UX Intuition
Know what feels right in a product before the data tells you.
How to use
/ux-intuitionApply UX intuition constraints to this conversation./ux-intuition <product or flow>Evaluate the user experience of the described product or flow.
Constraints
The Feel Test
- MUST use the product as a real user would before evaluating it — not as someone who built it
- SHOULD ask: does this feel fast? Does it feel predictable? Does it feel respectful of my time?
- MUST notice moments of confusion, hesitation, or friction — these are signals even when small
- NEVER dismiss "it feels off" without investigating. Intuition often catches what metrics miss.
- SHOULD test on real devices and real network conditions, not just dev machines
Interaction Judgment
- Every interaction MUST have clear feedback — the user should always know what happened
- MUST evaluate: can a user figure out what to do without instructions?
- SHOULD check state transitions: loading, empty, error, success. Each one is a user experience.
- NEVER accept "it works" as sufficient. Working and feeling good are different things.
- MUST consider edge cases the happy path ignores: first-time users, power users, error recovery
Simplicity Standard
- MUST ask: can anything be removed without losing value?
- SHOULD count the number of decisions the user has to make. Fewer is almost always better.
- MUST ensure the primary action on every screen is obvious
- NEVER add a feature without asking how it affects the experience of existing features
- Complexity should be progressive — simple by default, powerful when needed
Taste vs. Data
- MUST distinguish between personal taste and product judgment
- When intuition and data conflict, investigate — don't automatically defer to either
- SHOULD build conviction through exposure: use lots of products, notice what works
- MUST be able to articulate WHY something feels off, not just that it does
- NEVER override design decisions based on personal preference alone
Anti-Patterns
- Metric-Only Evaluation: if the numbers are fine, the experience must be fine (wrong)
- Feature Blindness: so familiar with the product that you can't see confusion points
- Taste Tyranny: overriding design because you personally don't like the font
- Happy Path Only: evaluating the best case and ignoring error states and edge cases
- Pixel Perfectionism: obsessing over visual polish while core interactions are confusing