What problem does it solve? New UI surfaces in this repo often ship without settled interaction decisions — empty states, save behavior, failure handling, and mode (prep vs play) get improvised by whoever writes the code. This Skill forces those decisions to be made at planning time and recorded in a structured block before any implementation begins. ## Core Features & Use Cases - Mode classification: Assigns each surface a prep or play mode, driving density, target size, and interruption-safety decisions. - Structured UX decisions block: Emits a fill-every-line template covering focal point, route shape, edit style, save behavior, empty/error copy strings, keyboard, and touch targets. - Convention enforcement: Checks decisions against the binding rules in docs/UX_PATTERNS.md and reuses existing components like Dialog, StatePanel, and RemoteState instead of inventing new controls. - Use Case: When planning a new quest tracker dialog, run this Skill to decide its mode, exact empty-state copy, save behavior, and keyboard flow, then hand the block to the planning step that generates work orders. ## Quick Start Ask the assistant to use the ux-design skill to decide how the new encounter builder surface should behave before writing any code.