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nielsen-usability-heuristics尼尔森可用性启发法

Agent Skill

nielsen-usability-heuristics 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

759

周安装

31

GitHub Stars

6

下载量

243
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:nielsen-usability-heuristics(尼尔森可用性启发法)
来源仓库:https://github.com/dembrandt/dembrandt-skills
仓库路径:skills/nielsen-usability-heuristics
安装命令:
npx skills add https://github.com/dembrandt/dembrandt-skills --skill nielsen-usability-heuristics
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dembrandt/dembrandt-skills --skill nielsen-usability-heuristics

简介

用于查找、检索和筛选相关信息。

  • 适合根据关键词或任务场景快速定位候选结果。
  • 可结合来源仓库、安装命令和原始 README 继续核验具体用法。
  • 安装前建议确认权限范围、维护状态及是否会触发联网或文件读写。
  • nielsen-usability-heuristics 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Nielsen's 10 Usability Heuristics

Foundational principles for evaluating and designing usable interfaces. Apply these as a review checklist and as design constraints from the start — not only as a post-hoc audit tool.


1. Visibility of System Status

The design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time.

Users cannot make good decisions without knowing the current state of the system. Trust is built through clear, timely feedback.

In practice:

  • Show loading states, progress indicators, and completion confirmations
  • Indicate where the user is in a multi-step process
  • Reflect state changes immediately (optimistic UI or loading spinners)
  • Never leave a user wondering whether an action was registered

Review question: After any user action, is the outcome visible within 1 second?


2. Match Between System and Real World

The design should speak the users' language — words, phrases, and concepts familiar to the user, not internal jargon or system terminology.

Follow real-world conventions and natural mapping so the interface feels intuitive rather than requiring translation.

In practice:

  • Use terminology the target audience uses, not what the engineering team uses
  • Icons should match real-world objects or widely established web conventions
  • Spatial metaphors should match real-world expectations (e.g. "trash" for deletion)
  • Avoid exposing internal system concepts (IDs, error codes, process names) to end users

Review question: Would a user unfamiliar with this product understand every label and term?


3. User Control and Freedom

Users often perform actions by mistake. They need a clearly marked emergency exit to leave an unwanted state without going through an extended process.

Easy undo and escape paths foster confidence and prevent users from feeling trapped.

In practice:

  • Always provide Undo for destructive or irreversible actions
  • Modals and dialogs need an obvious close/cancel action
  • Multi-step flows need a way to go back
  • Destructive actions (delete, publish, send) should be reversible where possible — or require explicit confirmation

Review question: Can the user get out of any state without losing their work or needing to contact support?


4. Consistency and Standards

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.

Consistency reduces cognitive load by meeting expectations users have built from other products.

In practice:

  • Use the same label for the same action across the entire product
  • Follow platform conventions (e.g. left-swipe to delete on mobile, Cmd+Z for undo)
  • Design system components should look and behave identically everywhere they appear
  • Do not rename standard web patterns (e.g. calling a "breadcrumb" a "path trail")

Review question: Does the same action always look and behave the same way throughout the product?


5. Error Prevention

Good error messages matter, but the best designs prevent errors from occurring in the first place.

Prevention addresses both slips (unintentional actions) and mistakes (misunderstanding of design intent).

In practice:

  • Use constraints to make wrong inputs impossible (e.g. disable a Submit button until required fields are complete)
  • Confirm before destructive or irreversible actions
  • Use input masks, validation, and sensible defaults to guide correct input
  • Design forms so the happy path is the obvious path

Review question: For every destructive or irreversible action, is there a confirmation step or an undo path?


6. Recognition Rather Than Recall

Minimise the user's memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another.

Recognition requires less cognitive effort than recall. Visible affordances reduce the work of using the product.

In practice:

  • Show relevant options in context rather than requiring users to remember commands
  • Display previously entered data when relevant (e.g. pre-fill known fields)
  • Use icons with labels — icons alone are ambiguous to many users
  • Navigation should be visible at all times, not hidden behind a gesture or hover

Review question: Does a returning user need to remember anything to pick up where they left off?


7. Flexibility and Efficiency of Use

Shortcuts — hidden from novice users — may speed up interaction for expert users. The design should serve both.

Accelerators, customisation, and personalisation let experienced users work faster without adding complexity for beginners.

In practice:

  • Provide keyboard shortcuts for frequent actions
  • Support both guided flows (for new users) and direct paths (for experts)
  • Allow users to customise views, filters, or layouts they use repeatedly
  • Surface frequently used actions prominently based on usage patterns

Review question: Can a power user complete their most frequent task significantly faster than a first-time user?


8. Aesthetic and Minimalist Design

Interfaces should not contain information that is irrelevant or rarely needed. Every extra unit of information competes with relevant information and reduces its relative visibility.

Focus content and visual design on the essentials that support primary user goals. Less is more, only when the less is the right less.

In practice:

  • Remove decorative elements that carry no meaning
  • Secondary and tertiary actions should be visually subordinate to primary ones
  • Avoid showing all features simultaneously — progressive disclosure reveals complexity only when needed
  • Empty states, error states, and loading states deserve the same design attention as content states

Review question: Does every element on screen earn its place, or is something there "just in case"?


9. 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.

Error messages are a UX surface — they deserve the same care as any other UI copy.

In practice:

  • Never show raw error codes or stack traces to end users
  • State clearly what went wrong in plain language
  • Tell the user what to do next, not just what failed
  • Use appropriate visual treatment: red for errors, but not red for warnings or info
  • Inline validation errors should appear adjacent to the problematic field

Review question: Does every error message tell the user what happened, why, and what to do next?


10. Help and Documentation

It is best if the system does not need any additional explanation. However, it may be necessary to provide documentation to help users complete tasks.

Help should be contextual, searchable, and actionable — not a last resort buried in a footer.

In practice:

  • Prefer self-explanatory UI over tooltips; prefer tooltips over documentation
  • Inline help (placeholder text, helper text, tooltips) should appear at the point of need
  • Documentation should be task-oriented ("How do I…") not feature-oriented ("About the settings panel")
  • Empty states are an opportunity for contextual help, not just a blank screen

Review question: Can a confused user find help without leaving the current screen?


Heuristic Review Checklist

#HeuristicCheck
1System statusEvery action gives visible feedback within 1s
2Real-world languageNo jargon, terminology matches user vocabulary
3User controlUndo available, exit paths always visible
4ConsistencySame action = same label and behaviour everywhere
5Error preventionIrreversible actions have confirmation or undo
6Recognition over recallOptions visible in context, no hidden commands
7FlexibilityPower users have faster paths to frequent tasks
8Minimalist designEvery element earns its place
9Error recoveryError messages are plain, specific, and actionable
10Help and docsHelp is contextual and available at point of need

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能力 1

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能力 2

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能力 3

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能力 4

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.66%
按下载量换算89

Claude

32.34%
按下载量换算79

Cursor

17.07%
按下载量换算41

Gemini CLI

9.62%
按下载量换算23

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

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