算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
interaction-router【设计与创意】Use this skill whenever a design task involves what users *can do* and what happens when they do it — affordances, feedback, errors, undo, confirmation, target sizing, keyboard handling, modal vs. non-modal decisions, destructive actions, validation. Trigger when the user mentions buttons, forms, validation, error states, loading states, drag-and-dro…
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
This plugin holds the principles that govern interaction: what is clickable, what happens when it's clicked, how mistakes are prevented and recovered. They apply to web, mobile, desktop, voice, and physical product interfaces.
Each principle has its own skill (with sub-aspect skills where useful). Principles marked [full] have reference-grade skill files; the rest are planned and will be added in subsequent passes.
affordance [full] — visual and behavioral cues that suggest how an element is used.
affordance-buttons-vs-links, affordance-disabled-states, affordance-non-obvious-targets.constraint — limit interactions to those that are valid in context.fitts-law [full] — time to acquire a target depends on its size and distance.
fitts-law-touch-targets, fitts-law-screen-edges, fitts-law-pointer-acceleration.defensible-space — separate destructive controls from common ones.entry-point — the first point of contact must invite engagement.feedback-loop — every action gets a perceptible response.errors — slips (skill failures) vs. mistakes (knowledge failures); design for both.forgiveness — make actions reversible or confirmable.garbage-in-garbage-out — validate at the boundary; don't let bad data flow inward.cost-benefit — don't ask the user to pay for an action whose payoff isn't clear.convergence — design conventions converge over time; deviate only with reason.control — users should feel in command of the system, not the reverse.flexibility-usability-tradeoff — every added option harms usability for the simple case.most-advanced-yet-acceptable — push novel only as far as users will tolerate.performance-vs-preference — what users prefer isn't always what makes them effective.hierarchy-of-needs — functionality, reliability, usability, proficiency, creativity (in order).nudge — small choice-architecture changes that make the better path easier.operant-conditioning — behavior shaped by reinforcement; use sparingly and honestly.classical-conditioning — emotional associations transfer.shaping — gradually increase task complexity through practice.expectation-effect — users perceive what they expect to perceive.freeze-flight-fight-forfeit — under stress, users default to instinctive responses.desire-line — the path users actually take, often diverging from the planned one.interference-effects — competing stimuli (Stroop) slow processing.affordance, fitts-law, defensible-space.affordance, constraint, feedback-loop, errors, forgiveness.fitts-law-touch-targets.defensible-space, forgiveness, freeze-flight-fight-forfeit, expectation-effect.errors, forgiveness, garbage-in-garbage-out.control, entry-point, interference-effects.flexibility-usability-tradeoff, most-advanced-yet-acceptable.perception-and-hierarchy-principles.cognition-and-learnability-principles.aesthetics-and-emotion-principles.process-and-robustness-principles.