Atlas / Skills / wondelai / Design Everyday Things

Design Everyday ThingsCAUTION

skills/wondelai/design-everyday-things

Wondel.ai Agent Skills — Business, Marketing, UX & Coding Frameworks from Bestselling Books. 50 skills + 12 guided journeys for Claude Code, Codex, Cursor & other agentskills.io agents.

Verdict
CAUTION
Grade
B
Trust score
89 /100
Version
1.4.0
Hosts
1 documented
License
MIT
Stars
2,362
01

Overview

Wondel.ai Agent Skills — Business, Marketing, UX & Coding Frameworks from Bestselling Books. 50 skills + 12 guided journeys for Claude Code, Codex, Cursor & other agentskills.io agents.

Read from source at commit c502026d022aOBSERVED · 2026-10-09
02

Host compatibility

What the documentation claims. We have not run a compatibility test.

HostStatusNotes
cursormentioned
03

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: design-everyday-things
description: 'Apply foundational design principles: affordances, signifiers, constraints, feedback, and conceptual models. Use when the user mentions "why is this confusing", "affordance", "error prevention", "discoverability", "human-centered design", "mental model", "mapping", "seven stages of action", "users keep making mistakes", "this is unintuitive", or "people cant figure out how to use it". Also trigger when reducing product complexity or feature creep. Covers the gulfs of execution and evaluation. For usability scoring, see ux-heuristics. For iOS-specific patterns, see ios-hig-design.'
license: MIT
metadata:
  author: wondelai
  version: "1.4.0"
---

# Design of Everyday Things Framework

Foundational design principles for creating products that are intuitive, discoverable, and understandable. The "bible of UX" — applicable to physical products, software, and any human-designed system.

## Core Principle

**Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.** When something fails, users blame themselves — but the fault is almost always in the design. Great design bridges the gap between what people want to do and what the product allows: it is discoverable (you can figure out what to do) and understandable (you can figure out what happened).

## Scoring

**Goal: 10/10.** Score 2 points per satisfied row of the Quick Diagnostic (5 rows = discoverability, evaluation, error recovery, mapping, constraints). Bands: **9-10** = users act without instructions, understand every outcome, and recover from any error; **5-6** = one gulf or error path is broken; **<=3** = users must consult a manual or routinely blame themselves. Report the current score and the diagnostic rows failing it.

## The Two Gulfs

Every interaction with a product requires bridging two gulfs:

```
USER                                    PRODUCT
  │                                        │
  ├──── Gulf of Execution ────────────────→│
  │     "How do I do what I want?"         │
  │                                        │
  │←──── Gulf of Evaluation ──────────────┤
  │     "What happened? Did it work?"      │
```

### Gulf of Execution

**The gap between what users want to do and what the product lets them do.** Users ask: What can I do here? Which control do I use?

**Bridge with:** clear signifiers, natural mappings, constraints, familiar conceptual models.

### Gulf of Evaluation

**The gap between what the product did and what users understand happened.** Users ask: What happened? Did it work? What state is the system in?

**Bridge with:** immediate visible feedback, clear system-state indicators, meaningful error messages, progress indicators.

**Design goal:** Make both gulfs as narrow as possible — action and understanding should be immediate.

See: [references/two-gulfs.md](references/two-gulfs.md) for gulf analysis exercises.

## Seven Fundamental Design Principles

### 1. Discoverability

**Definition:** Can users figure out what actions are possible and how to perform them? Its five components — affordances, signifiers, constraints, mappings, feedback — are detailed below.

**Test:** Put a new user in front of your product. If they can't figure out what to do within 10 seconds, discoverability is broken.

**Anti-pattern:** "The user manual explains it." If users need a manual, the design failed.

### 2. Affordances

**Definition:** The relationship between an object's properties and a user's capabilities that determines how the object could be used.

