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Get Started Free →UX / usability audit — heuristic evaluation of INTERACTIVE UIs (not just visual polish). Load with design when a UI "feels off", "sucks to use", is hard to learn, needs an instruction wall, or before shipping an interactive tool/editor/app. Scores the RENDERED UI against Nielsen's 10 +...
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-03 | ✗→✓ | ▲ Improved | 44% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 16% | 0% |
| case-12 | ✗→✓ | ▲ Improved | 134% | 0% |
| case-08 | ✓→✓ | = Same ✓ | 48% | 0% |
| case-18 | ✓→✓ | = Same ✓ | 136% | 0% |
Use this skill when you need uX / usability audit — heuristic evaluation of INTERACTIVE UIs (not just visual polish). Load with design when a UI "feels off", "sucks to use", is hard to learn, needs an instruction wall, or before shipping an interactive tool/editor/app. Scores the RENDERED UI against Nielsen's 10 +...
Usability ≠ aesthetics. design-system/design-spatial make it look right; this checks whether a first-timer can do the task without being told how. Use it whenever a UI "sucks to use," needs a paragraph of instructions, or before shipping anything interactive.
Never self-grade. The builder rationalizes its own UI. Render the live UI in its default first-load state (not a hand-arranged screenshot), capture an interaction trace of the primary task, and have a separate judge (a subagent/VLM that did NOT build it) score it. A described list of changes is not an audit — the audit is a fresh judge hunting for what's wrong on the real screen.
| # | Heuristic (Nielsen) | What to check in THIS UI | |---|---|---| | 1 | Visibility of system status | Every action has visible feedback; current state/selection/mode always legible; progress for slow ops. | | 2 | Match the real world | Known metaphors & conventions (e.g. NLE: clips, trim handles, playhead) — not bespoke gestures users must learn. | | 3 | User control & freedom | Undo/redo, cancel, clear exits from any state; reversible by default. | | 4 | Consistency & standards | Same thing looks/behaves the same; platform conventions (⌘Z, Delete, drag-to-move) honored. | | 5 | Error prevention | Invalid states made impossible; destructive actions confirmed or trivially undoable. | | 6 | Recognition over recall | Options/affordances visible — no memorizing. An instruction wall is a failure of this heuristic: if you must explain scroll-to-zoom / drag-edge / double-click in prose, the affordance is missing. | | 7 | Flexibility & efficiency | Defaults carry novices; shortcuts/accelerators for experts; sensible first-run with nothing configured. | | 8 | Aesthetic & minimalist | Signal over chrome; no irrelevant elements competing; the primary surface carries the most visual weight. | | 9 | Recognize/diagnose/recover from errors | Plain-language errors (not raw stderr), and a path out. | | 10 | Help & documentation | Rarely needed if 1–9 hold; task-oriented, in-context, not a top-of-page lecture. |
Interaction add-ons (compose, don't restate):
(Tooltip / scroll-restore / idempotency from the Web Interface Guidelines, vercel-labs/web-interface-guidelines @ 4e799d4, 2026-04-06.)
A scored table — Heuristic | Finding (located) | Severity | Fix — then a prioritized fix list (blockers first). Severity: blocker = can't complete the task / actively misleading; major = slows or confuses; minor = polish.
Other measured skills in the registry, with their headline benchmark lift.