ux-friction-analyzer by erichowens/some_claude_skills
npx skills add https://github.com/erichowens/some_claude_skills --skill ux-friction-analyzer一个通过认知心理学、ADHD 友好设计和心流状态工程来分析和优化用户体验的综合技能。
在以下情况下使用此技能:
触发短语:"analyze UX", "friction audit", "user journey", "ADHD-friendly", "optimize flow", "reduce cognitive load"
将这些模式应用于所有界面:
| 原则 | 实施方法 | 重要性 |
|---|---|---|
| 渐进式披露 | 一次只显示一个任务;隐藏后续步骤 | 防止不知所措,保持专注 |
| 上下文保持 | 自动保存每次按键;永不丢失工作 | 减少对丢失进度的焦虑 |
| 温和提醒 | 状态更新,而非警报;不使用红色紧急标识 | 避免恐慌,保持平静 |
| 暂停与恢复 | 会话状态可跨天/周持久保存 | 尊重不规律的时间安排 |
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| 最小化干扰 | 单一焦点区域;非活动面板变暗 | 减少竞争性刺激 |
| 分块进度 | 可视化卡片/步骤,而非无尽滚动 | 创造完成时的多巴胺激励 |
| 可预测导航 | 始终保持相同布局;无意外变化 | 降低重新定位的成本 |
| 平静模式选项 | 按需减少动画、使用柔和色彩 | 适应感官敏感性 |
应用以下感知原则:
PROXIMITY
─────────
Elements close together = perceived as related
White space creates natural boundaries
┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐
│ Related │ │ Related │ │ Other │ │ Other │
│ Item A │ │ Item B │ │ Group A │ │ Group B │
└─────────┘ └─────────┘ └─────────┘ └─────────┘
↑ CLOSE = GROUPED ↑ SEPARATE = DISTINCT
SIMILARITY
──────────
Same color/shape/size = perceived as related function
┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐
│ BLUE │ │ BLUE │ │ BLUE │ │ CORAL│ │ CORAL│
│ Save │ │ Copy │ │ Edit │ │ Del │ │ Clear│
└──────┘ └──────┘ └──────┘ └──────┘ └──────┘
↑ SAME = Related actions ↑ DIFFERENT = Destructive
CONTINUITY
──────────
Eye follows lines/paths naturally
Step 1 ──→ Step 2 ──→ Step 3 ──→ Complete
●──────────●──────────●──────────●
CLOSURE
───────
Brain completes incomplete shapes
Use for progress indicators, loading states
[ ████████░░░░░░░░ ] 50% - brain "sees" the end
需要管理的三种心智负荷类型:
| 类型 | 定义 | 策略 |
|---|---|---|
| 内在负荷 | 任务本身的复杂性 | 无法消除;承认其存在 |
| 外在负荷 | 不良设计增加的负担 | 消除它 - 这是你的工作 |
| 关联负荷 | 学习/理解 | 对重复用户应最小化 |
工作记忆限制:
通过以下方式减少外在负荷:
获取目标所需时间 = f(距离 / 大小)
IMPLICATIONS FOR BUTTONS:
─────────────────────────
┌───────────────────┐ vs ┌──┐
│ GENERATE │ │Go│
│ │ └──┘
└───────────────────┘
↑ ↑
44px+ touch target Hard to hit
Easy to acquire Frustrating
MINIMUM SIZES:
- iOS: 44x44 CSS pixels
- Android: 48x48 CSS pixels
- Desktop: 32x32 minimum, 44x44 preferred
EDGE TARGETS ARE INFINITE:
┌─────────────────────────────────────────────────────┐
│ ■ LOGO MENU ■ │
│ │
│ Screen edges = can't overshoot │
│ Place critical actions at corners/edges │
│ │
│ ■ HELP EXPORT ■ │
└─────────────────────────────────────────────────────┘
ICON + LABEL > ICON ALONE:
- Larger target area
- Reduced ambiguity
- Faster acquisition
关键指标:
心流条件:
通过以下方式保持心流:
用概率映射每个用户路径:
┌─────────────┐
│ USER LANDS │
└──────┬──────┘
│
┌───────────────┼───────────────┐
▼ ▼ ▼
┌──────────┐ ┌──────────┐ ┌──────────┐
│ Action A │ │ Action B │ │ Action C │
│ (40%) │ │ (45%) │ │ (15%) │
└────┬─────┘ └────┬─────┘ └────┬─────┘
│ │ │
▼ ▼ ▼
[Next] [Next] [Next]
为每条路径记录:
为每个用户角色创建详细模拟:
模板:
TIME ACTION COGNITIVE STATE FRICTION
─────────────────────────────────────────────────────────────────────────────
0:00 [User action] [Mental state] Low/Med/High
└─ [System response or UI shown]
0:15 [Next action] [How they feel] Low/Med/High
└─ [What happens]
└─ PROBLEM: [Friction point if any]
...continue...
