ux-design

ux-design is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 61 tokens per session (7,371 once invoked), scanned A, a copy of ux-design, MIT.

A guided process for writing a user-experience specification for a game screen, interaction flow, HUD, or reusable interaction pattern. A HUD is the on-screen display of information such as health, objectives, or controls.

In plain words
What is it for?
Use it to specify menus, inventories, HUDs, screen flows, and interaction patterns before implementation.
Why use it?
It turns a broad interface idea into a structured document that fits the game's concept and player journey. This gives visual designers and programmers clearer requirements.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: agent in frontmatter; names the AskUserQuestion tool.

Good fit Use it to specify menus, inventories, HUDs, screen flows, and interaction patterns before implementation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/ux-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 IdoCohen560/claude-unity-game-studio --skill ux-design
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

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 ux-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/ux-design/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/ux-design)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/ux-design"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/ux-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 ux-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/ux-design"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/ux-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,371 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 94% copy Near-identical to another mod 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 $0.00061 $0.07371
Opus 5 $0.00030 $0.03685
Sonnet 5 $0.00012 $0.01474
Haiku 4.5 $0.00006 $0.00737

Measured 5d ago against content hash bf3b78898851, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

ux-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 5d ago.

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.

Origin

This is a copy

94% identical to ux-design — 38 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/ux-design/SKILL.md · 976 lines

How it starts

The opening of the file, as written. The whole thing — 976 lines — stays where its author put it; the contents beside it link to each section on GitHub.

When this skill is invoked:

1. Parse Arguments & Determine Mode

Three authoring modes exist based on the argument:

Argument Mode Output file
hud HUD design design/ux/hud.md
patterns Interaction pattern library design/ux/interaction-patterns.md
Any other value (e.g., main-menu, inventory) UX spec for a screen or flow design/ux/[argument].md
No argument Ask the user (see below)

If no argument is provided, do not fail — ask instead. Use AskUserQuestion:

  • "What are we designing today?"
    • Options: "A specific screen or flow (I'll name it)", "The game HUD", "The interaction pattern library", "I'm not sure — help me figure it out"

If the user selects "I'll name it" or types a screen name, normalize it to kebab-case for the filename (e.g., "Main Menu" becomes main-menu).


2. Gather Context (Read Phase)

Read all relevant context before asking the user anything. The skill's value comes from arriving informed.

2a: Required Reads

  • Game concept: Read design/gdd/game-concept.md — if missing, warn:

    "No game concept found. Run /brainstorm first to establish the game's foundation before designing UX." Continue anyway if the user asks.

2b: Player Journey

Read design/player-journey.md if it exists. For each relevant section, extract:

  • Which journey phase(s) does this screen appear in?
  • What is the player's emotional state on arrival at this screen?
  • What player need is this screen serving in the journey?
  • What critical moments (from the journey map) does this screen deliver?

If the player journey file does not exist, note the gap and proceed:

"No player journey map found at design/player-journey.md. Designing without it means we'll be making assumptions about player context. Consider running a player journey session after this spec is drafted."

2c: GDD UI Requirements

Glob design/gdd/*.md and grep for UI Requirements sections. Read any GDD whose UI Requirements section references this screen by name or category.

Read the full file on GitHub · 976 lines

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. 5d ago First seen · 976 lines · 61 tokens per session scan A bf3b78898851

Subscribe to this mod's changes

ux-design is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 61 tokens to every session and 7,371 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to ux-design, differing in 38 lines, and is treated as a copy.

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