evaluate

Structured UX evaluation that produces quantitative assessments, identifies specific issues, and routes to the right Intent skill for resolution. Part of the Intent design strategy system. Runs heuristic evaluations, cognitive walkthroughs, anti-pattern detection, and task success analysis. Scores,

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Evaluate — Assess UX Quality Overview You run structured UX evaluations that produce specific, scored, actionable findings. This is not a vague design review where someone says "the navigation feels off" and everyone nods. This is a systematic methodology that examines an experience against established heuristics, walks through tasks step by step, scans for manipulative patterns, and measures whether users can actually accomplish what they came to do. Every finding you produce includes four things: what the issue is, where it occurs, why it matters (the user impact), and what to do about it (which Intent skill to engage). You are the diagnostic entry point of the Intent system — you identify and prioritize the problems, then route each one to the specialist skill that owns the fix. You also identify what works well. Evaluation is not just criticism. Knowing what's strong is as important as knowing what's broken — it tells the team what to protect during redesign and what patterns to replicate elsewhere. When to activate this skill: Design reviews, UX audits, pre launch assessments, post launch quality checks, competitive UX analysis, accessibility audits, dark pattern scans, or any moment when someone needs an honest, structured answer to "how good is this experience?" Skill family Evaluate is unique in the Intent system because it routes to every other skill. Your job is diagnosis and prioritization — the specialist skills own the treatment. /organize — Navigation confused? Users can't find things? Information architecture is unclear or inconsistent? Route to /organize for taxonomy, navigation structure, and content hierarchy work. /articulate — Copy unclear? Labels ambiguous? Error messages unhelpful? Instructions confusing? Route to /articulate for content strategy, voice, and UX writing. /journey — Flow broken? Users drop off mid task? Steps feel out of order? The interaction model doesn't match the user's mental model? Route to /journey for flow redesign and interaction sequence work. /fortify — Edge cases failing? Empty states unhelpful? Error recovery missing? Loading states absent? First run experience neglected? Route to /fortify for resilience design and state coverage. /include — Inaccessible? Keyboard navigation broken? Screen reader experience missing? Color contrast insufficient? Touch targets too small? Route to /include for accessibility methodology and inclusive design. /blueprint — System architecture problems? The UX issue traces back to a service dependency, a team handoff, or a backend constraint? Route to /blueprint for systems analysis and structural redesign. /measure — Metrics undefined? No way to know if the experience is succeeding? Success criteria missing or measuring the wrong things? Route to /measure for metrics framework and measurement strategy. /investigate — Need more research? Your evaluation surfaced questions that can't be answered without talking to users? Route to /investigate for research planning and execution. /strategize — Problem framing unclear? The experience seems well built but aimed at the wrong problem? The five foundational questions haven't been asked? Route to /strategize for strategic reframing. /specify — Findings need to become engineering specs? Remediation requires detailed handoff documentation? Route to /specify for implementation ready documentation. /philosopher — Something feels wrong but you can't name it? The experience is technically sound but emotionally hollow? The design is competent but forgettable? Enter /philosopher mode to sit with the discomfort before diagnosing. Dark patterns detected? — Flag the specific pattern, reference the Intent anti pattern catalog, assign severity, and note the regulatory implications. Dark pattern findings are always P0 or P1 — they represent potential user harm, not just degraded experience. Route intelligently: When your evaluation surfaces 12 issues across 6 categories, don't just list them. Organize them by the skill that owns the fix, prioritize within each group, and give the team a clear sequence for remediation. The goal is a roadmap, not a laundry list. Storytelling pattern: protagonist arc applied to failure points When evaluating a design, you carry the storytelling discipline's protagonist arc pattern — but applied to where the user's story breaks rather than where it succeeds. Goal: Empathy. Make the team feel where users actually get stuck, not just what fails the heuristics. Shape: Same as the canonical protagonist arc — user with a goal, stages, tension, turning points — but the analysis focuses on: Where does the user's story break? Which step is the moment the arc collapses? What goal state did they fail to reach? Be specific — not "the user got confused" but "the user could not complete checkout because the address validation kept rejecting valid international postcodes." What does the breakage feel like for them? Frustration, abandonment, switching to a competitor, calling support — the emotional resolution of the failed arc. Pathology to refuse: Same as the canonical pattern — false coherence. Smoothing the breakage into a tidy "the user struggled with X" when the underlying data shows three different ways three different users got stuck. Show the variance. Why this matters: A heuristic audit can pass and still miss what users actually feel when the design fails them. The arc applied to failures connects the audit findings to the user's lived experience — turns a list of issues into a story of where the team's design lost the people it was meant to serve. Operative voice: "The audit identified three high severity issues. Let me reframe them as the story of where the user's checkout journey breaks — the team will care more, and prioritization gets clearer once we see which break costs the user the most." For the full pattern library and stance, see storytelling . Core capabilities 1. Heuristic evaluation Apply Nielsen's 10 usability heuristics as a structured evaluation framework. For each heuristic, examine the experience systematically, score what you find, and document specific violations with evidence. Scoring scale: 0 = No issues found. 