**Key insight:** Affordances exist whether or not they are perceived — what matters for design is *perceived* affordance.

| Type | Definition | Example |
|------|------------|---------|
| **Real** | Physical capability exists | A button affords pressing |
| **Perceived** | User believes capability exists | A raised area looks clickable |
| **Hidden** | Exists but isn't obvious | Right-click context menu |
| **False** | Appears to afford action but doesn't | Decorative element that looks clickable |
| **Anti-affordance** | Prevents action | A barrier that blocks movement |

**Digital applications:**

| Element | Affordance | How to Signal |
|---------|------------|---------------|
| **Button** | Clicking/tapping | Raised, colored, shadow, hover state |
| **Text field** | Text input | Border, placeholder text, label |
| **Scroll area** | Scrolling | Scroll bar, fade at edge, partial content |

**Common failures:** flat design erasing perceived affordances (button or label?), too-small touch targets, interactive and decorative elements that look identical.

See: [references/affordances.md](references/affordances.md) for affordance design patterns.

### 3. Signifiers

**Definition:** Signals that communicate where the action should take place. **Affordances determine what you CAN do; signifiers show you WHERE and HOW.**

| Type | Definition | Example |
|------|------------|---------|
| **Deliberate** | Designed to communicate | "Push" label on door, placeholder text |
| **Accidental** | Unintentional but informative | Worn path in grass (people walk here) |
| **Social** | Other people's behavior | Line of people indicates entrance |

**Digital signifiers:**

| Signifier | What It Communicates | Example |
|-----------|---------------------|---------|
| **Cursor change + hover state** | This is interactive | Pointer → hand on links; button color change |
| **Icons + labels** | Function of the element | Magnifying glass = search; "Submit", "Cancel" |
| **Color + position** | Status, category, hierarchy | Red = error, green = success; close button top-right |

**Design rule:** When in doubt, add a signifier — better to over-communicate than leave users guessing.

See: [references/signifiers.md](references/signifiers.md) when deciding which signifier to add to an unclear control.

### 4. Mappings

**Definition:** The relationship between cont
04

Trust audit

CAUTIONgrade B · trust 89/100 Install with care. The audit found things worth knowing before you trust its output.

LayerWhat it checksResult
L0Provenance & inventoryWARN
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (6)

MEDIUMInventory / provenance · inv.symlink · CWE-1104
.agents/skills/37signals-way
.agents/skills/37signals-way
Why it matters. link not followed
MEDIUMInventory / provenance · inv.symlink · CWE-1104
.agents/skills/architecture-optimization
.agents/skills/architecture-optimization
Why it matters. link not followed
MEDIUMInventory / provenance · inv.symlink · CWE-1104
.agents/skills/blue-ocean-strategy
.agents/skills/blue-ocean-strategy
Why it matters. link not followed
MEDIUMInventory / provenance · inv.symlink · CWE-1104
.agents/skills/clean-architecture
.agents/skills/clean-architecture
Why it matters. link not followed
MEDIUMInventory / provenance · inv.symlink · CWE-1104
.agents/skills/clean-code
.agents/skills/clean-code
Why it matters. link not followed
LOWPrompt injection · prompt.authority_framing · CWE-94, CWE-1427
references/constraints.md:100
| **Auth-gated action** | Requires login or elevated permissions | Show the action but redirect to login on click |

Gates applied: no_behavioural_pass.

Audited 2026-10-09 · audit v0.4.1 · source sha c502026d022afull audit observations/trust-audit/skill/wondelai__design-everyday-things.json · Report an issue / request a re-scan
05

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-09c502026d022aCAUTIONB89first audit
06

Questions

What does the Design Everyday Things skill do?

Wondel.ai Agent Skills — Business, Marketing, UX & Coding Frameworks from Bestselling Books. 50 skills + 12 guided journeys for Claude Code, Codex, Cursor & other agentskills.io agents.

Is Design Everyday Things safe to install?

With care. The audit graded it B (89/100) and found 6 things worth knowing before you trust this skill, listed below with the exact line each was found on.

What can Design Everyday Things access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

Which assistants does Design Everyday Things work with?

Its documentation mentions cursor. That is what the text claims, not a compatibility test we ran.

How current is this page?

The grade is for one exact copy of the source (c502026d022a), read on 2026-10-09. The repository is watched, and a new audit runs when it changes — this is the first audit.

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