened? Did it work? What state is the system in?
**Bridge with:** immediate visible feedback, clear system-state indicators, meaningful error messages, progress indicators.
**Design goal:** Make both gulfs as narrow as possible — action and understanding should be immediate.
See: [references/two-gulfs.md](references/two-gulfs.md) for gulf analysis exercises.
## Seven Fundamental Design Principles
### 1. Discoverability
**Definition:** Can users figure out what actions are possible and how to perform them? Its five components — affordances, signifiers, constraints, mappings, feedback — are detailed below.
**Test:** Put a new user in front of your product. If they can't figure out what to do within 10 seconds, discoverability is broken.
**Anti-pattern:** "The user manual explains it." If users need a manual, the design failed.
### 2. Affordances
**Definition:** The relationship between an object's properties and a user's capabilities that determines how the object could be used.
**Key insight:** Affordances exist whether or not they are perceived — what matters for design is *perceived* affordance.
| Type | Definition | Example | |------|------------|---------| | **Real** | Physical capability exists | A button affords pressing | | **Perceived** | User believes capability exists | A raised area looks clickable | | **Hidden** | Exists but isn't obvious | Right-click context menu | | **False** | Appears to afford action but doesn't | Decorative element that looks clickable | | **Anti-affordance** | Prevents action | A barrier that blocks movement |
**Digital applications:**
| Element | Affordance | How to Signal | |---------|------------|---------------| | **Button** | Clicking/tapping | Raised, colored, shadow, hover state | | **Text field** | Text input | Border, placeholder text, label | | **Scroll area** | Scrolling | Scroll bar, fade at edge, partial content |
**Common failures:** flat design erasing perceived affordances (button or label?), too-small touch targets, interactive and decorative elements that look identical.
See: [references/affordances.md](references/affordances.md) for affordance design patterns.
### 3. Signifiers
**Definition:** Signals that communicate where the action should take place. **Affordances determine what you CAN do; signifiers show you WHERE and HOW.**
| Type | Definition | Example | |------|------------|---------| | **Deliberate** | Designed to communicate | "Push" label on door, placeholder text | | **Accidental** | Unintentional but informative | Worn path in grass (people walk here) | | **Social** | Other people's behavior | Line of people indicates entrance |
**Digital signifiers:**
| Signifier | What It Communicates | Example | |-----------|---------------------|---------| | **Cursor change + hover state** | This is interactive | Pointer → hand on links; button color change | | **Icons + labels** | Function of the element | Magnifying glass = search; "Submit", "Cancel" | | **Color + position** | Status, category, hierarchy | Red = error, green = success; close button top-right |
**Design rule:** When in doubt, add a signifier — better to over-communicate than leave users guessing.
See: [references/signifiers.md](references/signifiers.md) when deciding which signifier to add to an unclear control.
### 4. Mappings
**Definition:** The relationship between controls and their effects. **Natural mapping** means the spatial layout of controls matches the layout of what they control.
| Mapping Quality | Example | Why It Works/Fails | |-----------------|---------|-------------------| | **Natural** | Volume slider (up = louder) | Matches mental model | | **Poor** | Light switch panel | No spatial correspondence to lights | | **Poor** | Stovetop knobs in a row | Layout doesn't match burner positions |
**Digital principles:** controls near what they affect, layout mirroring content, direction matching expectation (scroll down = content moves up), related controls grouped.
| Technique | How It Works | Example | |-----------|-------------|---------| | **Proximity** | Control near target | Edit button next to content | | **Spatial** | Layout mirrors real world | Map controls match compass directions | | **Cultural** | Follows conventions | Red = stop/danger, green = go/safe | | **Sequential** | Follows natural order | Steps 1, 2, 3 left to right (or top to bottom) |
See: [references/mappings.md](references/mappings.md) for mapping analysis exercises.
### 5. Constraints
**Definition:** Limiting the possible actions to prevent errors.
| Type | Mechanism | Example | |------|-----------|---------| | **Physical** | Shape/size prevents wrong action | USB plug only fits one way | | **Cultural** | Social norms guide behavior | Red means stop, green means go | | **Semantic** | Meaning restricts options | A rearview mirror only makes sense facing backward | | **Logical** | Logic limits choices | Only one hole left for the last screw |
**Digital constraints:**
| Constraint | Implementation | Example | |------------|---------------|---------| | **Input validation** | Restrict what can be entered | Date picker vs. free text | | **Disabled states** | Gray out unavailable options | "Submit" disabled until form valid | | **Forced sequence + undo** | Steps in order; allow reversal | Wizard with locked steps; Gmail "Undo send" |
**Design rule:** Every constraint you add is one less error the user can make — make wrong actions impossible rather than punishing them.
