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ohnoshivmohnoshivm/creative-engineering-os/skills/ceos-interaction-architecture/SKILL.md

ceos-interaction-architecture

Skill0 starsChanged 12 days agoMITView on GitHub

Designs information architecture, user journeys and the interaction model of a website — navigation and route transitions, pointer, touch, gesture and keyboard behaviour, focus management, semantic structure, state machines for complex UI, and spatial/3D interfaces — with accessibility built in. Use when planning a sitemap or journey, designing menus, transitions, drag/scroll/gesture interactions, interactive 3D navigation, forms and enquiry flows, or when an interaction feels confusing or breaks for keyboard/touch users.

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Scroll: never hijack native scroll semantics.

    line 23

≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

UX and interaction architecture

Purpose

Make an ambitious experience operable and understandable by everyone, on every input, without diluting it.

Expert knowledge to apply

  • Journey first: arrive → understand what this is (≤5 s) → feel the point of view → see proof → find fit → act. Every page has one primary action, visible without needing to discover a gesture.
  • IA: navigation labels named by what users want, 3–6 top-level items, one persistent primary CTA. Every important piece of content is reachable by a normal link and crawlable HTML.
  • Input parity: pointer, touch, keyboard and assistive tech each have a complete path. Hover only enhances; nothing essential is hover-only. Touch targets ≥ 44×44 CSS px (WCAG 2.5.8 minimum 24×24).
  • Keyboard: logical DOM order = visual order; visible :focus-visible style with ≥3:1 contrast; skip link; Escape closes overlays and returns focus to the trigger; closed menus are inert/hidden (no tabbing into invisible links); focus moves into dialogs and is contained; custom scrollers scroll the focused element into view.
  • Scroll: never hijack native scroll semantics. If smoothing, keep wheel/keys/PageUp/Down/Home/End/Space, anchor links and find-in-page working. Snapping only where content is genuinely paged. Back/forward restores place.
  • Transitions: preserve spatial continuity (the thing you clicked becomes the thing you see); route changes update <title>, focus the new <h1> or main, announce via the router, and work with Back. Use the View Transitions API where supported, with a plain navigation fallback.
  • Gestures: discoverable (affordance or hint), bounded (springs back), cancellable, never the only path. Distinguish drag vs. scroll on touch with touch-action.
  • Spatial / 3D UI: give users orientation (where am I, what can I do), make 3D hotspots real buttons in the DOM (positioned over canvas) with names, and provide a list view of the same content.
  • State machines: model complex UI (menus with sub-states, loaders, multi-step forms, scene modes) as explicit states + events (statecharts). Impossible states impossible; every state has enter/exit and an interrupt path.
  • Forms: labels always visible, inline validation on blur, errors that say how to fix, success that says what happens next, works without JS where possible, spam protection that doesn't punish humans.

Inputs

Approved concept, content inventory, art direction draft, conversion goal.

Decision procedure

  1. Sitemap + primary journeys (as lists or a Mermaid flow).
  2. Per page: sections in order with the claim each makes and the action available.
  3. Interaction inventory table: element · input (pointer/touch/keyboard/AT) · behaviour · states · feedback · reduced-motion behaviour · no-JS/no-WebGL behaviour.
  4. State charts for any component with more than 3 states.
  5. Accessibility plan: landmarks, heading outline, focus order, live regions, contrast owner.

Verification

  • Keyboard-only walkthrough of every journey (record tab order; screenshot focus states).
  • Screen-reader smoke test (VoiceOver: rotor headings/landmarks/links read sensibly).
  • axe-core: 0 serious/critical. Touch run at 390 px with emulated touch.
  • Back/forward and reload preserve position on long pages and route transitions.

Failure criteria

Essential content inside canvas only; gesture-only navigation; invisible focus; focus trapped in hidden menus; scroll hijacked; route change without focus management; hover-only reveals; form errors that only turn red.

Output

docs/UX.md: sitemap, journeys, interaction inventory, state charts, accessibility plan.

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