experience-design

experience-design is a skill for Claude Code, Codex from byheaven/byheaven-skills. It costs 64 tokens per session (2,466 once invoked), scanned A, original, MIT.

A method for designing a product experience from the person's job and journey down to screens, states, components, and words. It also provides a way to review existing user-facing flows.

In plain words
What is it for?
Use it when creating or changing a feature, user flow, screen, component, state, or user-facing text, while following the project's existing product and design rules.
Why use it?
It helps find the underlying cause of a confusing interface instead of treating only the visible screen problem.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the manager plugin — 7 skills, 4 agents shipped together

Good fit Use it when creating or changing a feature, user flow, screen, component, state, or user-facing text, while following the project's existing product and design rules.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/byheaven/byheaven-skills/experience-design
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add byheaven/byheaven-skills --skill experience-design
Clone the repo
git clone --depth 1 https://github.com/byheaven/byheaven-skills

Made for: Claude Code, Codex.

Or install manager, the plugin that ships this one along with the rest of its 7 skills, 4 agents.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for experience-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/byheaven/byheaven-skills/experience-design/github.svg)](https://agentmods.dev/skills/byheaven/byheaven-skills/experience-design)
Your own site
<a href="https://agentmods.dev/skills/byheaven/byheaven-skills/experience-design"><img src="https://agentmods.dev/badge/skills/byheaven/byheaven-skills/experience-design/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for experience-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/byheaven/byheaven-skills/experience-design"><img src="https://agentmods.dev/badge/skills/byheaven/byheaven-skills/experience-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,466 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00064 $0.02466
Opus 5.5 $0.00026 $0.00986
Sonnet 5.5 $0.00013 $0.00493
Haiku 4.5 $0.00006 $0.00247

Measured today against content hash 7875e04cb764, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

experience-design scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured today.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/manager/skills/experience-design/SKILL.md · 109 lines

How it starts

The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Experience design

Every step, element, and word a person meets must earn its place in their experience. Whatever does not, the system does silently or leaves out. People should finish feeling the time was worth it, and leave freely when the job is done.

The project's own authorities come first. Its Vision decides what counts as value and which tradeoffs win; its design system, tokens, glossary, and the surface's product document decide concrete values, names, and voice. This skill fills what they leave open and never weakens a floor they set.

Product decisions belong to the product owner. Reuse the decisions the owner has settled; any new choice about the job, the primary person, the journey, or what ships is a proposal the owner decides before it shapes the product, through the project's own review process. This skill guides how to design and judge; it authorizes no change.

Work in layers, from the job down to the words. A symptom on the surface often starts lower: trace it down (job, journey, screen, words) and fix the lowest layer where the wrong choice was made. Steps 1 and 2 apply whenever a feature or flow is created or changed; a change confined to one screen starts at step 3 after confirming the journey around it still holds and naming the benchmark for the qualities it changes.

Steps

1. Name the job

  • Read the project authorities for this experience, then the current experience itself: the journey as people go through it today and every screen and state it reaches, rendered where possible.
  • Write the progress the person wants in their circumstance: what they get done, how they want to feel, and how they want to be seen. Write what they use today for it, including doing nothing.
  • Pick one primary person in one scene and resolve tradeoffs for them, without failing the others. The same person in another scene is another user.
  • The new way must beat the old by more than the cost of switching: learning, setup, migration, risk, and social cost. Lower the anxiety and the habit cost, not only add attraction.
  • Name what excellent looks like: the best experience anywhere for this job and scene, and the qualities ours must match or beat. Step 6 judges against them.
  • Name the session shape: a quick visit that finishes and leaves, a long working session, or play. It sets density, pacing, and how much the product should hold attention.

Read the full file on GitHub · 109 lines

Files

What ships with it

9 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. today Changed 7875e04cb764
  2. yesterday Changed · +2 lines c4329e6b7859
  3. 9d ago First seen · 107 lines · 64 tokens per session scan A 6caa93765db1

Subscribe to this mod's changes

experience-design is a skill published in the GitHub repository byheaven/byheaven-skills (2 stars, last pushed today), licensed MIT. It adds 64 tokens to every session and 2,466 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-09.

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