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HugoLopes45HugoLopes45/design-skills/skills/validation/SKILL.md

validation

Skill1 starsChanged 3 months agoMITView on GitHub

Try to falsify the design before building it — name what must be true, pick the cheapest test that could prove it false, run it. Use after flows and content exist and before visual or code investment, when the team is sure users will get it, or when two design options are being argued from opinion.

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  • NVIDIASkill

    testing

    Run Python and Rust tests for physicsnemo-curator using uv + pytest with coverage reporting via pytest-cov, and cargo-nextest for Rust tests. Includes benchmark workflows with pytest-benchmark and criterion.

    Also in 3 projects that use this

The file

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  1. Distinctive:

    Test the prototype with real copy: lorem ipsum invalidates comprehension results entirely.

    line 34

“Common” is measured: kept by at least 6 in 10 of the 20 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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SKILL.md

Validation

The designer produces a hypothesis; the test produces information. This skill's question is never "is this design good?" It is: what must be true for this solution to work, and how cheaply can we show it false? A design that survives a real attempt to kill it earns the visual and code investment. One that was never attacked just hasn't failed yet.

Extract the load-bearing assumptions

From the frame, the flows, and the content, list what must be true, in the form "users will/can/understand X". Then rank by damage if false × cheapness to test. You test the top three, not all of them. Examples of load-bearing:

  • Users understand what the primary action does from its label alone.
  • Users can find the entry point without being shown.
  • The mental model matches: users expect an "Invoice" to be editable after sending, or they don't.
  • Users will tolerate the required input (the form, the permission grant, the wait).

The test menu — cheapest that can falsify

TestKills the assumption that...Cost
Comprehension testThe words are understood. Show the screen 5 seconds, ask "what does this do, what would you click first?"An hour, 5 people
First-click testThe entry point is findable. One task, one static screen, where do they click?An hour
Task completion on prototypeThe flow works end to end. Clickable wireframe, real labels, one task, count completions and wrong turnsHalf a day
Edge-case walkthroughThe design survives reality. Feed it the declared state matrix: empty, partial, error, permission-denied, 10x dataAn hour, no users needed
Wizard-of-OzThe value is wanted at all. Fake the feature manually behind a real buttonDays, reserve for expensive bets

Five users find most comprehension and findability failures. Statistical significance is for measurement after ship, not for this stage.

Rules of the game

  • Decide the kill condition before running: "if fewer than 4 of 5 find the entry point, the navigation changes". A test whose result can't change the design is theater.
  • Test the prototype with real copy: lorem ipsum invalidates comprehension results entirely.
  • Watch what people do; discount what they predict ("I would definitely use this" carries zero information).
  • A failed test is the system working. Route the finding backward: wrong words to content-design, wrong flow to interaction-design, wrong problem all the way back to the frame.
  • Findings enter the evidence ledger as facts or signals with the test as source:. That's the loop: tested design becomes evidence for the next frame.

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