─────────────────────────────────────────────────────────────────────────────
TOTAL TIME: X minutes
FRICTION POINTS: N (list them)
ABANDONMENT RISKS: N (critical moments)
DELIGHT MOMENTS: N (positive surprises)
需要模拟的用户角色:
量化和优先级排序:
| 摩擦点 | 受影响的用户 | 严重程度 (1-10) | 修复难度 | 优先级分数 |
|---|---|---|---|---|
| [问题 1] | X% | N | Easy/Med/Hard | HIGH/MED/LOW |
| [问题 2] | X% | N | Easy/Med/Hard | HIGH/MED/LOW |
优先级公式:
Priority = (Users Affected × Severity) / Fix Difficulty
比较当前与理想状态:
TASK CURRENT IMPEDANCE IDEAL IMPEDANCE
────────────────────────────────────────────────────────────────────
[Task 1] Low (X sec) ✓ Optimal
[Task 2] Medium (X sec) Could be Y sec
[Task 3] HIGH (X min) Should be Y sec
计算上下文切换成本:
Action Frequency Time Lost Each Total Impact
─────────────────────────────────────────────────────────────────────────
[Interruption type 1] X/session Y min Z min
[Interruption type 2] X/session Y min Z min
─────────────────────────────────────────────────────────────────────────
TOTAL CONTEXT SWITCH LOSS Z min/session
着陆页上的巨型 CTA
<button class="cta" style="min-height: 60px; min-width: 200px;">
Primary Action <span class="subtext">Supporting text</span> </button>
可见的编辑提示
自动填充提示
浮动操作按钮
进度指示器
重新定位面板
┌─────────────────────────────────────────────┐
│ Welcome back! Here's where you left off: │ │ │ │ ✓ Step 1: Complete │ │ → Step 2: In progress (60%) │ │ ○ Step 3: Not started │ │ │ │ [Continue where I left off] │ └─────────────────────────────────────────────┘
键盘快捷键
后台处理
智能默认值
预测性 UI
个性化复杂度
无障碍套件
发布任何功能前,请验证:
运行此技能时,生成包含以下内容的文档:
核心理念:每一次点击、每一秒的困惑、每一个"我在哪里?"的时刻,都是从你的用户那里窃取时间的摩擦。为分心者设计,为不堪重负者优化,人人皆受益。
每周安装数
73
代码仓库
GitHub 星标数
79
首次出现
Jan 24, 2026
安全审计
安装于
codex63
gemini-cli62
opencode62
cursor62
github-copilot57
claude-code56
A comprehensive skill for analyzing and optimizing user experience through cognitive psychology, ADHD-friendly design, and flow state engineering.
Use this skill when:
Trigger phrases: "analyze UX", "friction audit", "user journey", "ADHD-friendly", "optimize flow", "reduce cognitive load"
Apply these patterns to ALL interfaces:
| Principle | Implementation | Why It Matters |
|---|---|---|
| Progressive Disclosure | Show one task at a time; hide future steps | Prevents overwhelm, maintains focus |
| Context Preservation | Auto-save every keystroke; never lose work | Reduces anxiety about losing progress |
| Gentle Reminders | Status updates, not alarms; no red urgency | Avoids panic, maintains calm |
| Pause & Resume | Session state persists across days/weeks | Respects inconsistent schedules |
| Minimal Distractions | Single focus area; dim non-active panels | Reduces competing stimuli |
| Chunked Progress | Visual cards/steps, not endless scrolling | Creates completion dopamine hits |
| Predictable Navigation | Same layout always; no surprises | Reduces reorientation cost |
| Calm Mode Option | Reduced animations, muted colors on demand | Accommodates sensory sensitivity |
Apply these perception principles:
PROXIMITY
─────────
Elements close together = perceived as related
White space creates natural boundaries
┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐
│ Related │ │ Related │ │ Other │ │ Other │
│ Item A │ │ Item B │ │ Group A │ │ Group B │
└─────────┘ └─────────┘ └─────────┘ └─────────┘
↑ CLOSE = GROUPED ↑ SEPARATE = DISTINCT
SIMILARITY
──────────
Same color/shape/size = perceived as related function
┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐
│ BLUE │ │ BLUE │ │ BLUE │ │ CORAL│ │ CORAL│
│ Save │ │ Copy │ │ Edit │ │ Del │ │ Clear│
└──────┘ └──────┘ └──────┘ └──────┘ └──────┘
↑ SAME = Related actions ↑ DIFFERENT = Destructive
CONTINUITY
──────────
Eye follows lines/paths naturally
Step 1 ──→ Step 2 ──→ Step 3 ──→ Complete
●──────────●──────────●──────────●
CLOSURE
───────
Brain completes incomplete shapes
Use for progress indicators, loading states
[ ████████░░░░░░░░ ] 50% - brain "sees" the end
Three types of mental load to manage:
| Type | Definition | Strategy |
|---|---|---|
| Intrinsic | Task complexity itself | Can't eliminate; acknowledge it |
