Structure precedes style. If the information architecture is wrong, no amount of typography, haptics, or spring animations will fix it. This skill challenges logical structure before anyone touches pixels.
Every element must justify its existence. "Who needs this, how often, and what breaks if I remove it?" Elements that can't answer all three get killed or moved.
Concerns don't mix. Content creation, organization, media attachment, and mode switching are different concerns. Putting them in one flat menu creates a junk drawer, not a toolbar.
Reference apps are evidence, not inspiration. When Apple Notes, Things, Bear, Linear, and Notion all separate a concern the same way, that's a discovered pattern, not a style choice.
This is the design equivalent of code review — challenge architecture, not aesthetics.
- Element justification — For each interactive element: who uses it, how often, what if removed? → KEEP / MOVE / MERGE / KILL
- Concern separation — Are different concerns (creation, organization, attachment, destruction) mixed in one surface?
- Cognitive friction — Apply CDN: viscosity, premature commitment, hidden dependencies, role expressiveness, diffuseness
- Action hierarchy — Is there exactly ONE primary action? Are secondary actions same-concern? Are tertiary actions hidden?
- UX laws — Apply relevant laws to quantify user cost: Hick's (choice count), Fitts's (target distance), Miller's (working memory load), Gestalt (false groupings), Doherty (latency perception)
- Reference check — How do best-in-class apps solve this? What pattern emerges?
- Synthesis — Recommended restructuring with rationale. Hand contradictions to TRIZ.
Read references/ for detailed frameworks on each step.
| File |
Content |
Load when |
| cognitive-dimensions.md |
CDN framework — 9 dimensions with scoring rubric |
Analyzing interaction friction |
| action-hierarchy.md |
Primary/secondary/tertiary patterns + reference app evidence |
Auditing control placement and menu structure |
| ia-anti-patterns.md |
Junk drawer, false peers, concern mixing, premature surfacing + fixes |
Diagnosing structural problems |
| element-justification.md |
Frequency-adoption matrix, kill criteria, Bastien-Scapin grouping rules |
Deciding what should exist and what groups together |
| ux-laws.md |
Fitts, Hick, Miller, Gestalt, Jakob's, Doherty, Peak-End — quantifiable user cost |
Measuring user cost of structural decisions |
|
|
|
Element Justification
| Element |
Who |
Frequency |
If removed? |
Verdict |
Concern Map
[Which concerns are present? Are any mixed in one surface?]
Cognitive Friction (CDN)
[FRICTION and BROKEN dimensions only — skip OK ones]
Hierarchy Violations
[Primary/secondary/tertiary misplacements]
UX Law Violations
| Law |
Evidence |
Cost |
| [Only laws that are violated — skip compliant ones] |
|
|
Reference Comparison
[How 2-3 best-in-class apps solve this differently]
Recommended Architecture
[Proposed restructuring with rationale]
Open Contradictions
[Trade-offs that need /triz-product-architect]
</output_format>
<integration>
**Sequence for component design/review:**
1. **critique-interaction-architecture** (this) — Challenge structure. What should exist? Where?
2. **triz-product-architect** — If audit finds contradictions that restructuring alone can't resolve
3. **ios-design-lead** — Once structure is right, design visual/tactile expression
4. **ios-design-implementer** — Build it
**Anti-pattern this skill prevents:**
Reviewing typography, opacity, and haptics on a component whose information architecture is fundamentally wrong.
