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experience-design

The design/UX seat for a product team — the grown-up successor to design-craft. It carries the whole design thread as one walkable flow: from a customer journey, through the screens that journey implies and the services behind them, to how each screen looks and behaves, to an independent review and a hand-off to realization. For interaction and visual designers, design-eng hybrids, and any agent or person authoring the design intent a UI build consumes (the design-side twin of product-engineering's product intent).

Every skill ships portable method, not your stack: no UI-framework code, no styling-language syntax, no animation library, and no values tables (no fixed spacing, timing, color, motion-curve, or breakpoint cheat-sheets, no fixed token set, no pixel comps). The skills point to the recognized standards — WCAG, the W3C Design Tokens interchange shape, Apple HIG, Material 3, APQC, BPMN — and ship the method to derive your design, never the values.

Correctness is the floor, not the ceiling. Accessibility compliance, information hierarchy, and usability heuristics (WCAG, Nielsen, Laws of UX) are non-negotiable — but meeting them alone produces correct-but-tasteless work. The creative-direction skill is the gate between the two: it grounds goals in persona, precedent, and visual voice — surface treatment, type scale ambition, color philosophy, and elevation philosophy. A direction doc that only names correctness goals has not cleared the gate.

What's inside

The connective thread — map the flow from outcome to realization:

  • journey-mapping — a customer/end-user journey map (stages × actions / emotions / pains / opportunities), carrying the platform/surface axis.
  • user-flow — the journey's screens sequenced, with transitions, error/edge flows, the per-screen state matrix, and one per-screen brief per screen; ends in a cross-brief consistency pass and a whole-journey steel thread that never degrades to nothing. Optionally hands off to a generative design tool.
  • service-blueprint — a service blueprint (frontstage / line-of-visibility / backstage / support); its backstage column is the slicing instrument handed to architect / contracts by-name.
  • process-mapping — the inside-out sibling: an internal business process flow (APQC L3→L4, as-is + to-be, SIPOC, swimlane, pain/waste register).
  • content-design — a content brief for a surface: what it should say, for whom, in what form, and to what objective; runs before the screen flow is derived so content intent is set as a constraint before screens are sequenced.
  • tone-of-voice — named, ranked copy goals grounded in stable referents; records the copy arbitration rules the rest of the build references.

The craft — design each screen, held to one shared floor:

  • design-principles — 3–5 named decision rules derived from journey-map insights; resolves design disputes and holds screens to a shared standard across sprints, each principle grounded in a journey moment.
  • creative-direction — turn a vague "vibe" into named goals grounded in persona + precedent + standards + platform conventions; coherence arbitration.
  • design-system — derive a token/scale taxonomy from intent.
  • information-architecture — hierarchy, reading flow, wayfinding.
  • interaction-design — how a screen behaves: feedback & timing, input & forms, component state machines, purposeful motion, navigation-as-behavior, gesture, cognitive-law fit. Enriches the per-screen brief.
  • design-review — interactive, authoring-time heuristic + taste critique; maps each issue to the principle it violates and rates severity.
  • A shared quality-floor checklist — handle all states, the accessibility floor (WCAG pointed-to), and "motion communicates state, honor reduced-motion." One floor, referenced by every consuming skill.

Genre-specific Direct skills — surface-typed structural IA used when a screen has a known surface genre (run before interaction-design in place of the general information-architecture skill):

  • analytical-design — structural specification for analytical and dashboard surfaces: widget hierarchy, role-based view architecture, business-question-to-layout map.
  • conversion-design — structural specification for marketing and acquisition surfaces: above-fold contract, scroll story, social-proof architecture.
  • documentation-design — structural specification for documentation surfaces: content hierarchy, navigation strategy, TTFV architecture; Diátaxis content typing.
  • informational-design — structural specification for informational and editorial surfaces: typographic hierarchy, reading-pattern calibration, editorial grid.
  • marketplace-design — structural specification for marketplace surfaces: listing card IA, filter and facet architecture, transaction bridge.
  • workspace-design — structural specification for workspace and productivity surfaces: context-persistence architecture, attention zone layout, interrupt design.

The independent review:

  • experience-reviewer — a forked-context, read-only reviewer agent that gives the design step an independent design-time review (the grounded aesthetic reference + platform fit + cross-brief coherence + the full quality floor), so design can run autonomously between human-value-add gates.

Session orientation:

  • experience-status — orients to the current design thread at a glance: reads design artifacts from the configured output directory and surfaces what exists, what's missing, and which skill to run next.

Install

experience-design is user-scope by default — design method is portable, not project-specific.

agentbundle install --pack experience-design <catalogue>

It projects to every shipped adapter that supports the skill primitive (Claude Code, Codex, Copilot, Cursor, Gemini, Kiro).

Usage

Ask your agent, for example:

  • "Map the customer journey for our onboarding, then derive the screen flow."
  • "Blueprint the services behind this journey's screens."
  • "Map our internal claims-handling process, current-state and target-state."
  • "Design how this form behaves — feedback, validation, and its state machine."
  • "Run a heuristic critique of this screen and rank the findings by severity."
  • "Have the experience-reviewer review this journey and screen flow."

Where output lives

The artifact-writing skills resolve their durable output path through the [design] table of the adopter-owned agentbundle-layout.toml (repo-root first, then user-profile; two-branch elicitation when neither resolves — never a silent default). Each skill surfaces the resolved path before its first write. See any artifact-writing skill's references/agentbundle-layout.md.

What's NOT in this pack

  • No stack specifics or values tables. No UI-framework code, no styling-language syntax, no animation library, no fixed spacing/timing/color/motion-curve/breakpoint table, no fixed token set, and no pixel comps. The pack ships the method to derive your design; you choose your tools. The optional design-tool handover is instructions, never pixels, and names tool categories, never a winner.
  • No seeds/. Templates (the creative-direction doc, the per-screen brief, the handover) ride as skill assets/ and are copied into your repo at runtime, so the pack stays user-scope (RFC-0004 Rail A).
  • No hook, engine, in-pack validator, daemon, or runtime. This pack is habits, not infrastructure. design-review is an interactive authoring-time skill, not a work-loop reviewer subagent; the independent fresh-context review is the experience-reviewer agent, which reviews design artifacts (journeys / screen flows / briefs / aesthetics), never code diffs and never architecture design docs.

Cross-pack: product-strategy

The product-strategy pack is the upstream strategic input this pack builds on. Before journey-mapping or user-flow run, a strategist using the product-strategy pack may have committed ux-strategy.md (vision → goals+measures → plan) and content-strategy.md (Halvorson quad: Purpose + Process + Structure + Governance) to docs/product/shaping/. When present:

  • journey-mapping reads ux-strategy.md as the strategic anchor for the journey's stated rationale.
  • content-design (downstream skill) reads content-strategy.md for organizational governance intent — content-design is execution-layer (per-surface); content strategy is governance-layer (organizational intent).

These are optional inputs; the skills degrade gracefully when the upstream artifacts are absent. See the product-strategy pack README.

Cross-pack: product-engineering

The words a user reads in the UI are the product-engineering pack's voice-and-microcopy skill's domain — the design seat's content layer. Pass user-flow's per-screen state matrix to voice-and-microcopy and it writes copy keyed to every screen × state cell. See the product-engineering pack README.


Go deeper: the experience-design guides.