applying-ui-design-system
Skill1 starsChanged 2 months agoMITView on GitHub
前端 UI 设计系统的选型与实现。当需要为产品选择视觉风格(Glassmorphism、Liquid Glass、Neubrutalism、Claymorphism、Neo-brutalism、拟物、扁平、极简、暗黑模式)、实现设计 token、CSS 变量、组件样式、主题切换、设计系统搭建、Tailwind 配置、shadcn/ui 定制时使用。
1 other project uses a version of this.
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- mike22890/opencode-skills-cnword for word, first seen Sep 13, 2026
Other versions1 project uses a version of this.
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- mike22890/opencode-skills-cn★ 1100% same
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The file
Files
设计语言选型
何时触发
关键词命中即触发:设计系统/风格/主题/暗黑/玻璃/拟物/新拟物/token/组件/Tailwind/shadcn。
判断先于执行:决定「是否做 / 选什么 / 如何取舍」(栈、方案、架构、权衡)前,先读领域判断内核
_kernel-frontend/README.md——它管 judgment,本秘典管 execution;冲突时以内核判断为准。
不同设计语言不可混搭。先选语言,再按 reference 落地组件。
风格决策
| 想要的感觉 | 选 | 加载 |
| 半透明、磨砂、轻盈、纵深感弱 | Glassmorphism | references/glassmorphism.md |
| Apple 风格、立体玻璃、环境光响应、弹簧动效 | Liquid Glass | references/liquid-glass.md |
| 粗框硬影、高饱和、纯平、反精致 | Neubrutalism | references/neubrutalism.md |
| 软糯黏土、大圆角、双内影、温暖 | Claymorphism | references/claymorphism.md |
每个 reference 自包含「核心要素 + CSS Tokens + 关键约束 + 组件 + 暗色模式 + 无障碍」全套。
共享铁律(跨风格)
无论选哪种风格,下列约束全部适用:
- 对比度 — 主文字 ≥ 4.5:1,大字体(≥18pt 常规 / ≥14pt 粗体)≥ 3:1。逐底色验证,不靠白底脑补。
:focus-visible— 必须可见;轮廓与底色有足够反差。键盘可达性是底线。prefers-reduced-motion: reduce— 禁用弹簧、滑入、parallax 等装饰动画;保留功能性 transition。prefers-contrast: more— 减少透明、增强边界、平化阴影。- 暗色模式 — 用语义 token 切换(如
--bg-surface),不要硬编码#fff/#000后再交换。
落地流程
- 选风格 — 一个项目通常一种主风格;可有第二风格作辅助层(如主体 Liquid Glass + 强调按钮 Neubrutalism)
- 导入 tokens — 复制对应
tokens-<style>.css到项目,按需扩展 - 按 reference 抄组件 — Card / Button / Modal / Nav 速查已就位
- 验证对比度 + 焦点 + 减弱动效 — 跑 a11y 自检
- 暗色模式映射 — 每个 token 都要有暗色对应
何时不要本 skill
- 仅需 vanilla CSS / Tailwind 默认组件 → 不需要设计系统选型
- 已有完整 design system(如 Material、Ant Design)→ 沿用,不重新选风格
- 后端工作 / 数据可视化主导 → 走 designing-architectures
性能基线
- 同屏
backdrop-filter元素 ≤ 3(Glassmorphism / Liquid Glass 限制) - 滚动容器内避免 blur(触发逐帧重绘)
- 阴影层叠 ≤ 3 层(Claymorphism 多内影时尤其注意)
- 低端设备:用
@supports或@media (hover: none)降级为纯色
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