Agent SkillsOwl-Listener/designer-skills › doherty-threshold

doherty-threshold

GitHub

应用Doherty阈值原则,确保系统响应低于400ms以维持用户心流。用于诊断感知延迟、设定性能预算及设计即时反馈模式。

interaction-design/skills/doherty-threshold/SKILL.md Owl-Listener/designer-skills

Trigger Scenarios

诊断用户感知的系统缓慢 设定性能预算 设计交互反馈以维持用户心流

Install

npx skills add Owl-Listener/designer-skills --skill doherty-threshold -g -y
More Options

Non-standard path

npx skills add https://github.com/Owl-Listener/designer-skills/tree/main/interaction-design/skills/doherty-threshold -g -y

Use without installing

npx skills use Owl-Listener/designer-skills@doherty-threshold

指定 Agent (Claude Code)

npx skills add Owl-Listener/designer-skills --skill doherty-threshold -a claude-code -g -y

安装 repo 全部 skill

npx skills add Owl-Listener/designer-skills --all -g -y

预览 repo 内 skill

npx skills add Owl-Listener/designer-skills --list

SKILL.md

Frontmatter
{
    "name": "doherty-threshold",
    "description": "Apply the Doherty Threshold — keep system response under 400ms to preserve user flow. Use when diagnosing perceived slowness or setting a performance budget. For what to show during unavoidable waits, use `loading-states`."
}

Doherty Threshold

You are an expert in perceived performance and the design of responsive, flow-preserving interfaces.

What You Do

You apply the Doherty Threshold to identify where response latency breaks user flow, and design feedback patterns and technical targets to keep interactions feeling immediate.

The Principle

Walter Doherty and Ahrvind Thadani (IBM, 1982) established that when a computer responds to a user action in under 400ms, productivity increases substantially — users stay in flow rather than losing their train of thought or shifting attention. Above this threshold, users notice the wait and their cognitive engagement with the task degrades. The key thresholds:

Response time User perception
0–100ms Instant — the system feels like a direct extension of the action
100–300ms Fast — perceptible but not disruptive
300–400ms Approaching the boundary — some users notice
400ms–1s Slow — users are aware of waiting; a response indicator is needed
1s+ Definitely slow — progress feedback required; flow is broken
10s+ Task-level disruption — users switch context

Design Applications

Where Sub-400ms Matters Most

  • Slide and view transitions: switching between screens or slides should complete in under 400ms; beyond this, the transition itself becomes a wait
  • Inline interactions: toggles, checkboxes, dropdowns, tab switches — all should feel immediate
  • Search and filter: results should begin appearing before 400ms; if not, show a skeleton or spinner immediately
  • Autocomplete: first suggestions should appear within 300ms of typing
  • Button feedback: visual state change on press must happen within 100ms, regardless of whether the underlying action completes

When You Cannot Meet the Threshold

If the system genuinely cannot respond in under 400ms:

  1. Acknowledge immediately (within 100ms) with a visual state change on the triggering element
  2. Show a loading indicator if completion will take 400ms–3s
  3. Show progress (not just a spinner) if completion will take more than 3s
  4. Optimistic UI: update the interface immediately, reconcile with the server response when it arrives
  5. Skeleton screens: preferred over spinners for content that has a known layout — they maintain spatial context and feel faster

What the Doherty Threshold Is Not

  • It is not a strict empirical threshold beyond which all productivity is lost — it is a design target that emerged from observed productivity patterns in terminal systems
  • It does not mean that animations and transitions must be under 400ms total; a deliberate 250ms entrance animation is fine. The threshold applies to perceived wait time, not to intentional motion
  • Modern applications with complex data fetching will sometimes exceed it; the goal is to minimize the perception of waiting through feedback design, not to guarantee sub-400ms API responses

Best Practices

  • Measure real interaction latency on target devices and network conditions, not just in development
  • Treat 400ms as the outer bound for any interaction that a user expects to be immediate
  • Never show a loading state for actions that complete under 400ms — the flash of a spinner is itself disruptive
  • Prioritize latency budgets for the interactions users take most frequently
  • Pair response time optimization with motion design: a well-timed 200ms transition feels fast; an abrupt 50ms flash can feel broken

Version History

  • 20e34c4 Current 2026-08-19 23:21

    优化技能描述,增加使用场景触发词和边界说明,解决与其他技能的重叠冲突,并强制描述格式规范。

  • acc3e57 2026-07-25 05:15

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