From skills-for-humanity
Structures the design iteration cycle: prototyping, testing, and converging toward product-market fit. Guides hypothesis framing, test type selection, and decision criteria.
How this skill is triggered — by the user, by Claude, or both
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/skills-for-humanity:s4h-design-iterationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
No design survives first contact with the real world intact. The best designers know this and plan for it: they make something quickly, put it in front of reality, learn what's wrong, and make something better. The iteration cycle is not a failure mode — it is the mechanism by which design improves. The question is not whether to iterate, but how to structure each cycle so it produces the most ...
No design survives first contact with the real world intact. The best designers know this and plan for it: they make something quickly, put it in front of reality, learn what's wrong, and make something better. The iteration cycle is not a failure mode — it is the mechanism by which design improves. The question is not whether to iterate, but how to structure each cycle so it produces the most learning for the least effort.
Dieter Rams designed and redesigned Braun products over decades of close observation — not because the first version was wrong but because fit is discovered, not planned. Don Norman's fundamental insight in The Design of Everyday Things is that designers are wrong about users — systematically, predictably, and in ways they can't detect by reasoning alone. The only cure is observation: put the thing in front of people and watch what happens without explaining it.
This skill structures the iteration cycle. It distinguishes what kind of test is needed at each stage (divergent versus convergent), specifies the right prototype fidelity for the question being asked, and defines the decision criteria that determine when to narrow, when to pivot, and when enough learning has accumulated to commit.
Step 1: State the Current Hypothesis Every prototype is a test of a hypothesis. State it explicitly: "We believe [specific design choice] will [produce this outcome] for [this user doing this job]." If the hypothesis is vague, the test will be uninformative. Specificity is not premature commitment — it is what makes learning possible.
Framing check: Confirm the design stage and the hypothesis being tested before continuing. State what you've identified — the design being iterated and the key question it needs to answer — in one sentence, then use AskUserQuestion:
Step 2: Identify the Iteration Type Two distinct types of test require different setups:
Identify which type is needed. Mixing them produces muddled learning.
Step 3: Specify the Prototype Match prototype fidelity to the question being asked:
The most common error is over-building the prototype for the stage. A high-fidelity prototype for a question that could be answered by a sketch wastes time and creates attachment that biases the test.
Specify: what to make, at what fidelity, and what it should and should not include.
Step 4: Design the Test A test that doesn't answer the hypothesis isn't a test. Define:
Step 5: Read the Signal After testing, separate observation from interpretation. What did people actually do, say, or fail to do? Where did they hesitate, ask questions, or deviate from the intended path? Those moments are the data. Interpretations follow from data — not the reverse.
Classify findings:
Step 6: Set the Next Cycle Based on findings, decide:
State the decision and the reasoning.
Before proceeding, use the AskUserQuestion tool. State your interpretation of the situation in 1–2 sentences — what stage the design is at and what the key uncertainty is — then ask:
Proceed based on their selection. If the user reframes, incorporate the correction before running any analysis.
Hypothesis:
We believe [design choice] will [produce outcome] for [user doing job].
Iteration type: Divergent / Convergent
Prototype specification:
| Dimension | Specification |
|---|---|
| Format | [Sketch / wireframe / mid-fi / high-fi / functional] |
| What to include | [Specific elements] |
| What to exclude | [What would over-build for this question] |
| Estimated time to build | [Order of magnitude] |
Test design:
| Element | Detail |
|---|---|
| Question | [What we're trying to learn] |
| Method | [Observation / task completion / interview / A/B / other] |
| Participants | [Who, how many, in what context] |
| Success signal | [What counts as confirmation] |
| Pivot signal | [What would indicate a directional change is needed] |
After this cycle, decide: [One sentence on what decision this test enables — what will be known that isn't known now.]
The most common failure mode in iteration is "learning without deciding" — each test produces findings that inform a slightly modified next test, but the cycle never converges because no one is willing to commit to a direction. Define decision criteria before testing, not after. The second most common failure is testing the wrong thing at the wrong fidelity — usually over-building — which makes the prototype expensive to change and biases toward incremental refinement over genuine learning.
This skill pairs naturally with /s4h-design-user-needs (which defines what the prototype should be testing against) and /s4h-design-simplicity (which removes what's not needed before the next iteration). For generating alternative directions to test, /s4h-creativity-alternatives produces options efficiently.
After delivering this output, use AskUserQuestion to offer the next move:
/s4h-design-simplicity — Before building, remove what isn't necessary from the current design/s4h-design-user-needs — Re-examine what the prototype is testing against/s4h-creativity-alternatives — Generate alternative directions if the current hypothesis needs more optionsnpx claudepluginhub human-avatar/skills-for-humanityApplies design thinking to problems of form, function, and fit. Routes to focused skills for user needs, design constraints, iteration, or simplicity.
Guides Design Thinking's 5 phases (Empathize, Define, Ideate, Prototype, Test) for human-centered innovation with workshop facilitation, empathy methods, and exercise templates.
Guides through five phases of design thinking (Empathize, Define, Ideate, Prototype, Test) for solving complex, human-centered problems where the right solution is unknown.