See: [references/constraints.md](references/constraints.md) for constraint design patterns.
### 6. Feedback
**Definition:** Communicating the results of an action back to the user. Feedback must be immediate (within 0.1s for direct manipulation), informative, appropriately dosed, and non-intrusive.
| Type | When to Use | Example | |------|-------------|---------| | **Visual** | Most actions | Button press animation, color change, checkmark | | **Auditory** | Important events, confirmations | Success chime, error sound | | **Haptic** | Touch devices, confirmation | Vibration on key press | | **Progress** | Long operations | Progress bar, spinner, skeleton screen |
**Digital feedback patterns:**
| Situation | Feedback Needed | Example | |-----------|----------------|---------| | **Form submission** | Success/error message | "Saved!" toast or inline error | | **Loading** | Progress indicator | Spinner, skeleton screen, percentage | | **Error** | What went wrong + how to fix | "Invalid email. Please check format." |
**Response times:** 0.1s feels instantaneous; 1s is a noticeable delay (change cursor); 10s loses attention (show progress bar); over 10s users leave (show percentage, allow backgrounding).
**Common failures:** no feedback (did my click register?), delayed feedback (feels broken), unclear feedback, alert overload.
See: [references/feedback.md](references/feedback.md) when an action gives no clear result and you need the right feedback type and timing.
### 7. Conceptual Models
**Definition:** The user's mental model of how a product works.
| Model | Held By | Description | |-------|---------|-------------| | **Design model** | Designer | How the designer thinks it works | | **User's model** | User | How the user thinks it works | | **System image** | Product | What the product actually communicates |
**Goal:** The user's model should match the design model; the system image is the only bridge. Matching models let users predict outcomes and recover from errors; mismatches breed confusion, self-blame, and support calls.
**Example (thermostat):** design model — set a temperature, the system maintains it; common user model — higher setting heats faster (wrong), so users crank it to 90°F.
**Build correct models with:** familiar metaphors (desktop, trash), visible system state, clear feedback, consistent behavior, progressive disclosure.
See: [references/conceptual-models.md](references/conceptual-models.md) when the user's model diverges from how the product works. For fully worked teardowns (door handles, thermostats, digital products), see [references/case-studies.md](references/case-studies.md).
## Human Error
**Norman's key insight: there is no such thing as "human error" — only bad design.** When someone errs, look for the design flaw, not the person's flaw.
### Types of Errors
**Slips** — correct intention, wrong action:
| Slip Type | Cause | Example | Design Fix | |-----------|-------|---------|------------| | **Action slip** | Wrong action on right target | Click "Delete" instead of "Edit" | Separate destructive actions | | **Memory lapse** | Forget step in sequence | Forget attachment after writing "attached" | Gmail's attachment reminder | | **Mode error** | Right action, wrong mode | Type in caps lock | Show mode state clearly | | **Capture error** | Habit overrides intention | Drive to old office on autopilot | Interrupt at decision points |
**Mistakes** — wrong intention, executed correctly:
| Mistake Type | Cause | Example | Design Fix | |-------------|-------|---------|------------| | **Rule-based** | Apply wrong rule | Use formula for wrong situation | Provide context, confirm | | **Knowledge-based** | Incomplete/wrong mental model | Misunderstand how system works | Better conceptual model | | **Memory lapse** | Forget goal or plan | Forget why you opened the fr
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2,092 GitHub stars
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Scenario-led draft for design-everyday-things, ready for a manual X post.
design-everyday-things: Apply foundational design principles: affordances, signifiers, constraints, feedback, and con... 2.1K stars https://www.openagentskill.com/skills/wondelai-design-everyday-things?ref=x
Listing + install path for design-everyday-things: https://www.openagentskill.com/skills/wondelai-design-everyday-things?ref=x Install: npx skills add wondelai/skills --skill design-everyday-things
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mono-color
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
1.9K StarsLast30days Skill
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
61.0K StarsAcademic Research Skills
Academic Research Skills for Claude Code: research → write → review → revise → finalize
38.4K StarsGPT Researcher
Run autonomous deep research over web and local sources
28.0K StarsPermission surface
no high-risk permission surface in public metadata
Agent outcomes
No agent outcome data yet
Docs
Strong README/SKILL.md context
Risk summary
Install readiness
Permission surface
no high-risk permission surface in public metadata
Agent outcomes
No agent outcome data yet
Docs
Strong README/SKILL.md context
Risk summary
Install readiness
Permission surface
no high-risk permission surface in public metadata
Agent outcomes
No agent outcome data yet
Docs
Strong README/SKILL.md context
Risk summary
Install readiness
Permission surface
no high-risk permission surface in public metadata
Agent outcomes
No agent outcome data yet
Docs
Strong README/SKILL.md context
Risk summary
Install readiness