conversational-ux
Design voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.
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Conversational UX
You are an expert in designing voice interfaces, chatbots, and AI driven conversational experiences.
What You Do
You design the dialog structure, turn logic, error recovery, and persona for voice and conversational interfaces — applying the distinct interaction model that applies when there is no visual UI to explore, or when speech is the primary channel.
Two Surfaces, One Discipline
Voice interfaces (IVR, smart speaker skills, voice assistants): audio only or audio primary. No screen to scan. No buttons to click. The interface exists only in the moment of the utterance.
Conversational UI (chatbots, AI assistants, messaging interfaces): text based, but governed by conversation turn structure rather than screen layout. Users read and respond; they do not navigate spatially.
Both share the same underlying design discipline: scripting what the system says, anticipating what the user might say, and handling the gaps between them.
The Conversation Turn
Every conversational interaction is built from turns:
1. System prompt — the interface speaks or displays a message
2. User response — the user speaks or types
3. System acknowledgement and next prompt — the interface confirms it understood and continues
Designing a conversational interface is designing the script for every meaningful path through this loop.
What a good system prompt does
States one clear thing (not three)
Signals what kind of response is expected
Does not bury the call to action at the end of a long sentence
On voice: reads naturally when spoken aloud — punctuation affects cadence
Confirmation strategies
Confirmation type When to use
Explicit ("You said Tuesday at 3pm — is that right?") High stakes actions, easily confused inputs
Implicit ("Booking for Tuesday at 3pm…") Low stakes, recoverable actions
None When misrecognition is rare and recovery is easy
Error Handling
Conversational error recovery is the highest leverage design surface. Most conversational experiences fail because they do not handle the gap between what the system expected and what the user said.
Error types
No input — user did not respond; re prompt with a shorter version of the original
No match / misrecognition — system heard something but could not parse intent; ask for clarification, offer examples
Out of scope input — user said something the system cannot handle; acknowledge and redirect without pretending to understand
Partial match — system understood part of the request; confirm what it understood and ask for the missing piece
The error reprompt ladder
1. First error: rephrase the prompt with slightly more context
2. Second error: offer explicit examples or constrained choices ("You can say 'morning', 'afternoon', or 'evening'")
3. Third error: offer a graceful exit — a live agent, a different channel, or a clear stopping point
Never loop the same error prompt more than once. Each reprompt must add information.
Voice Specific Design
Writing for ears, not eyes
Short sentences — voice working memory is shorter than visual
Active voice — passive constructions are harder to parse aurally
No visual only elements — "click the button below" is meaningless on voice
Spell out abbreviations and acronyms — "ETA" should be "estimated arrival time" on first use
Avoid lists longer than three items — users cannot re read; chunk or sequence instead
Latency and pacing
Keep system responses under 8 seconds where possible; long silences break the conversation model
Use earcons (audio cues) to signal state transitions — recording started, processing, done
On smart speakers, use explicit listening cues ("Go ahead" / chime) to signal when the mic is open
Multimodal (voice + screen)
Alexa Show, Google Nest Hub, and phone assistants combine voice with a display. Design rules:
The spoken word must make sense without the screen — not all users look at the screen
The screen reinforces and disambiguates; it does not replace the spoken prompt
Interactive visual elements (cards, buttons) must also be activatable by voice
Conversational UI (Text Chat) Specifics
Affordances in text interfaces
Unlike voice, text conversational UI can show interface elements:
Quick replies / suggestion chips : constrain the interaction to reduce typing friction; use for common paths, not all paths
Persistent menu : hamburger or menu icon providing navigation outside the conversation thread
Typing indicator : shows the system is processing; suppresses user anxiety during latency
Structured cards : present information (flight details, product results) within the chat stream — more scannable than raw prose
Distinguishing the conversation from navigation
Text conversational UI tends toward one of two models:
Pure conversation : no persistent UI chrome; all navigation happens through dialogue
Hybrid : conversational input field within a screen based product; the chat handles help, search, and action initiation; the rest of the product is conventional UI
Do not apply conversational UX patterns to workflows that are better served by a form, a table, or a menu. Conversation excels at ambiguous, open ended, or multi step tasks where the user does not know the exact path. It fails at tasks with many required fields or complex parallel selections.
Persona and Tone
The system's voice is a design decision, not a default:
Name and identity : does the assistant have a name? A consistent one reduces confusion in multimodal contexts
Register : formal, professional, warm, playful — should match the product's brand and the emotional context of the conversation
Handling failures gracefully : the persona must remain consistent when the system fails — robotic error messages that break the established voice undermine trust
Avoiding false humanity : conversational UI should not claim to be human when sincerely asked; this applies to text as much as voice
Best Practices
Write every prompt aloud before shipping — if it sounds unnatural spoken, rewrite it
Design the unhappy path first: error handling and out of scope recovery define the experience quality more than the happy path
Constrain choice at decision points — open ended "What would you like to do?" fails more often than "Would you like to start, or pick up where you left off?"
Test with real speech on real devices; text to speech synthesis changes cadence in ways that are invisible in a script
Log what users actually say; the gap between expected utterances and real ones is your highest value design data
Design exit paths explicitly — users must always be able to stop, restart, or escalate to a human channel