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swapnil-saalswapnil-saal/agentic-react-starter/.claude/skills/ui-design/SKILL.md

ui-design

Skill0 starsChanged 2 months agoMITView on GitHub

Visual and interaction design standards for this app — hierarchy, spacing, colour, states, accessibility, and motion. Use when designing or reviewing any screen, layout, or component's appearance.

59 other projects use a version of this.

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Used with

Projects with it also use harness-design, graphic-design and 9 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
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The file

We split this skill into the rules it gives an agent

7 rules. 0 are common, 7 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 50 edited versions we read keep these.

  • 7

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Every screen must answer, at a glance: what is this, what matters most, what can I do here.

    line 13
  2. Distinctive:

    Use the scale, never arbitrary values.

    line 26
  3. Distinctive:

    Every interactive element is reachable and operable by keyboard, in a sensible tab order, with a visible focus ring.

    line 53
  4. Distinctive:

    Never encode meaning in colour alone — pair it with an icon, a label, or text.

    line 57
  5. Distinctive:

    Never surface a raw exception or a bare "Something went wrong".

    line 77
  6. Distinctive:

    No horizontal page scroll at any width.

    line 94
  7. Distinctive:

    Every card carrying an icon, a badge, and a chevron whether or not they mean anything.

    line 103

“Common” is measured: kept by at least 6 in 10 of the 50 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

UI design standards

Craft judgement for this app. The design-system skill covers which component and which token; this covers whether the result is actually good.

Hierarchy first

Every screen must answer, at a glance: what is this, what matters most, what can I do here. Establish that with size, weight and spacing — in that order — before reaching for colour.

  • One h1 per screen. Don't skip heading levels.
  • One primary action per view: exactly one <Button> on its default solid variant. Everything else is outline, subtle or ghost. Two competing primaries means neither reads as primary.
  • Group related things with proximity, not with borders. Reach for whitespace before a divider, and a divider before a box.

Spacing

Use the scale, never arbitrary values. Spacing carries meaning: elements that belong together sit closer than elements that don't.

  • Within a component: <Stack gap={2}>
  • Between related blocks: <Stack gap={4}>
  • Between sections: <Stack gap={8}>
  • Be consistent — the same relationship gets the same gap everywhere.
  • Vertical rhythm beats horizontal cleverness; prefer a single column that reads top-to-bottom over a dense grid.

Colour

  • Colour is the last tool for hierarchy, never the first, and never the only one — around 1 in 12 men has some colour-vision deficiency.
  • Reserve the accent for interactive things and the single primary action. An accent used decoratively stops signalling anything.
  • Semantic tones mean what they say: danger for destructive and errors, warning for reversible risk, success for confirmation, info for neutral context. Never pick a tone because you liked the colour.
  • Body text uses tone="muted"; reserve the default fg for headings and emphasis. Never use tone="subtle" for anything the user must read.

Contrast and accessibility

Non-negotiable, and cheap to get right:

  • Body text ≥ 4.5:1 contrast; large text and UI boundaries ≥ 3:1.
  • Every interactive element is reachable and operable by keyboard, in a sensible tab order, with a visible focus ring. Never remove the focus outline without replacing it with something clearer.
  • Icon-only controls always carry an aria-label.
  • Never encode meaning in colour alone — pair it with an icon, a label, or text.
  • Respect prefers-reduced-motion.
  • Touch targets ≥ 44×44px.

Lint catches a slice of this via jsx-a11y, and Base UI handles focus management and ARIA wiring inside the primitives. Passing lint is the floor, not the goal.

Design every state

An interface is not finished when the happy path renders. For each view, handle:

  1. Empty — first run, or a filter matching nothing. Say what this is and give the action that fills it. Use <EmptyState>, which takes an action prop for exactly this. Never show a bare blank.
  2. Loading — <Skeleton> matching the real content's shape for initial loads; a spinner only for short indeterminate waits. Never collapse layout height while loading; it causes content to jump.
  3. Error — say what failed, in plain language, and offer the next step. Never surface a raw exception or a bare "Something went wrong".
  4. Partial — some data present, some missing.
  5. Success — confirm that an action worked; don't leave the user guessing.
  6. Disabled — explain why via tooltip or helper text. A disabled control with no explanation is a dead end.

Motion

  • Fast and subtle: 150–200ms for most transitions, ease-out.
  • Animate transform and opacity. Avoid animating layout properties.
  • Motion should explain a change (where something came from, what became what), never decorate. If it doesn't aid comprehension, cut it.

Responsive

  • Design the narrow layout first; it forces real prioritisation.
  • Let content reflow and stack rather than shrinking text.
  • No horizontal page scroll at any width. Wide tables and diagrams get their own scroll container.

Avoid these tells

Patterns that make an interface look machine-generated:

  • Emoji as UI icons — use lucide-react.
  • Gratuitous gradients, heavy drop shadows, and glow effects.
  • Every card carrying an icon, a badge, and a chevron whether or not they mean anything.
  • Filler copy like "Welcome to your dashboard!" or "Manage your items here" — say something specific or say nothing.
  • Uniform gap everywhere, which flattens hierarchy into a grey mush.
  • Centre-aligned body text, or paragraphs wider than ~75 characters.
  • Decorative icons next to every heading.

Self-review before you finish

  • Does the screen read correctly in both light and dark mode?
  • Can I complete the main task using only the keyboard?
  • Is the primary action unmistakable?
  • What does this look like with no data, with one item, and with 500 items?
  • What does it look like at 375px wide?
  • Did I introduce a raw colour or pixel value, or a Tailwind palette class like bg-slate-800? (If so, replace it with a semantic token.)

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