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State Machineby Owl-Listener

State Machine Skill.

Describe what can happen next from every state of a component.

  • Interaction Design
  • Behavior Modeling
Source Review · State MachineSKILL.md
Task Interaction Design Produces • A state and event inventory for one focused concern. • A transition map with guards and entry or exit actions. • Error, recovery, and impossible-state cases for review. Before You Start No named state-machine package is required; actual implementation and tests remain downstream work.
Editorial summary · source reviewed 2026-10-07 · not a generated example

01 What It Does

Make Complex UI States Explicit

A finite-state modeling guide for UI components, covering events, guards, transitions, side effects, and recovery.

Source-based workflowNot an execution benchmark

The Working Approach

State Machine models interface behavior as explicit states and transitions rather than loosely related Boolean flags. It identifies events that move the component, guards that permit a transition, and actions that occur along the way. Forms, data requests, authentication, and multistep wizards are the source's examples.

The aim is a testable behavior specification. Each state needs a defined UI representation. Nonterminal states need an exit, and invalid combinations should be identified before implementation. The source does not select a state-machine library or claim to generate an exhaustive proof automatically.

Expected Deliverables

  • A state and event inventory for one focused concern.
  • A transition map with guards and entry or exit actions.
  • Error, recovery, and impossible-state cases for review.
See the Example Brief

From Brief to Review

  1. 01
    List States and Events

    Name meaningful modes and every trigger that can change them, beginning with the happy path.

  2. 02
    Define Valid Transitions

    Specify destinations, conditions, and side effects. Identify combinations the design must prevent.

  3. 03
    Add Recovery and UI Mapping

    Model failure, retry, cancellation, and exits; show what the interface looks like in each state.

02 When to Use It

When to Use It

No named state-machine package is required; actual implementation and tests remain downstream work.

A Good Fit

  • Interacting StatesUseful when loading, validation, permission, and error flags produce ambiguous combinations.
  • Design-to-Test HandoffGives designers and engineers the same vocabulary for behavior and edge cases.

Limits to Check

  • Not Animation CraftIt defines permissible behavior, not the timing or feel of a single micro-interaction.
  • Not Library-Specific CodeThe source provides a modeling approach without requiring XState or another runtime.

Bring These Inputs

  • Component GoalChoose one behavior or concern to keep the model readable.
  • Events and ConditionsInclude user actions, timeouts, responses, permissions, and validation rules.
  • UI OutcomesProvide visible states and expected recovery actions.

03 Decisions That Matter

Decisions That Matter

  1. Impossible States Surface Early

    The model forces a decision about combinations that ad hoc flags can accidentally allow.

  2. Recovery Is a First-Class Path

    An error state with no retry, cancel, or return route is visible as a dead end.

04 Try a Focused Brief

Try a Focused Brief

The example brief below has not been tested. Check the skill’s setup before using it.

Review the Setup

Use the repository's documented installation route and retain any referenced companion files. This entry describes a focused design method rather than an executable application.

Upstream Source File
https://github.com/Owl-Listener/designer-skills/blob/9a6930cf84a822eb458624bd11c61aac5bbdf224/interaction-design/skills/state-machine/SKILL.md

No named state-machine package is required; actual implementation and tests remain downstream work.

Start With One Deliverable

Adapt the scope, source material and constraints in this brief before running the skill.

Example Brief
Use state-machine to model a file upload with validation, progress, cancellation, failure, and retry. List states, events, guards, transition side effects, and UI representations. Explain which simultaneous states are invalid and how every nonterminal state can exit. Do not choose a runtime library yet.

Inspect the Result

Check the actual output against these observable criteria.

  • Every state maps to a visible UI condition.
  • Every transition has an event and any necessary guard.
  • Failure and cancellation do not leave an unexplained dead end.

OpenDesign provides a local design workspace for coding agents. This listing does not mean the skill is bundled or that its external tools, credentials and software dependencies are included.

05 Source and License

Source and License

This page describes the pinned source revision linked below. Upstream behavior and requirements can change.

Source Owner
Owl-Listener
License
MIT
Reviewed Snapshot
2026-10-07 · 9a6930cf84a8
Editorial Source Summary
A finite-state modeling guide for UI components, covering events, guards, transitions, side effects, and recovery.

Original summary by OpenDesign, based on the linked source. Repository stars are a dated popularity signal, not skill usage or a quality score.

06 Questions Before You Start

Questions Before You Start

Is a state machine only for complex apps?

It can describe a focused form or request flow. The value depends on interacting behavior, not the size of the whole application.

What is a guard?

A condition that must be true before a transition is allowed, such as valid input or sufficient permission.

Does it replace a user-flow diagram?

No. A user flow emphasizes paths through screens; a state machine emphasizes valid behavior within a component or concern.

OpenDesign

Make Room for the Next Design Iteration.

Keep your brief, source material and design work together in a local workspace. Check the skill’s own setup before adding it to your workflow.

Upstream Source File
https://github.com/Owl-Listener/designer-skills/blob/9a6930cf84a822eb458624bd11c61aac5bbdf224/interaction-design/skills/state-machine/SKILL.md