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Agent Skill · 研究检索

ux-researcher-designer(用户体验研究员设计师)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

ux-researcher-designer 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 47,060。

总安装 751周安装 31GitHub Stars 1下载 246核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

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:ux-researcher-designer(用户体验研究员设计师)
来源仓库:https://github.com/pixel-process-ug/superkit-agents
仓库路径:skills/ux-researcher-designer
安装命令:
npx skills add https://github.com/pixel-process-ug/superkit-agents --skill ux-researcher-designer
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/pixel-process-ug/superkit-agents --skill ux-researcher-designer

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

ux-researcher-designer 用于辅助界面设计、视觉规范和交互体验优化,适合整理页面结构和生成 UI 方案。适用于用户体验研究的辅助工作,可结合品牌和设计系统使用。使用时不应只堆装饰元素,要结合用户任务和产品场景。涉及真实页面改动时应通过截图或浏览器预览检查文本溢出和对齐。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/ux-researcher-designer

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/pixel-process-ug/superkit-agents --skill ux-re…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

ux-researcher-designer 怎么安装?

在终端执行 npx skills add https://github.com/pixel-process-ug/superkit-agents --skill ux-researcher-d…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ux-researcher-designer 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

ux-researcher-designer 需要什么权限?

权限级别是只读。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。

ux-researcher-designer 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

ux-researcher-designer 用的人多吗?

公开数据是累计安装 751 次,近一周安装 31 次,下载 246 次,GitHub 1 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

ux-researcher-designer 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
ux-researcher-designer

用户体验研究员设计师 · 本页

7511只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

UX Researcher & Designer

Overview

Apply systematic UX research and design methods to understand users, validate assumptions, and create evidence-based designs. This skill covers the full research-to-design pipeline: discovery research, persona creation, journey mapping, information architecture, usability testing, and heuristic evaluation.

Phase 1: Discovery Research

  1. Define research objectives and questions
  2. Select appropriate research methods
  3. Recruit participants (5-8 per segment for qualitative)
  4. Conduct research sessions
  5. Synthesize findings using affinity mapping

STOP — Present research plan with objectives and methods for user approval.

Research Method Selection Decision Table

Generative (Discovery) Methods
MethodWhen to UseParticipantsDurationCost
User InterviewsUnderstanding motivations, behaviors, pain points5-8 per segment45-60 min eachMedium
Contextual InquiryObserving users in their natural environment4-61-2 hours eachHigh
Diary StudiesLongitudinal behavior patterns10-151-4 weeksMedium
SurveysQuantitative validation of qualitative findings100+5-10 minLow
Focus GroupsExploring attitudes and preferences6-10 per group60-90 minMedium
Evaluative Methods
MethodWhen to UseParticipantsDurationCost
Usability TestingValidating designs against tasks5-830-60 min eachMedium
A/B TestingComparing two design variants1000+ per variant1-4 weeksLow
Card SortingOrganizing information architecture15-3020-30 minLow
Tree TestingValidating navigation structure50+10-15 minLow
First Click TestingEvaluating initial user instincts30+5-10 minLow
Heuristic EvaluationExpert review without users3-5 evaluators1-2 hoursLow
Method Selection Decision Table
SituationRecommended MethodWhy
No idea who users areInterviews + contextual inquiryDeep understanding needed
Have assumptions to validateSurveys + usability testingQuantitative confirmation
Redesigning navigationCard sorting + tree testingStructure-focused
Evaluating existing productHeuristic evaluation + usability testFind problems fast
Comparing two designsA/B testingStatistical comparison
Limited budget/timeHeuristic evaluationNo participants needed
Long-term behavior understandingDiary studyCaptures patterns over time

Interview Guide Template

1. Introduction (5 min)
   - Thank participant, explain purpose
   - Get consent for recording
   - "There are no wrong answers"

2. Warm-up (5 min)
   - Background questions about role/context
   - Current tools and workflows

3. Core Questions (30 min)
   - Open-ended questions about behaviors
   - Follow-up probes: "Tell me more about..."
   - Critical incident: "Describe a time when..."
   - Avoid leading questions

4. Wrap-up (5 min)
   - "Is there anything I didn't ask that you think is important?"
   - Thank and explain next steps

Phase 2: Analysis and Modeling

  1. Create user personas from research data
  2. Map user journey for key scenarios
  3. Define information architecture
  4. Identify pain points and opportunities
  5. Prioritize using impact/effort matrix

STOP — Present personas and journey map for review before design validation.

Persona Template

# [Persona Name]

## Demographics
- Age: [range]
- Occupation: [role]
- Technical proficiency: [low/medium/high]
- Usage frequency: [daily/weekly/monthly]

## Goals
1. Primary goal: [what they are trying to achieve]
2. Secondary goal: [supporting objective]
3. Tertiary goal: [nice-to-have]

## Pain Points
1. [Frustration with current process]
2. [Unmet need]
3. [Workaround they have created]

## Behaviors
- [How they currently solve the problem]
- [Tools and methods they use]
- [Decision-making patterns]

## Quotes (from research)
- "[Verbatim quote that captures their perspective]"
- "[Another representative quote]"

## Scenario
[A paragraph describing a typical day/task where they would use the product]

Persona Quality Decision Table

CheckPassFail
Based on real research dataQuotes and behaviors from interviewsInvented or assumed behaviors
Actionable for designSpecific goals and pain pointsVague "wants to be productive"
Distinct from other personasDifferent goals, behaviors, constraintsOverlapping with another persona
Number of personas2-4 primaryMore than 5 (too many to design for)

