experience-designlisted
Install: claude install-skill meikocho1/alchemy-marketing-skills
# Experience Design — fix the felt moment, not the metric
Engineers optimise the average and the total. Humans remember the peaks, the end, and how uncertain they felt. The cheap, high-leverage fix is almost always in the *feeling* of a moment, not in the metric that describes it.
## The principle
The number ("8 minute wait," "3 second load," "5 form fields") is not the experience. Attack the experience directly:
- **Uncertainty hurts more than delay.** Not knowing how long is worse than waiting a known amount. A progress bar, an ETA, or a visible queue position can beat an actual speed-up — at a fraction of the cost.
- **Occupied time feels shorter than idle time.** People aren't angry about *waiting*; they're angry about *waiting with nothing happening*. Give the wait a purpose or a view and the same duration feels fine.
- **People judge an experience by its peak and its end (peak-end rule),** not its average. One great moment and a strong finish outweigh a mediocre middle. Engineer a peak; never let it end on a low.
## Canonical examples (steal these patterns)
- **The Uber map.** Showing the car moving toward you on a map didn't make it arrive faster — it killed the *uncertainty*. The anxiety, not the wait, was the problem. (Same insight: arrivals/departures boards, "your food is being prepared," package tracking.)
- **The airport baggage walk.** An airport got complaints about waiting at the carousel. Instead of speeding up the bags, they routed arriving passengers