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