feat: salvage frontend design guidance (#1816)

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Affaan Mustafa
2026-05-12 14:44:17 -04:00
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---
name: frontend-design-direction
description: Set an ECC-specific frontend design direction for production UI work. Use when building or improving websites, dashboards, applications, components, landing pages, visual tools, or any web UI that needs stronger product-specific design judgment.
origin: community
---
# Frontend Design Direction
Use this skill when the work is not just making UI function, but making it feel
purposeful, polished, and appropriate to the product domain.
Source: salvaged from stale community PR #1659 by `linus707`.
Note: ECC intentionally does not rebundle the canonical Anthropic
`frontend-design` skill. Install that from `anthropics/skills` when you want the
official upstream skill. This skill is the ECC-specific design-direction salvage
of the useful local guidance from #1659.
## When to Use
- The user asks to build a web page, app, dashboard, artifact, component, or UI.
- The user asks to make an interface more polished, distinctive, beautiful, or
less generic.
- The implementation needs visual hierarchy, typography, color, motion, layout,
and interaction choices.
- The current UI works but reads as flat, generic, templated, or mismatched to
the audience.
## Design Direction
Before coding, choose a specific direction:
1. Purpose: what job does the interface do?
2. Audience: who repeats this workflow, and what do they need to scan first?
3. Tone: utilitarian, editorial, playful, industrial, refined, technical,
maximal, minimal, dense, calm, or another explicit direction.
4. Memorable detail: one design idea that makes the result feel intentional.
5. Constraints: framework, accessibility, performance, responsiveness, and
existing design system.
Match the direction to the domain. A SaaS operations tool should usually be
dense, quiet, and scannable. A portfolio, launch page, game, or editorial piece
can be more expressive. Do not force a landing-page composition onto a tool that
needs repeated daily use.
## Implementation Guidance
- Build the actual usable experience as the first screen unless the user
explicitly asks for marketing copy.
- Use existing project components, tokens, icon libraries, and routing patterns
before introducing a new visual system.
- Use real or generated visual assets when the interface depends on images,
products, places, people, gameplay, charts, or inspectable media.
- Prefer contextual typography and spacing over generic oversized hero text.
- Keep palettes multi-dimensional: avoid a UI dominated by one hue family.
- Use CSS variables or existing design tokens so the direction remains
coherent across states.
- Design responsive constraints explicitly: grids, aspect ratios, min/max
sizes, stable toolbars, and fixed-format controls should not shift when labels
or hover states appear.
- Use motion sparingly but deliberately. Prefer high-signal transitions that
clarify state over decorative animation.
- Verify text fit on mobile and desktop. Long labels must wrap or resize
cleanly rather than overflowing.
## Anti-Patterns
- Do not default to common generated patterns: purple gradients, decorative
blobs, oversized cards, vague hero copy, or stock-like atmospheric media.
- Do not add UI cards inside other cards.
- Do not use a single decorative style everywhere when the domain calls for
restraint.
- Do not hide the primary product, tool, object, or workflow behind generic
marketing sections.
- Do not add a new dependency for a design flourish unless it clearly pays for
itself.
- Do not describe the UI's features inside the UI when the controls can speak
for themselves.
## Review Checklist
- The first viewport immediately communicates the product, workflow, or object.
- The visual hierarchy supports scanning and repeated use.
- Typography fits the container and does not overlap adjacent content.
- Color choices have contrast and do not collapse into a one-note palette.
- Icons are used for familiar tool actions where available.
- Responsive layout has stable dimensions for boards, grids, toolbars,
controls, tiles, and counters.
- Assets render and carry the subject matter instead of acting as filler.
- Motion improves orientation and does not mask sluggishness.
- The result matches the repo's existing frontend conventions unless there is a
clear reason to depart.

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---
name: make-interfaces-feel-better
description: Apply concrete design-engineering details that make interfaces feel polished. Use when reviewing or improving UI spacing, typography, borders, shadows, motion, hit areas, icons, text wrapping, and interaction states.
origin: community
---
# Make Interfaces Feel Better
Use this skill for the small design-engineering details that compound into a
more polished interface.
