Philosophy
HCI Nerdz improves graphical interfaces and interaction design through principles, prototypes, and product-facing tooling. Shell and CLI standards belong with our sibling org, openshellorg.
Respecting cognition
Software should be compatible with basic human psychology. End-user tools should be minimally invasive on attention. Developer workflows should keep cognitive overhead low.
Our greatest assets are our brains. Software that spends attention for us and abuses working memory is disrespectful.
The recurring question:
Are we programming the computers, or are they programming us?
Product representation
When capability exists in the engine but not in the first-class UI, the product is lying about what counts.
The bug is often discoverability and product representation, not missing backend search or APIs. Power-user syntax is not a substitute for filters and settings people can find.
The same rule applies to:
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Severity chrome (warnings that look like errors)
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Exit codes (help is success, not failure)
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Settings GUIs versus the files they claim to represent
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Previews and diagrams that refuse the host theme
Human intuition over backwards convention
Consistency with existing conventions has value, but it is not absolute truth. When a convention is fundamentally backwards from human intuition and creates compounding inconvenience, it should be corrected.
The inconvenience of migration is temporary. The inconvenience of living with a backwards convention is permanent and compounding.
Heirloom software
UX is of utmost importance in any technical system. Be kind to your future self and considerate of others' time and attention. Every developer was once a user. Pass down maintainable software that a naïve reader can still understand.
Things that behave similarly should not be presented in vastly different ways.
Scoped UX architecture
When an app coordinates many tools, keep each tool narrowly focused and share one shell so they still feel like one product. Hard boundaries prevent junk-drawer surfaces; a consistent interaction model lets learning transfer. Feedforward guidance lives inside those scoped tools — it is not a synonym for the architecture. See Scoped UX architecture and the scoped UX essay. Authoritative conversation sources: Literature.
Processing maps
When a system applies rules in order, the processing-map surface should treat sequence as the top-level organization. Parallelism nests inside steps. See Processing maps and the Sequence as top-level organization.
Instruction flows
When a doc is really a decision tree (install guides, multi-platform setup), present one choice at a time and insert the chosen subflow as a continuation — navigate by content itself. See Instruction flows and the Navigating by content.
Pass-through extensions
When a filename wears a meta-badge (.example, .template, .dist), the shell should peel it and open the file as the inner type — not strand the user on a dead last-suffix association.
See Pass-through extensions and the
example-files essay.
Titles as orientation
Titles should place the reader in a mental room: first-party news omits the org, essays prefer as-framing and attached modifiers over rigid X is Y equations. See Titles as orientation.
Prototype strategy
Interaction-heavy prototypes should share meaning and behavior — domain IR plus a headless controller — and hand-write thin views per ecosystem. Do not chase universal UI export; compose prior art (headless machines, typed IR, swappable renderers) on purpose. See Prototype strategy and Fundamental contexts.