UX Expert
ux-expert/
UX research and design critique for your agent: research plans, personas, storyboards, heuristic reviews and measured design forensics, with at most three priority actions.

UX research and design critique, the reasoning BEFORE a wireframe and the judgment AFTER a build.
Why use it
- Design decisions defended by taste instead of evidence.
- "Analyze this design" answered with guessed hex codes and invented font sizes.
- A reviewer who recites all ten heuristics and prioritizes nothing.
What it does
research, pick the method that fits the question × product stage, and mine the free evidence first.personas, 2-4 relevance-tested personas, each carrying its provenance (grounded, or clearly labelled proto).storyboard, one persona · one scenario · one path, with an emotion per panel.heuristics, Nielsen H1-H10 applied selectively: critique, or design guidance handed to the designer.review, the combined lens (usability · cognitive load/conversion · craft · a11y · AI-product) with a verdict and max 3 priority actions.analysis, design forensics: measured hexes, type scale, spacing ladder, contrast pairs, composition metrics, tokens.
Benefits
- Numbers, not opinions. Every hex, size and ratio is measured, anything inferred is labelled.
- Findings you can act on today: 3-5 issues, each with its cost, and max 3 priority actions.
- Know who you're designing for before the first wireframe, and whether the build served them after.
- No turf wars. It critiques and routes; it never touches your design system or your code.
Install
Download this skill and copy the ux-expert folder to .claude/skills/ux-expert/ in your project, or to ~/.claude/skills/ux-expert/ to use it in every project. Claude Code finds it on its own; you can also call it with /ux-expert.
Part of the Web Dev Design Pipeline bundle. To get the whole set as a Claude Code plugin: /plugin marketplace add endorphin-ai/hasbrains-agent-kit, then /plugin install web-dev@hasbrains-agent-kit.
Source: endorphin-ai/hasbrains-agent-kit. License: MIT.
Files (29)
Files
-
- ai-product-ux.md
- cognitive-load-and-conversion.md
- design-forensics-scripts.md
- eight-dimensions-and-tokens.md
- example.md
- honest-rendering.md
- journey-empathy-and-prioritization.md
- nielsen-heuristics.md
- persona-craft.md
- research-method-matrix.md
- storyboard-craft.md
- verification-instruments.md
- visual-craft-rules.md
- FORMAT.md
- README.md
- SKILL.md
- VOICE.md
# Storyboard Craft
> **Source**: adapted from [tommyjepsen/awesome-ux-skills](https://github.com/tommyjepsen/awesome-ux-skills) (`ux-storyboard.md`).
> **Load when**: Producing a storyboard — the 3 required components, the fidelity/audience table, the panel format, storyboard-vs-journey-map, the quality checklist.
---
---
## What Is a Storyboard (UX Context)?
A storyboard communicates a story through images displayed in a sequence of panels that
chronologically maps the story's main events. In UX, storyboards provide context about how
a user experiences a product or flow — making it quick to understand and easy to remember.
---
## The 3 Required Components
Every storyboard must have these three elements:
1. **Scenario** — A persona + short description of the situation. Clear enough to understand
before looking at the visuals. E.g. *"Corporate buyer James needs to replenish office supplies."*
2. **Visuals** — A sequence of panels (sketches, illustrations, photos, or screen mockups).
Each step represented once. Images show: environment, device, facial expressions/body
language, speech bubbles, UI screens as relevant.
3. **Captions** — One or two bullet points per panel max. Describe: user action, emotional
state, environment, device. Concise — the image is primary.
---
## Step-by-Step Process
### 1. Gather Input
Ask the user for (or extract from context):
- Available data: user interviews, usability test findings, site metrics — or is this ideation?
- The persona or user role
- The scenario or user story to illustrate
If no data is available yet, storyboards can still be used as **ideation artifacts** — just
flag that they should be treated as conversation starters, not lasting prioritization tools.
