# UX Interface Design

> Designs or reviews user interfaces that are self-evident, low-friction, and easy to understand with minimal explanation. Use when simplifying UI text, removing helper copy, improving affordances, tightening hierarchy, making forms more obvious, or evaluating whether an interface works without instructions.

- Skill: `stolinski/ux-interface-design` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add stolinski/ux-interface-design`
- Raw SKILL.md: https://api.skillmd.com/api/skills/stolinski/ux-interface-design/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: stolinski (https://skillmd.com/u/stolinski)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/stolinski/ux-interface-design

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# UX Interface Design

Design interfaces that are self-evident, low-friction, and understandable with minimal explanatory text. Prefer structure, hierarchy, constraints, and interaction over labels and descriptions.

## Core Principle

If the UI needs instructions, fix the UI—not the copy.

## When to Use This Skill

Use this skill when:
- simplifying an interface that feels too wordy
- reducing helper text, labels, or onboarding copy
- reviewing forms, flows, or settings for clarity
- making the next action more obvious
- improving defaults, constraints, and inline feedback
- evaluating whether a UI works when users scan instead of read

Do not use this skill for:
- marketing copy or landing page messaging
- pure visual styling critiques unrelated to usability
- long-form product documentation or tutorials
- information-heavy interfaces where detailed explanation is the product itself

## Design Rules

### Physical-device / practice-workspace screens

For apps that teach or operate a physical device, make the device and the current action the center of gravity. Do not spend repeated above-the-fold space on marketing-style headers, redundant page labels, technique tags, mission descriptions, or curriculum/reference metadata once the user is inside the workspace. The working surface should answer: what am I touching, what do I do now, how do I advance?

Be ruthless about UI that exists only because data exists. “Reference”, “goal/techniques/excerpts”, control chips duplicated by a device highlight, source pills, story prose, registry cards, and section labels are all suspect on practice pages. Delete them unless they directly help the current physical action or recovery from confusion. If reference material is genuinely useful, hide it behind an intentional route/action outside the default practice viewport, not an always-visible receipt at the bottom of every page.

Keep the primary viewport focused on what to touch now, the current step, direct navigation, and feedback. Dense is fine; dead space and boxes-inside-boxes are not. Flatten nested cards before styling them.

Pitfall: bookmarkable routes often accidentally turn every deep-linked app screen into a landing page. Root routes can keep hero/marketing treatment; device/mission routes should be workspace-first.ys-visible receipt at the bottom of every page.

Keep the primary viewport focused on what to touch now, the current step, direct navigation, and feedback. Dense is fine; dead space and boxes-inside-boxes are not. Flatten nested cards before styling them.

Pitfall: bookmarkable routes often accidentally turn every deep-linked app screen into a landing page. Root routes can keep hero/marketing treatment; device/mission routes should be workspace-first.

Reference: `references/device-first-practice-screens.md` includes a deletion-pass checklist and an OP-XY workbench case study.

### 1. Clarity Over Explanation
- Make layout, grouping, and affordances carry the meaning
- Use text to confirm meaning, not create it

### 2. Labels Are a Last Resort
- Avoid labels or helper text unless they are truly necessary
- Before adding text, first try:
  - improving layout
  - making controls more specific
  - choosing better defaults

### 3. Remove Redundant Text
- Do not repeat what context already makes obvious
- Avoid waste like:
  - “Submit Form” when “Submit” works
  - section headers that only restate the visible content
- Every word must justify its existence

### 4. Show, Don’t Tell
- Prefer:
  - real previews
  - inline examples
  - visible state changes
- Avoid instructional paragraphs when the interface can demonstrate the answer

### 5. Inline Feedback Only
- Put feedback at the point of interaction
- Do not rely on:
  - top-of-page error summaries
  - disconnected instructions

### 6. Default-Driven Design
- Use sensible defaults to remove decisions
- Preselect the most common option
- Reduce explanation by starting in the most useful state

### 7. Progressive Explanation
- Do not front-load instructions
- Let users act first
- Explain only when:
  - an error occurs
  - the system truly needs clarification

### 8. Constraints Over Instructions
- Prevent invalid input instead of explaining rules in advance
- Use:
  - input constraints
  - live validation
- Let the interface teach through interaction

### 9. Reduce AI Verbosity Bias
- Avoid over-labeling, over-describing, and naming every section
- Prefer implicit understanding through structure and visual priority

### 10. One-Sentence Limit
- If explanation is necessary, keep it to one short sentence
- If more is needed, redesign the interface

### 11. Trust User Intuition
- Do not narrate obvious actions
- Avoid lines like:
  - “Click below to continue”
- Assume baseline user competence

### 12. Hierarchy Over Whitespace
- Do not rely on empty space alone to create clarity
- Use:
  - strong grouping
  - clear primary actions
  - visible priority
- Dense is acceptable if it remains understandable

### 13. Practice Screens Are Not Marketing Pages
- On app/workspace routes, remove hero blocks, repeated product labels, taxonomy chips, and descriptive copy that do not directly support the current action.
- Keep marketing/landing framing on the root or entry page; once the user is practicing, spend pixels on the object of work, current action, and feedback.
- If navigation already establishes context, do not repeat it in a large header. Prefer a compact status strip: title, progress, and essential controls.
- Move reference/detail/metadata below or behind disclosure when it supports action but is not needed for the current move.

## Review Process

When designing or evaluating a UI:
1. Remove descriptive text and see whether the interface still works
2. Identify the single obvious next action
3. Fix layout, grouping, defaults, and constraints before adding copy
4. Keep any necessary explanation inline and brief
5. Delete anything that does not directly enable action
6. For physical-device/practice-first screens, apply the device-first hierarchy in `references/device-first-practice-screens.md`

## Anti-Patterns

- helper text under every input
- repeated labels and descriptions
- instructions explaining obvious actions
- long onboarding tooltips for simple flows
- pages that explain before allowing interaction
- naming every section whether it needs a name or not

## Heuristics

Ask these questions:
- If all descriptive text disappeared, would the UI still work?
- Can a user complete the task without reading much?
- Is there exactly one obvious next action?
- Are errors prevented instead of explained?
- Does any text repeat what the UI already shows?

## Output Guidelines

When using this skill:
- minimize text aggressively
- prefer structure over explanation
- remove anything that does not directly enable action
- assume users scan, not read
- bias toward fewer words and stronger signals

