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interface-lablisted

Turn a design uncertainty into a controlled comparison of materially different directions that produces a decision. Use when a consequential interface choice is genuinely unresolved and prototyping would reduce the risk of committing.
Dragoon0x/10x-interface · ★ 0 · Web & Frontend · score 70
Install: claude install-skill Dragoon0x/10x-interface
# Interface Lab ## Mission Reduce expensive uncertainty before production commitment. A prototype is an instrument for a decision, not a smaller final product. ## Experiment question Start with one concrete question, such as which editing model reduces context switching or which navigation model improves orientation. ## Hypothesis Use: > If we use [direction], then [outcome] should improve because [reason]. ## Decision axis Choose the real variable: architecture, navigation, density, editing, feedback, automation, information hierarchy, or interaction model. ## Variants Build a small number of materially different directions. Each needs name, hypothesis, advantage, cost, and failure risk. Do not create variants that differ only by styling. ## Real context Use realistic content, surrounding UI, states, density, and interaction. A variant that works only in isolation is weak evidence. ## Fidelity Prototype the behavior that determines the decision. If navigation is being tested, make navigation real enough to judge. If editing is the question, make editing real enough to judge. ## Evaluation Assess task clarity, interaction cost, discoverability, recovery, density, accessibility, responsive behavior, implementation complexity, and product fit. ## Evidence Separate: - OBSERVED: what happened - PREFERENCE: personal taste - INFERENCE: what observations suggest Never present preference as evidence. ## Tradeoff record | Direction | Wins | Costs | Risks | Evi