### 2. Determine Fidelity & Output Format
| Audience | Fidelity | Format |
|---|---|---|
| Internal team brainstorm | Low — sticky notes, stick figures | Text outline or simple SVG |
| Usability test debrief | Medium — photos/stills + captions | Structured panels with quotes |
| Stakeholder presentation | High — detailed illustrations | Polished visual artifact |
Ask the user who the audience is if unclear.
### 3. Define the Basics
- One persona per storyboard
- One specific path per storyboard (not a flowchart — it's a storyline)
- If the scenario has multiple branches → create separate storyboards per path (1:1 rule)
### 4. Plan the Steps
Before drawing or writing panels:
1. Write out each step in plain text
2. Connect with arrows to confirm sequence
3. Label each step with an **emotional state icon**: 😊 😐 😟 😤 etc.
This surfaces which moments matter most emotionally before committing to layout.
### 5. Create Panels
For each step produce:
- **Visual description** (or actual visual if generating one): what the user is doing,
where they are, what they see on screen, relevant body language
- **Caption** (max 2 bullets): action taken + emotional/contextual note
### 6. Output Format
Default output is a structured storyboard written out as:
```
STORYBOARD: [Title]
Persona: [Name + role]
Scenario: [One sentence description]
─────────────────────────────────────────
Panel 1: [Step name]
[Visual description]
• [Caption bullet 1]
• [Caption bullet 2 if needed]
Emotion: 😊 / 😐 / 😟
Panel 2: ...
─────────────────────────────────────────
```
If the user wants a rendered visual, use the `show_widget` visualizer tool to create an
SVG storyboard layout with panels, icons, and captions.
---
## Storyboard Use Cases
| Use Case | Notes |
|---|---|
| **Usability test debrief** | Include direct user quotes; use photos/stills where possible |
| **Augmenting a journey map** | Add storyboard panels for key stages to show physical/device context |
| **Feature prioritization** | Use emotional state per step to identify which pain points to tackle first |
| **Ideation** | Sketch hypothetical flows; label clearly as speculative, iterate fast |
---
## Storyboard vs. Journey Map (Quick Reference)
| Storyboard | Journey Map |
|---|---|
| Imagery first, minimal text | Text-rich, extensive annotations |
| Covers a fragment of the journey | Big-picture, end-to-end overview |
| Narrow use — specific team or problem | Broad use — cross-department alignment |
| Informal, fast to create | Often a formal organizational artifact |
Use storyboards *within* or *alongside* journey maps — not instead of them.
---
## Quality Checklist
Before delivering a storyboard, verify:
- [ ] One persona clearly named
- [ ] Scenario is specific and single-path
- [ ] Each panel has a visual description AND caption
- [ ] Captions are ≤ 2 bullet points
- [ ] Emotional state marked for each step
- [ ] Fidelity matches audience
- [ ] Ideation storyboards are labeled as speculative
---
## Tips
- **Stick figures are fine.** The story matters, not the art quality.
- **Quote real users.** If from usability data, include verbatim quotes in speech bubbles.
- **Keep it modifiable.** Low-fidelity = easier to iterate. Don't over-invest in visuals
until the story is validated.
- **One step = one panel.** Don't cram multiple actions into one frame.
- **Start with emotions.** If you're stuck on visuals, map emotional states first — they'll
tell you what the visual needs to convey.
---
## Project adaptation
- The source's `show_widget` visualizer tool does **not** exist in this environment. The default (and
usually correct) output here is the **text/ASCII panel block** shown above, written into
`docs/ux/storyboards/<scenario-slug>.md` — cheap to iterate, reviewable in a PR diff, and it lives in
the committed system of record. If a rendered visual is genuinely wanted, hand the panel spec to
the design owner; this skill does not author visual artifacts.
- Emotion markers stay as emoji in the markdown — they survive a `git diff` and are the point of the
artifact.
- Give the **access-state seam** its own panel whenever the scenario crosses one (free → gated,
anonymous → registered, entitled → expired). The emotional low reliably lives there, and it is the
panel the team needs to see.