Source: salvaged from stale community PR #1659 by `linus707`.
## When to Use
- The user says the UI feels off, flat, generic, cramped, jumpy, or unfinished.
- You are building controls, cards, lists, dashboards, navigation, forms, or
toolbars.
- A component needs hover, active, focus, enter, exit, loading, or empty states.
- A frontend review needs specific before/after recommendations.
## Core Principles
### Concentric Radius
For nearby nested rounded surfaces:
```text
outer radius = inner radius + padding
```
If padding is large, treat layers as separate surfaces instead of forcing the
math. The point is optical coherence, not formula worship.
### Optical Alignment
Geometric centering is not always visual centering. Icon buttons, play
triangles, arrows, stars, and asymmetric icons often need a small offset. Fix the
SVG when possible; otherwise adjust with a pixel-level margin or padding change.
### Shadows And Borders
Use borders for separation and focus rings. Use layered shadows when a card,
button, dropdown, or popover needs depth. Shadows should be transparent and
subtle enough to work across backgrounds.
### Text Wrapping
- Use `text-wrap: balance` on headings and short titles.
- Use `text-wrap: pretty` on short-to-medium body text, captions, descriptions,
and list items.
- Avoid both on long prose, code, and preformatted content.
- Use `font-variant-numeric: tabular-nums` for counters, timers, prices, tables,
and other updating numbers.
### Font Smoothing
On macOS, apply antialiased font smoothing at the root layout when the project
does not already do so:
```css
html {
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
```
### Image Outlines
Images often need a subtle inset outline so their edges do not blur into the
surface.
```css
img {
outline: 1px solid rgba(0, 0, 0, 0.1);
outline-offset: -1px;
}
@media (prefers-color-scheme: dark) {
img {
outline-color: rgba(255, 255, 255, 0.1);
}
}
```
Use neutral black or white alpha outlines. Do not tint image outlines with the
brand palette.
### Motion
Use CSS transitions for interactive state changes because they can retarget
when the user changes intent mid-motion. Reserve keyframes for staged
one-shot entrances or loading sequences.
Good motion defaults:
- Enter: combine opacity, small `translateY`, and optionally blur.
- Exit: shorter and quieter than enter, usually 150ms.
- Press: `scale(0.96)` for tactile buttons, with a way to disable it when the
movement distracts.
- Icon swaps: cross-fade with opacity, scale, and blur instead of instant
visibility toggles.
### Transition Scope
Never use `transition: all`. Specify the changed properties:
```css
.button {
transition-property: transform, background-color, box-shadow;
transition-duration: 150ms;
transition-timing-function: ease-out;
}
```
Use `will-change` only for first-frame stutter on compositor-friendly
properties such as `transform`, `opacity`, and `filter`. Never use
`will-change: all`.
### Hit Areas
Interactive controls should have at least a 40x40px hit area, ideally 44x44px
where the layout allows it. Expand with a pseudo-element when the visible icon
is smaller, but do not let expanded hit areas overlap.
## Review Output
When reviewing a UI polish pass, report concrete changes in before/after rows:
| Principle | Before | After |
| --- | --- | --- |
| Concentric radius | Same radius on parent and child | Parent radius accounts for padding |
| Tabular numbers | Counter shifts as digits change | Counter uses `tabular-nums` |
| Transition scope | `transition: all` | Explicit transition properties |
Include file paths and properties when they are not obvious from the snippets.
Omit principles that you checked but did not change.
## Checklist
- Nested rounded elements are optically coherent.
- Icons are visually centered.
- Buttons, cards, and popovers use borders or shadows for the right reason.
- Headings and short text avoid awkward wrapping.
- Dynamic numbers use tabular numerals.
- Images have neutral outlines where needed.
- Enter and exit animations are split, subtle, and interruptible where
appropriate.
- Buttons have tactile active states without exaggerated motion.
- `transition: all` and `will-change: all` are absent.
- Small controls still have usable hit areas.