Agent skill

Design Everyday Things

by wondelai in wondelai/skills

Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models.

MITAuto-check passedFrontend & Design

Install Design Everyday Things

skills CLI
$ npx skills add wondelai/skills --skill design-everyday-things -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install wondelai/skills design-everyday-things --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/wondelai/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/design-everyday-things .claude/skills/design-everyday-things && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
design-everyday-things
GitHub stars
2.4k
Token cost
~4k tokens
SKILL.md length
1,750 words
Files
11 (incl. references)
Skills in repo
62
Repo updated
First seen
Licence
MIT

At a glance

Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models.

  • Works in 7 steps: Discoverability → Affordances → Signifiers → …
  • The user mentions why is this confusing
  • SKILL.md covers Core Principle, Scoring, The Two Gulfs and Seven Fundamental Design…, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Design Everyday Things is an agent skill from wondelai/skills. 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…

Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 11 other files, including reference files (for example `references/affordances.md`, `references/case-studies.md` and `references/conceptual-models.md`).

It sits in Frontend & Design, covering UX design. It works with iOS. The repository describes itself as: Wondel.ai Agent Skills — Business, Marketing, UX & Coding Frameworks from Bestselling Books. 50 skills + 12 guided journeys for Claude Code, Codex, Cursor & other agentskills.io… The licence is MIT.

When your agent uses it

  • The user mentions why is this confusing
  • Error prevention
  • Discoverability
  • Human-centered design

Example prompts

  • “why is this confusing”
  • “affordance”
  • “error prevention”
  • “/design-everyday-things”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Discoverability
  2. Affordances
  3. Signifiers
  4. Mappings
  5. Constraints
  6. Feedback
  7. Conceptual Models

What it can do on your machine

Read from SKILL.md and the folder at commit c172996. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • amazon.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Design Everyday Things loads about 4k tokens when it runs, and up to ~41k if it reads all its reference files. Until then it costs about 152 tokens; SKILL.md has 1,750 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~152
When it runs · the whole SKILL.md, loaded when a task matches
~4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~41k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from wondelai/skills at commit c172996, republished under its MIT licence (© wondelai). 1,750 words, ~3,953 tokens.

Download SKILL.mdSave it as .claude/skills/design-everyday-things/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.
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
metadata.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 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.

TypeDefinitionExample
RealPhysical capability existsA button affords pressing
PerceivedUser believes capability existsA raised area looks clickable
HiddenExists but isn't obviousRight-click context menu
FalseAppears to afford action but doesn'tDecorative element that looks clickable
Anti-affordancePrevents actionA barrier that blocks movement

Digital applications:

ElementAffordanceHow to Signal
ButtonClicking/tappingRaised, colored, shadow, hover state
Text fieldText inputBorder, placeholder text, label
Scroll areaScrollingScroll 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 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.

TypeDefinitionExample
DeliberateDesigned to communicate"Push" label on door, placeholder text
AccidentalUnintentional but informativeWorn path in grass (people walk here)
SocialOther people's behaviorLine of people indicates entrance

Digital signifiers:

SignifierWhat It CommunicatesExample
Cursor change + hover stateThis is interactivePointer → hand on links; button color change
Icons + labelsFunction of the elementMagnifying glass = search; "Submit", "Cancel"
Color + positionStatus, category, hierarchyRed = 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 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 QualityExampleWhy It Works/Fails
NaturalVolume slider (up = louder)Matches mental model
PoorLight switch panelNo spatial correspondence to lights
PoorStovetop knobs in a rowLayout 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.

TechniqueHow It WorksExample
ProximityControl near targetEdit button next to content
SpatialLayout mirrors real worldMap controls match compass directions
CulturalFollows conventionsRed = stop/danger, green = go/safe
SequentialFollows natural orderSteps 1, 2, 3 left to right (or top to bottom)

See: references/mappings.md for mapping analysis exercises.

5. Constraints

Definition: Limiting the possible actions to prevent errors.