</integration>
<success_criteria>
A complete critique:
- Every interactive element has a justified KEEP/MOVE/MERGE/KILL verdict
- Concerns are mapped and separation violations identified
- CDN dimensions scored, with FRICTION/BROKEN items explained
- Action hierarchy audited against reference patterns
- At least 2 reference apps cited as evidence (not inspiration)
- Concrete restructuring proposed (not just "simplify this")
- Contradictions flagged for TRIZ if present
</success_criteria>
1---2name: ui-architecture-review3description: Systematic critique of UI information architecture and interaction design. Challenges whether elements should exist, what belongs together, and whether the logical structure of a component is right. Use when reviewing input surfaces, toolbars, action bars, compose flows, menus, or any component where the STRUCTURE (not style) needs questioning. Triggers: "review this UI", "does this make sense", "challenge this design", "IA audit", "interaction critique", "what's wrong with this component", or when a design review focuses on pixels before questioning architecture.4---56<essential_principles>78**Structure precedes style.** If the information architecture is wrong, no amount of typography, haptics, or spring animations will fix it. This skill challenges logical structure before anyone touches pixels.910**Every element must justify its existence.** "Who needs this, how often, and what breaks if I remove it?" Elements that can't answer all three get killed or moved.1112**Concerns don't mix.** Content creation, organization, media attachment, and mode switching are different concerns. Putting them in one flat menu creates a junk drawer, not a toolbar.1314**Reference apps are evidence, not inspiration.** When Apple Notes, Things, Bear, Linear, and Notion all separate a concern the same way, that's a discovered pattern, not a style choice.15</essential_principles>1617<objective>18Provide systematic interaction architecture critique grounded in Cognitive Dimensions of Notations (CDN), Bastien-Scapin Ergonomic Criteria, action-object analysis, and UICrit evaluation patterns.1920This is the design equivalent of code review — challenge architecture, not aesthetics.21</objective>2223<quick_start>24Given a component (code, screenshot, or description), run in this order:25261. **Element justification** — For each interactive element: who uses it, how often, what if removed? → KEEP / MOVE / MERGE / KILL272. **Concern separation** — Are different concerns (creation, organization, attachment, destruction) mixed in one surface?283. **Cognitive friction** — Apply CDN: viscosity, premature commitment, hidden dependencies, role expressiveness, diffuseness294. **Action hierarchy** — Is there exactly ONE primary action? Are secondary actions same-concern? Are tertiary actions hidden?305. **UX laws** — Apply relevant laws to quantify user cost: Hick's (choice count), Fitts's (target distance), Miller's (working memory load), Gestalt (false groupings), Doherty (latency perception)316. **Reference check** — How do best-in-class apps solve this? What pattern emerges?327. **Synthesis** — Recommended restructuring with rationale. Hand contradictions to TRIZ.3334Read `references/` for detailed frameworks on each step.35</quick_start>3637<reference_index>38Domain knowledge in `references/`:3940| File | Content | Load when |41|------|---------|-----------|42| [cognitive-dimensions.md](references/cognitive-dimensions.md) | CDN framework — 9 dimensions with scoring rubric | Analyzing interaction friction |43| [action-hierarchy.md](references/action-hierarchy.md) | Primary/secondary/tertiary patterns + reference app evidence | Auditing control placement and menu structure |44| [ia-anti-patterns.md](references/ia-anti-patterns.md) | Junk drawer, false peers, concern mixing, premature surfacing + fixes | Diagnosing structural problems |45| [element-justification.md](references/element-justification.md) | Frequency-adoption matrix, kill criteria, Bastien-Scapin grouping rules | Deciding what should exist and what groups together |46| [ux-laws.md](references/ux-laws.md) | Fitts, Hick, Miller, Gestalt, Jakob's, Doherty, Peak-End — quantifiable user cost | Measuring user cost of structural decisions |47</reference_index>4849<output_format>50```51## IA Critique: [Component Name]5253### Element Justification54| Element | Who | Frequency | If removed? | Verdict |55|---------|-----|-----------|-------------|---------|5657### Concern Map58[Which concerns are present? Are any mixed in one surface?]5960### Cognitive Friction (CDN)61[FRICTION and BROKEN dimensions only — skip OK ones]6263### Hierarchy Violations64[Primary/secondary/tertiary misplacements]6566### UX Law Violations67| Law | Evidence | Cost |68|-----|----------|------|69[Only laws that are violated — skip compliant ones]7071### Reference Comparison72[How 2-3 best-in-class apps solve this differently]7374### Recommended Architecture75[Proposed restructuring with rationale]7677### Open Contradictions78[Trade-offs that need /triz-product-architect]79```80</output_format>8182<integration>83**Sequence for component design/review:**841. **critique-interaction-architecture** (this) — Challenge structure. What should exist? Where?852. **triz-product-architect** — If audit finds contradictions that restructuring alone can't resolve863. **ios-design-lead** — Once structure is right, design visual/tactile expression874. **ios-design-implementer** — Build it8889**Anti-pattern this skill prevents:**90Reviewing typography, opacity, and haptics on a component whose information architecture is fundamentally wrong.91</integration>9293<success_criteria>94A complete critique:95- Every interactive element has a justified KEEP/MOVE/MERGE/KILL verdict96- Concerns are mapped and separation violations identified97- CDN dimensions scored, with FRICTION/BROKEN items explained98- Action hierarchy audited against reference patterns99- At least 2 reference apps cited as evidence (not inspiration)100- Concrete restructuring proposed (not just "simplify this")101- Contradictions flagged for TRIZ if present102</success_criteria>