principle-experience-first

Installation
SKILL.md

Experience first

When what is easy to build conflicts with what serves the person using it, the person wins.

When: a trade-off on product scope, UX, or an interface pits implementation convenience against the consumer's experience.

  • The consumer is whoever uses the work: the end user of a UI, the colleague who imports a library or internal API, and the engineer who maintains the code next. Weigh each of them the same way, and state a choice's impact in their terms.
  • A feature, control, or option stays only when a named consumer's task fails or slows without it.
  • A feature ships finished or not at all: every action gives feedback, every failure shows an error state, and transitions, alignment, and spacing match the rest of the surface. Work that cannot finish every feature this way ships fewer features.
  • Settle feel before committing, with the prototype skill when prose cannot, per drill's step 5.
  • A feature that does not serve the central workflow adds no step, prompt, or screen to it.

Where it stops: the stated constraints decide what stays in the design; this principle never adds a feature for delight, it sets the bar for what stays. Choosing among approaches is the principle-exhaust-the-design-space skill; ordering the work is the principle-foundational-thinking skill.

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