TypeMechanismExample
PhysicalShape/size prevents wrong actionUSB plug only fits one way
CulturalSocial norms guide behaviorRed means stop, green means go
SemanticMeaning restricts optionsA rearview mirror only makes sense facing backward
LogicalLogic limits choicesOnly one hole left for the last screw

Digital constraints:

ConstraintImplementationExample
Input validationRestrict what can be enteredDate picker vs. free text
Disabled statesGray out unavailable options"Submit" disabled until form valid
Forced sequence + undoSteps in order; allow reversalWizard 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 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.

TypeWhen to UseExample
VisualMost actionsButton press animation, color change, checkmark
AuditoryImportant events, confirmationsSuccess chime, error sound
HapticTouch devices, confirmationVibration on key press
ProgressLong operationsProgress bar, spinner, skeleton screen

Digital feedback patterns:

SituationFeedback NeededExample
Form submissionSuccess/error message"Saved!" toast or inline error
LoadingProgress indicatorSpinner, skeleton screen, percentage
ErrorWhat 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 when an action gives no clear result and you need the right feedback type and timing.

Show full SKILL.md (701 more words)Show less
7. Conceptual Models

Definition: The user's mental model of how a product works.

ModelHeld ByDescription
Design modelDesignerHow the designer thinks it works
User's modelUserHow the user thinks it works
System imageProductWhat 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 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.

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 TypeCauseExampleDesign Fix
Action slipWrong action on right targetClick "Delete" instead of "Edit"Separate destructive actions
Memory lapseForget step in sequenceForget attachment after writing "attached"Gmail's attachment reminder
Mode errorRight action, wrong modeType in caps lockShow mode state clearly
Capture errorHabit overrides intentionDrive to old office on autopilotInterrupt at decision points

Mistakes — wrong intention, executed correctly:

Mistake TypeCauseExampleDesign Fix
Rule-basedApply wrong ruleUse formula for wrong situationProvide context, confirm
Knowledge-basedIncomplete/wrong mental modelMisunderstand how system worksBetter conceptual model
Memory lapseForget goal or planForget why you opened the fridgeReminders, history
Design for Error

Prevent: constraints that make errors impossible, undo/redo everywhere, confirmation for destructive actions, sensible defaults, forgiving input. Recover: clear error messages, never erase the user's work, partial saves, easy reset to a known good state.

Error message checklist:

  • Says what went wrong (in human language)
  • Says how to fix it
  • Doesn't blame the user
  • Preserves user's work
  • Provides alternative path

See: references/human-error.md for error prevention patterns.

The Seven Stages of Action

Norman's model for how humans interact with products:

1. GOAL      → "I want to adjust the temperature"
2. PLAN      → "I'll use the thermostat"
3. SPECIFY   → "I'll press the up arrow"
4. PERFORM   → (presses button)
   ─── Gulf of Execution ───
5. PERCEIVE  → (sees display change)
6. INTERPRET → "The number went up"
7. COMPARE   → "Is this what I wanted?"
   ─── Gulf of Evaluation ───

Design implications: support stages 1-3 with signifiers, mappings, and constraints; stage 4 with good affordances; stages 5-7 with feedback and visible state. Walk any interaction through each stage to find where users get stuck.

See: references/seven-stages.md for stage-by-stage analysis.

Human-Centered Design (HCD) Process

Observation → Idea Generation → Prototyping → Testing → (iterate)

Two specifics that change how you run this loop: in Observation, don't ask users what they want (they don't know) — watch for workarounds and frustrations in real contexts. In Testing, use real users not designers — 5 reveal ~85% of problems, so observe behavior over opinions and iterate.