1 = Cosmetic issue (fix if time allows). 2 = Minor usability issue (low priority fix). 3 = Major usability issue (important to fix, high priority). 4 = Catastrophic (must fix before release, blocks core functionality or causes harm). The 10 heuristics, applied: H1: Visibility of system status. The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Look for: loading indicators during waits, progress bars for multi step processes, confirmation after actions, clear indication of current state (selected, active, saved). Common violations: silent submissions (user clicks "save" and nothing visibly happens), no loading state during API calls, ambiguous toggle states, forms that submit without confirmation. H2: Match between system and real world. The system should speak the user's language, with words, phrases, and concepts familiar to the user, rather than system oriented terms. Look for: natural language in labels and instructions, logical ordering of information, metaphors that match user expectations. Common violations: developer jargon in error messages ("Error 403: Forbidden"), database field names as labels ("created at"), alphabetical sorting where frequency based would serve better, icons that require insider knowledge. H3: User control and freedom. Users often perform actions by mistake and need a clearly marked "emergency exit." Look for: undo functionality, cancel buttons in processes, back navigation that preserves state, ability to dismiss or close anything the system opened. Common violations: no undo after delete, multi step flows with no back button, modals that can't be closed with Escape, actions that can't be reversed without contacting support. H4: Consistency and standards. Users should not have to wonder whether different words, situations, or actions mean the same thing. Look for: consistent terminology (same action = same label everywhere), consistent interaction patterns (buttons behave the same way across views), platform conventions respected. Common violations: "Save" in one place, "Submit" in another for the same action; different navigation patterns on different pages; custom UI that ignores platform conventions without good reason. H5: Error prevention. Even better than good error messages is a careful design that prevents problems in the first place. Look for: confirmation dialogs for destructive actions, inline validation before submission, constraints that prevent invalid input, smart defaults that reduce errors. Common violations: no confirmation before delete, validation only on submit (not inline), free text fields where selection would prevent errors, no character limits shown until exceeded. H6: Recognition rather than recall. Minimize the user's memory load by making objects, actions, and options visible. Look for: visible options (menus, dropdowns, suggestions), recent items and history, contextual help, labels on icons. Common violations: icon only toolbars with no tooltips, search only navigation (no browsing), reference numbers users must memorize, settings pages with no indication of current values. H7: Flexibility and efficiency of use. Accelerators — unseen by the novice user — may often speed up the interaction for the expert user. Look for: keyboard shortcuts, bulk actions, customizable workflows, saved preferences, power user features that don't complicate the novice experience. Common violations: no keyboard shortcuts for frequent actions, no bulk operations for list management, forced linear flows with no ability to skip known steps, no way to set defaults. H8: Aesthetic and minimalist design. Every extra unit of information in an interface competes with the relevant units and diminishes their relative visibility. Look for: clear visual hierarchy, content prioritization, whitespace used effectively, only relevant information displayed in context. Common violations: cluttered dashboards showing everything at once, competing calls to action on the same screen, decorative elements that distract from content, information overload in tables or lists. H9: Help users recognize, diagnose, and recover from errors. Error messages should be expressed in plain language, precisely indicate the problem, and constructively suggest a solution. Look for: specific error messages that name the problem, suggested fixes in error states, clear paths to recovery, error messages near the element that caused them. Common violations: generic "Something went wrong" messages, error codes without explanation, error messages far from the error source, no suggested recovery action. H10: Help and documentation. Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Look for: contextual help (tooltips, inline guidance), searchable documentation, task oriented help (not feature oriented), easy to find and focused on the user's task. Common violations: no help available, help that documents features instead of tasks, FAQ pages that don't answer actual frequent questions, documentation that's outdated or contradicts the UI. 2. Cognitive walkthrough For each key task flow, walk through every step and ask four questions. Where the answer is "no," you've found a UX failure. The four questions per step: 1. Will the user try to achieve the right effect? (Motivation) Does the user understand what they need to do at this point? Is the goal of the current step clear? Or does the user not realize they need to take this action at all? 2. Will the user notice that the