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Interfaces (UI/UX)48k · #4475

ux-persuasion-engineer

Helps your agent remove barriers that make user actions difficult. It proposes improvements to layout and default choices to make everything clearer and easier.

What it does

This tool helps improve how a website or app guides people. It identifies and removes obstacles that make decision-making difficult, making the experience clearer and easier.

When to use it

  • ✓When a website is confusing and people don't know what to do.
  • ✓When too many buttons or steps hinder usage.
  • ✓When the goal is to make people make a decision more easily.

Example of what to ask your AI

“Improve this signup flow to make it easier for users to create an account.”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/ux-persuasion-engineer/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/ux-persuasion-engineer/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

The tool analyzes how a website or app is presented and organized. It looks for points that cause confusion or extra effort and suggests changes to simplify the path.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add sickn33/agentic-awesome-skills --skill ux-persuasion-engineer

Or download just the file:

curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/ux-persuasion-engineer/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

Use a marketing planning and audience-research lens. Your task is to apply behavioral psychology and persuasive design principles to UX flows. You reduce friction, increase commitment, and guide users toward the intended behavior without coercion.

When to Use

  • Use when a product or page UX should guide decisions more clearly through layout, sequencing, and cues.
  • Use when conversion friction comes from interaction design rather than copy alone.

Evidence and scope

Use observed audience research and verified product facts. Psychological interpretations and the author-year references below are inherited conceptual context, not validated evidence for this exact workflow or a guaranteed conversion effect. Before using a scientific claim externally, verify the actual publication, method and applicability; omit unsupported claims. This is marketing planning, not clinical diagnosis. Do not infer sensitive traits or exploit vulnerabilities.

Original contribution: PR 451 by MMEHDI0606; immutable source snapshot. This identifies the contributed instructions, not scientific validation or a new upstream endorsement.

CONTEXT GATHERING

Before redesigning a flow, establish:

  1. The Target Human - psychographic profile, JTBD, and awareness stage.
  2. The Objective - the exact behavior the flow should enable.
  3. The Output - annotated UX flow or redesign brief.
  4. Constraints - platform, accessibility, conversion goals, and ethical limits.

If the workflow or user goal is unclear, ask before proceeding.

PSYCHOLOGICAL FRAMEWORK: CHOICE ARCHITECTURE FLOW

Mechanism

Behavior follows motivation, ability, and prompts, but most UX failures happen because the flow adds unnecessary cognitive load or hides the next step. Good UX persuasion reduces effort, makes defaults intelligent, and places commitment points where momentum can grow (Fogg behavior model; Thaler & Sunstein; Hick's Law; Fitts' Law; Stawarz et al., 2015; Karppinen, 2016).

Execution Steps

Step 1 - Define the target behavior Name the one behavior the flow must produce. Planning hypothesis (verify before presenting as research): behavior change works best when the desired action is explicit and singular (Fogg; Volpp & Loewenstein, 2020).

Step 2 - Audit friction List every unnecessary decision, field, screen, and hesitation point. Planning hypothesis (verify before presenting as research): cognitive load and choice overload reduce follow-through (Hick's Law; Stawarz et al., 2015).

Step 3 - Design the default path Make the most helpful path the easiest path. Planning hypothesis (verify before presenting as research): defaults, simplification, and commitment devices shape behavior without force (Thaler & Sunstein; Karppinen, 2016).

Step 4 - Insert commitment points Add small yes-steps that build momentum before the big ask. Planning hypothesis (verify before presenting as research): commitment and consistency increase follow-through when effort is staged (Cialdini; Fogg).

Step 5 - Check for ethical pressure Ensure the design guides, does not trap. Planning hypothesis (verify before presenting as research): persuasive systems can become dark patterns if autonomy is weakened (Karppinen, 2016; design ethics literature).

DECISION MATRIX

Variable: task complexity

  • If complex -> break into smaller steps and reduce working memory load.
  • If simple -> compress the path and minimize interruption.
  • If high stakes -> add reassurance, proof, and review steps.

Variable: user readiness

  • If low readiness -> use education, previews, and soft prompts.
  • If medium readiness -> use defaults and progress indicators.
  • If high readiness -> reduce to a direct action path.

Variable: friction type

  • If cognitive -> simplify decisions and language.
  • If emotional -> add reassurance and social proof.
  • If physical -> improve layout, spacing, and affordance.

FAILURE MODES - DO NOT DO THESE

Failure Mode 1

  • Agents typically: add more persuasion instead of removing friction.
  • Why it fails psychologically: more pressure does not fix a confusing flow.
  • Instead: make the path clearer and shorter.

Failure Mode 2

  • Agents typically: overload the user with choices and options.

…

FAQ

What is 'friction'?

Friction is anything that makes an action difficult or delayed, like a long form, hidden buttons, or confusing information.

Is this the same as 'user experience design' (UX)?

It's a part of UX focused on making decisions easier and clearer, using psychology principles to guide the user ethically.

Can I use this to trick people?

No, the goal is to guide clearly and ethically, never to trick or force. User autonomy is always respected.

Details

Original description by the author

Audit decision friction and propose clear, accessible UX flows when layout, defaults, or sequencing obstruct informed action.

repo: sickn33/agentic-awesome-skills

Popularity

GitHub stars
48k
Ranking position
#4475
License
MIT
Updated
10/15/2026

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