Common Mistakes

MistakeWhy It FailsFix
No signifiersUsers can't find featuresAdd visual cues for every interactive element
No feedbackUsers don't know if action workedRespond to every action within 0.1s
Blaming usersIgnores design flawsLook for design cause of every "user error"
Feature creepComplexity overwhelmsApply constraints, progressive disclosure
InconsistencyBreaks conceptual modelSame action = same result everywhere
Ignoring contextDesigned for ideal conditionsObserve real usage environments

Quick Diagnostic

Audit any design:

QuestionIf NoAction
Can users figure out what to do?Poor discoverabilityAdd signifiers, improve affordances
Do users understand what happened?Gulf of evaluation too wideAdd feedback, show system state
Can users recover from errors?No error toleranceAdd undo, confirmation, clear messages
Does the control layout match the output?Poor mappingReorganize controls to match spatial layout
Are impossible/irrelevant options hidden?Missing constraintsDisable, hide, or remove invalid options

Further Reading

For the complete framework:

About the Author

Don Norman, PhD is co-founder of the Nielsen Norman Group, director of The Design Lab at UC San Diego, and a former VP of Advanced Technology at Apple, where he coined the term "user experience." The Design of Everyday Things (1988, revised 2013) is widely considered the most influential design book ever written and is required reading in design programs worldwide.

© wondelai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 10 other files (references) in design-everyday-things of wondelai/skills.

  • SKILL.md
  • references/affordances.md
  • references/case-studies.md
  • references/conceptual-models.md
  • references/constraints.md
  • references/feedback.md
  • references/human-error.md
  • references/mappings.md
  • references/seven-stages.md
  • references/signifiers.md
  • references/two-gulfs.md

Open the folder on GitHubat commit c172996

Compare with similar skills

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Impeccablebestofjs/bestofjs3.1k26 repos~2.6kAutomated safety check: PassMIT
Interface Design for Dashboards and Appsholaboss-ai/holaOS11k3 repos~6kAutomated safety check: PassMIT
Animategrowupanand/ConvoForm1026 repos~1.9kAutomated safety check: PassApache-2.0

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Works with

Questions about Design Everyday Things

What does Design Everyday Things do?

Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Design Everyday Things is an agent skill from wondelai/skills. Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models.

When should I use Design Everyday Things?

Design Everyday Things fits situations like: the user mentions why is this confusing; error prevention; discoverability; human-centered design.

How do I install Design Everyday Things in Claude Code?

Run `npx skills add wondelai/skills --skill design-everyday-things -a claude-code`. Or copy the skill folder (design-everyday-things in wondelai/skills) into .claude/skills/design-everyday-things in your project. Claude Code loads it when a task matches its description.

How do I install Design Everyday Things in Codex?

Run `npx skills add wondelai/skills --skill design-everyday-things -a codex`. Or copy the skill folder (design-everyday-things in wondelai/skills) into .agents/skills/design-everyday-things in your project. Codex loads it when a task matches its description.

Can I use Design Everyday Things in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add wondelai/skills --skill design-everyday-things -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/design-everyday-things, .gemini/skills/design-everyday-things, .github/skills/design-everyday-things and .opencode/skills/design-everyday-things in your project.

What does Design Everyday Things need to run?

SKILL.md names no scripts, command-line tools or credentials: Design Everyday Things is instructions for the agent only.

Does Design Everyday Things access the network?

SKILL.md names 1 domain. As links in the text: amazon.com. This is read from the text; nothing was executed.

Is Design Everyday Things safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Design Everyday Things use?

Design Everyday Things is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Design Everyday Things use?

About 4k tokens (SKILL.md is roughly 16k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 37k tokens, read only when the agent opens those files.

What are the alternatives to Design Everyday Things?

Skills that share tags, products or a category with Design Everyday Things: Penpot Uiux Design (github/awesome-copilot, 40k stars), UI Design (hashgraph-online/awesome-codex-plugins, 1.3k stars), Impeccable (bestofjs/bestofjs, 3.1k stars) and Interface Design for Dashboards and Apps (holaboss-ai/holaOS, 11k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Design Everyday Things?

wondelai (a GitHub organization) maintains it in wondelai/skills, which has 2,371 GitHub stars. The repository holds 62 skills in this directory. The repository was last updated on September 10, 2026.

Source: wondelai/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.