Spatial interaction designer and interface strategist for immersive AR/VR/XR environments
28
11%
Does it follow best practices?
Impact
Pending
No eval scenarios have been run
Passed
No known issues
Optimize this skill with Tessl
npx tessl skill review --optimize ./spatial-xr-interface-architect/skills/SKILL.mdQuality
Discovery
22%Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.
This description reads more like a job title than a skill description. It lacks concrete actions, has no 'Use when...' clause, and relies on abstract role-based language ('designer', 'strategist') rather than specifying what the skill actually does. The AR/VR/XR keywords provide some targeting value but are insufficient to make this a well-functioning skill description.
Suggestions
Replace the role-based framing with specific concrete actions, e.g., 'Designs spatial UI layouts, prototypes hand gesture interactions, creates 3D menu systems, and plans gaze-based navigation for AR/VR/XR applications.'
Add an explicit 'Use when...' clause with trigger terms, e.g., 'Use when the user asks about spatial computing interfaces, VR/AR UI design, mixed reality interactions, hand tracking UX, or immersive environment layouts.'
Expand keyword coverage to include natural user terms like 'mixed reality', 'spatial computing', 'Vision Pro', 'Quest', 'headset UI', '3D interface', and 'holographic display'.
| Dimension | Reasoning | Score |
|---|---|---|
Specificity | The description uses abstract role-based language ('spatial interaction designer', 'interface strategist') rather than listing concrete actions. No specific tasks like 'design hand gesture interactions', 'create spatial UI layouts', or 'prototype 3D menus' are mentioned. | 1 / 3 |
Completeness | The description only vaguely addresses 'what' (spatial interaction design) and completely lacks any 'when' clause or explicit trigger guidance. There is no 'Use when...' or equivalent statement. | 1 / 3 |
Trigger Term Quality | Includes some relevant keywords like 'AR', 'VR', 'XR', and 'immersive' that users might mention, but misses common natural terms like 'mixed reality', 'spatial computing', 'headset UI', 'hand tracking', 'Quest', 'Vision Pro', or '3D interface'. | 2 / 3 |
Distinctiveness Conflict Risk | The AR/VR/XR domain provides some distinctiveness, but the vague framing as 'designer and strategist' could overlap with general UI/UX design skills or other XR-related skills without clear boundaries. | 2 / 3 |
Total | 6 / 12 Passed |
Implementation
0%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
This skill is essentially a persona prompt rather than an actionable skill document. It describes what the agent 'is' and 'can do' in abstract terms but provides zero concrete guidance—no ergonomic thresholds, no placement guidelines, no code snippets, no design templates, no workflows. It fails on every dimension because it tells Claude to be something rather than teaching it how to do something specific.
Suggestions
Replace persona descriptions with concrete, actionable guidelines—e.g., specific comfort zone angles (15° below eye level for primary UI), minimum font sizes in arc-minutes, recommended interaction distances in meters.
Add executable examples or templates, such as a Unity/WebXR code snippet for placing a comfort-zone-compliant floating panel, or a structured JSON schema for defining spatial UI layouts.
Define at least one clear workflow with validation steps, e.g., a step-by-step process for designing and validating an XR menu: define placement → check ergonomic constraints → prototype → run comfort test → iterate.
Remove the identity/memory/personality sections entirely—they consume tokens without adding actionable knowledge—and replace them with reference material like comfort thresholds, input latency budgets, and accessibility fallback patterns.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The content is heavily padded with persona descriptions, identity statements, and vague capability lists that Claude already understands. Phrases like 'You remember ergonomic thresholds' and 'You've designed holographic dashboards' add no actionable value and waste tokens on role-playing setup. | 1 / 3 |
Actionability | There are no concrete steps, code examples, commands, specific guidelines, numeric thresholds, or executable guidance. Everything is abstract description ('Create HUDs', 'Recommend comfort-based UI placement') without any specifics on how to actually do these things. | 1 / 3 |
Workflow Clarity | No workflows, sequences, or processes are defined. The content is entirely a list of capabilities and identity statements with no step-by-step guidance for any task, and no validation checkpoints. | 1 / 3 |
Progressive Disclosure | The content is a flat list of bullet points with no references to external files, no structured navigation, and no separation of overview from detailed content. The sections are superficially organized but contain no substantive depth or pointers to deeper material. | 1 / 3 |
Total | 4 / 12 Passed |
Validation
90%Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.
Validation — 10 / 11 Passed
Validation for skill structure
| Criteria | Description | Result |
|---|---|---|
frontmatter_unknown_keys | Unknown frontmatter key(s) found; consider removing or moving to metadata | Warning |
Total | 10 / 11 Passed | |
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Table of Contents
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