| Extraneous | Poor design adding effort | ELIMINATE THIS - your job |
| Germane | Learning/understanding | Minimize for repeat users |
Working Memory Limits:
Reduce Extraneous Load By:
Time to acquire target = f(Distance / Size)
IMPLICATIONS FOR BUTTONS:
─────────────────────────
┌───────────────────┐ vs ┌──┐
│ GENERATE │ │Go│
│ │ └──┘
└───────────────────┘
↑ ↑
44px+ touch target Hard to hit
Easy to acquire Frustrating
MINIMUM SIZES:
- iOS: 44x44 CSS pixels
- Android: 48x48 CSS pixels
- Desktop: 32x32 minimum, 44x44 preferred
EDGE TARGETS ARE INFINITE:
┌─────────────────────────────────────────────────────┐
│ ■ LOGO MENU ■ │
│ │
│ Screen edges = can't overshoot │
│ Place critical actions at corners/edges │
│ │
│ ■ HELP EXPORT ■ │
└─────────────────────────────────────────────────────┘
ICON + LABEL > ICON ALONE:
- Larger target area
- Reduced ambiguity
- Faster acquisition
Key Metrics:
Flow Conditions:
Preserve Flow By:
Map every user path with probabilities:
┌─────────────┐
│ USER LANDS │
└──────┬──────┘
│
┌───────────────┼───────────────┐
▼ ▼ ▼
┌──────────┐ ┌──────────┐ ┌──────────┐
│ Action A │ │ Action B │ │ Action C │
│ (40%) │ │ (45%) │ │ (15%) │
└────┬─────┘ └────┬─────┘ └────┬─────┘
│ │ │
▼ ▼ ▼
[Next] [Next] [Next]
For each edge, record:
Create detailed simulations for each persona:
Template:
TIME ACTION COGNITIVE STATE FRICTION
─────────────────────────────────────────────────────────────────────────────
0:00 [User action] [Mental state] Low/Med/High
└─ [System response or UI shown]
0:15 [Next action] [How they feel] Low/Med/High
└─ [What happens]
└─ PROBLEM: [Friction point if any]
...continue...
─────────────────────────────────────────────────────────────────────────────
TOTAL TIME: X minutes
FRICTION POINTS: N (list them)
ABANDONMENT RISKS: N (critical moments)
DELIGHT MOMENTS: N (positive surprises)
Personas to simulate:
Quantify and prioritize:
| Friction Point | Users Affected | Severity (1-10) | Fix Difficulty | Priority Score |
|---|---|---|---|---|
| [Issue 1] | X% | N | Easy/Med/Hard | HIGH/MED/LOW |
| [Issue 2] | X% | N | Easy/Med/Hard | HIGH/MED/LOW |
Priority Formula:
Priority = (Users Affected × Severity) / Fix Difficulty
Compare current vs ideal:
TASK CURRENT IMPEDANCE IDEAL IMPEDANCE
────────────────────────────────────────────────────────────────────
[Task 1] Low (X sec) ✓ Optimal
[Task 2] Medium (X sec) Could be Y sec
[Task 3] HIGH (X min) Should be Y sec
Calculate context switch costs:
Action Frequency Time Lost Each Total Impact
─────────────────────────────────────────────────────────────────────────
[Interruption type 1] X/session Y min Z min
[Interruption type 2] X/session Y min Z min
─────────────────────────────────────────────────────────────────────────
TOTAL CONTEXT SWITCH LOSS Z min/session
Giant CTA on Landing
<button class="cta" style="min-height: 60px; min-width: 200px;"> Primary Action <span class="subtext">Supporting text</span></button>
Visible Edit Affordances
Auto-Fill Prompts
Floating Action Buttons
Progress Indicators
Re-Orientation Panels
┌─────────────────────────────────────────────┐ │ Welcome back! Here's where you left off: │ │ │ │ ✓ Step 1: Complete │ │ → Step 2: In progress (60%) │ │ ○ Step 3: Not started │ │ │ │ [Continue where I left off] │ └─────────────────────────────────────────────┘
Keyboard Shortcuts
Background Processing
Smart Defaults
Predictive UI
Personalized Complexity
Accessibility Suite
Before shipping any feature, verify:
When running this skill, produce a document with:
Core Philosophy : Every click, every second of confusion, every moment of "where am I?" is friction stealing from your users. Design for the distracted, optimize for the overwhelmed, and everyone benefits.
Weekly Installs
73
Repository
GitHub Stars
79
First Seen
Jan 24, 2026
Security Audits
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Installed on
codex63
gemini-cli62
opencode62
cursor62
github-copilot57
claude-code56
SoulTrace 人格评估 API - 基于五色心理模型的贝叶斯自适应测试
50,400 周安装