uniform-experience-modeling
Uniform experience modeling
Experience modeling is the process of building Uniform component definitions that represent the experience layer of a digital product: how content is displayed and how authors compose it. It contrasts with content modeling, which defines display-agnostic structured content (content types and entries). This skill encodes best practices for building component sets that are easy to author, easy to maintain, and map cleanly to code components.
Key principles
Components map to code components
A Uniform component typically maps to a frontend code component. Parameters map to props; slots map to children or child-component props. Not every prop needs to be exposed — hardcode props that editors should not manage. Align parameter public IDs and types with the corresponding props to avoid mapping logic.
Choose the right component granularity
Components correlate strongly to the design system rendering the experience, and atomic design is a useful lens: atoms and molecules map to component definitions (or parameters — not every design-system component needs a Uniform component), organisms to definitions plus component patterns, templates to composition patterns, pages to compositions. Balance granular atomic and layout components (flexible, but shifts design decisions, design consistency, and responsive handling to editors) against pre-composed components and patterns (easier, more guard rails); both can coexist, with granular components reserved for exceptions and experimentation.
Design for editors first
Names, help text, grouping, and editor controls exist for non-technical authors. Use non-technical names, write help text only when the purpose isn't obvious, group related parameters, collapse advanced settings, and pick the editor control (radio, segmented control, slider, switch, checkboxes) that matches how authors think about the setting.