Journey Map Structure

Stages:     Awareness -> Consideration -> Onboarding -> Usage -> Advocacy
                |              |             |          |          |
Actions:   [What they do at each stage]
                |              |             |          |          |
Thoughts:  [What they are thinking]
                |              |             |          |          |
Emotions:  [Frustration/neutral/delight mapped to each stage]
                |              |             |          |          |
Pain Points: [Friction and frustration points]
                |              |             |          |          |
Opportunities: [Design opportunities to improve]
                |              |             |          |          |
Touchpoints: [Channels and interfaces involved]

Journey Map Elements

  • Moments of Truth: Critical points where users form lasting impressions
  • Service Blueprints: Front-stage actions mapped to back-stage processes
  • Emotion Curve: Visual line showing emotional highs and lows
  • Gap Analysis: Difference between current and desired experience

Heuristic Evaluation (Nielsen's 10)

#HeuristicWhat to Look For
1Visibility of system statusLoading indicators, progress bars, save confirmations
2Match with real worldNatural language, familiar metaphors, logical order
3User control and freedomUndo, cancel, back, escape hatches
4Consistency and standardsSame action = same result, platform conventions
5Error preventionConfirmation dialogs, constraints, smart defaults
6Recognition over recallVisible options, contextual help, recent history
7Flexibility and efficiencyShortcuts, customization, bulk actions
8Aesthetic and minimalist designNo unnecessary information, clear hierarchy
9Help users with errorsPlain language errors, specific cause, suggest fix
10Help and documentationSearchable, task-oriented, concise

Severity Rating Scale

RatingDescriptionAction
0Not a usability problemNo action
1Cosmetic onlyFix if time allows
2Minor problemLow priority fix
3Major problemHigh priority, fix before launch
4Usability catastropheMust fix immediately

Phase 3: Design Validation

  1. Create testable prototypes (low or high fidelity)
  2. Plan usability testing sessions
  3. Conduct tests with 5+ participants
  4. Analyze results and iterate
  5. Document findings and recommendations

STOP — Present usability test results and recommendations for review.

Prototype Fidelity Decision Table

SituationFidelityToolWhy
Early concept validationLow (paper/wireframe)Balsamiq, paperFast iteration, low commitment
Navigation testingMedium (clickable)Figma prototypeTest flow without visual polish
Visual design validationHigh (pixel-perfect)Figma, coded prototypeTest actual look and feel
Interaction validationHigh (coded)HTML/CSS/JS prototypeTest real interactions

A/B Testing Methodology

StepDetails
Hypothesis"Changing [X] will [improve/decrease] [metric] because [reason]"
Sample sizePower analysis (95% confidence, 80% power)
DurationMinimum 2 full business cycles (2+ weeks)
Variable controlTest one change at a time
AnalysisStatistical significance (p < 0.05)

Common UX Metrics

MetricWhat It MeasuresBenchmark
Task success rate% completing target task> 78% (acceptable)
Time on taskDuration to complete actionVaries by task
Error rateMistakes per task< 10%
System Usability Scale (SUS)Overall usability score68 = average
Net Promoter Score (NPS)Likelihood to recommend> 0 = good, > 50 = excellent
Customer Effort Score (CES)Ease of experience> 5/7

Information Architecture

Card Sort Analysis Decision Table
Sort TypeWhen to UseAnalysis Method
Open sortDiscovery — users create categoriesSimilarity matrix, dendrogram
Closed sortValidation — sort into predefined categoriesCategory agreement percentage
Hybrid sortBoth — predefined with ability to add newCombined analysis
Navigation Patterns
PatternUse Case
Global navigationPersistent across all pages
Local navigationWithin a section
Contextual navigationRelated content links
Utility navigationSettings, account, help
BreadcrumbsLocation within hierarchy

Deliverables Checklist

  • Research plan with objectives and methods
  • Participant recruitment screener
  • Interview/test script
  • Affinity map of findings
  • Personas (2-4 primary)
  • Journey map for key scenario
  • Information architecture diagram
  • Usability test report with severity ratings
  • Prioritized recommendations with evidence

Anti-Patterns / Common Mistakes

Anti-PatternWhy It Is WrongWhat to Do Instead
Designing without researchAssumptions lead to wrong designsStart with discovery research
Testing with colleaguesBiased, know too much about productRecruit external participants
Asking users what they wantUsers cannot predict behaviorObserve what they do instead
Confirmation biasOnly seeing what supports beliefsUse structured analysis, multiple evaluators
Too many personas (5+)Cannot design for everyoneKeep to 2-4 primary personas
Skipping synthesisRaw data is not insightsAlways do affinity mapping
Underpowered A/B testsResults are meaningless noiseCalculate sample size before starting
Presenting findings without recommendationsResearch without action is wastedAlways include prioritized next steps

Integration Points

SkillIntegration
ui-ux-pro-maxUX guidelines and design patterns
mobile-designMobile usability testing patterns
planningResearch plan is part of the implementation plan
spec-writingUser research informs JTBD specifications
prd-generationPersonas and journey maps feed into PRDs
llm-as-judgeEvaluate design quality with rubrics

Skill Type

FLEXIBLE — Select and combine research methods based on project constraints (budget, timeline, access to users). Lightweight methods (heuristic evaluation, guerrilla testing) are acceptable when full research is impractical.

平台分布

Codex

36.19%
按下载量换算89

Claude

30.54%
按下载量换算75

Cursor

18.18%
按下载量换算45

Gemini CLI

10.11%
按下载量换算25

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

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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