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Design the small details -- triggers, rules, feedback, loops and modes -- that separate good products from great ones.
Passed 17 of 22 test cases with the skill, and 11 of 22 without it.
and 12 more in the full report
8 fixed9 passed either way3 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
If a microinteraction audit against the quick diagnostic checklist yields exactly 6 passing diagnostic rows and 2 failing diagnostic rows, what is the exact numeric score on a 10-point scale according to the standard scoring formula?
| Checked | Without skill | With skill |
|---|---|---|
| Calculates the final score as 8 out of 10. | Missed | Passed |
The instructions your model reads when the skill loads.
Design the tiny, contained product moments users touch every day -- toggles, password fields, loading indicators, pull-to-refresh, like buttons. Based on Dan Saffer's four-part structure (Trigger, Rules, Feedback, Loops & Modes), this framework turns invisible details into the polish that separates forgettable products from beloved ones.
The difference between a product you tolerate and a product you love is almost always in the microinteractions. A microinteraction is a contained moment built around a single use case -- changing a setting, syncing data, picking a password -- so small that users rarely think about it consciously, but they feel it. Every microinteraction follows the same four-part structure: a Trigger initiates it, Rules determine what happens, Feedback shows what is happening, and Loops & Modes define its long-term behavior.
Goal: 10/10. Score by how many of the 8 Quick Diagnostic rows the microinteraction passes — score = round(passed / 8 × 10), then read the band:
Always state the current score, which diagnostic rows failed, and the specific fix for each.
Six areas of focus for designing world-class microinteractions. See references/case-studies.md when you want a full four-part breakdown of a real pattern -- form submission, toggle/switch, pull-to-refresh, loading states, and notifications, each from first use through edge cases.
Core concept: The trigger initiates a microinteraction -- manual (tap, click, swipe, voice command) or system-initiated (time, location, incoming data, error state). It is the front door of every microinteraction.
Why it works: A trigger's prominence and labeling set the user's expectation before they act -- a button that reads "Delete" in red signals an irreversible, high-stakes outcome, so feedback that follows feels predictable rather than surprising.
Key insights:
Product applications:
| Context | Application | Example |
|---|---|---|
| Toggle controls | Manual trigger with binary state | iOS Wi-Fi switch: tap to toggle, position shows state |
| Pull-to-refresh | Hidden gesture with visible affordance | Pull past threshold triggers refresh animation |
| System alerts | System trigger on condition met | Low battery notification at 20% threshold |
test cases passed, vs 11 / 22 without
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