ui-design
claudeUI design skills: color palettes, typography systems, layout grids, responsive breakpoints, dark mode specs, visual hierarchy, and brand alignment.
19 skills · 5 commands
Interaction design skills: micro-interactions, animation principles, state machines, gesture patterns, error handling UX, and feedback patterns.
Plugin interaction-design from marketplace designer-skills in Owl-Listener/designer-skills. Commands read from the repo's manifest — 1 month ago.
animation-principlesApply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.
conversational-uxDesign voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.
doherty-thresholdApply the Doherty Threshold — keep system response under 400ms to preserve user flow. Use when diagnosing perceived slowness or setting a performance budget. For what to show during unavoidable waits, use `loading-states`.
error-handling-uxDesign error prevention, detection, and recovery across a product — message content, placement, and escape routes. Use when errors span multiple flows. For validation inside a single form, use `form-design`.
feedback-patternsDesign confirmations, status updates, and notifications that tell users an action registered. Use when the system must acknowledge success or change. For waiting states use `loading-states`; for failures use `error-handling-ux`.
fitts-lawApply Fitts's Law — target acquisition time depends on size and distance. Use when sizing and positioning controls, especially for touch. For how many controls to show at once, use `hicks-law`.
form-designDesign a form end to end — field order, grouping, validation, and completion. Use when the artifact is a form. For product-wide error strategy use `error-handling-ux`; for first-run signup use `onboarding-design`.
gesture-patternsDesign gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, use `platform-conventions` (ui-design).
hicks-lawApply Hick's Law — decision time grows with the number of simultaneous choices. Use when a screen offers too many options at once. For how many items survive in memory afterwards, use `millers-law`.
interfaces-that-feelApply an emotional resonance lens to a UI that is technically correct but flat, prescribing changes at the copy, motion, and interaction layer. Use when a design tests fine but lands cold. For the polish-perception argument, use `aesthetic-usability` (ui-design).
jakobs-lawApply Jakob's Law — users expect your product to work like the others they already use. Use when deciding whether to innovate on a familiar pattern. For OS-mandated conventions specifically, use `platform-conventions` (ui-design).
loading-statesDesign waiting experiences — spinners, skeletons, optimistic updates, and progressive reveal. Use when content takes time to arrive. For the latency budget itself use `doherty-threshold`; for success confirmation use `feedback-patterns`.
micro-interaction-specSpecify one micro-interaction completely — trigger, rules, feedback, loops, and modes. Use when handing a single interaction to engineering. For motion craft alone use `animation-principles`; for multi-state components use `state-machine`.
millers-lawApply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.
navigation-patternsSelect and design a navigation pattern — tabs, drawer, hierarchy, or hub — matched to product structure and user tasks. Use when choosing how users move between sections. For the underlying content structure, use `information-architecture` (ux-strategy).
onboarding-designDesign the first-run experience — activation path, progressive disclosure, and time to first value. Use for a user's very first session. For the mechanics of the signup form itself, use `form-design`.
peak-end-ruleApply the Peak-End Rule — a flow is remembered by its most intense moment and its last. Use when designing completion, celebration, or cancellation moments. For sustaining engagement mid-flow, use `zeigarnik-effect`.
search-uxDesign search — query input, zero results, refinement, and result presentation. Use when users retrieve rather than browse. For browse structure, use `navigation-patterns`.
serial-position-effectApply the Serial Position Effect — first and last items in a sequence are recalled best. Use when ordering menus, lists, and steps. For emphasising one item regardless of its position, use `von-restorff-effect` (ui-design).
state-machineModel component behaviour as explicit states, events, and transitions. Use when a component has many interacting states that must be exhaustive. For the feel and feedback of a single interaction, use `micro-interaction-spec`.
teslers-lawApply Tesler's Law — every process has irreducible complexity that someone must absorb. Use when deciding whether the product or the user carries it. For reducing apparent choice, use `hicks-law`.
zeigarnik-effectApply the Zeigarnik Effect — incomplete tasks stay mentally active. Use when designing progress indicators, saved drafts, and return hooks. For the emotional shape of the ending, use `peak-end-rule`.
/interaction-design:design-formDesign a form end to end — structure, decision points, chunking, validation, errors, and completion.
/interaction-design:design-interactionDesign a complete interaction flow for a feature or component.
/interaction-design:design-onboardingDesign a first-run experience end to end — activation path, progressive disclosure, and time to first value.
/interaction-design:error-flowDesign an error flow end to end — prevention, detection, messaging, and recovery paths.
/interaction-design:map-statesModel a component's states and transitions end to end — states, events, guards, and edge cases.
UI design skills: color palettes, typography systems, layout grids, responsive breakpoints, dark mode specs, visual hierarchy, and brand alignment.
19 skills · 5 commands
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11 skills · 3 commands
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19 skills
Comprehensive PR review agents specializing in comments, tests, error handling, type design, code quality, and code simplification
1 command · 6 agents
Professional UI/UX design intelligence for AI coding assistants. Includes searchable databases of styles, colors, typography, charts, and UX guidelines for React, Next.js, Astro, Vue, Nuxt.js, Nuxt UI, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui, Jetpack Compose, Angular, Laravel, JavaFX, and Three.js.
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tasteskill 2.5.1: professional company websites at the figma.com and x.ai level, with one section per screen, real photographs, real product UI, effects kept for tech and gaming pages, and a real-browser checker and finish gate.
1 skill
Design fluency for frontend development. 1 skill with 24 commands (/impeccable polish, /impeccable audit, /impeccable critique, etc.) and curated anti-pattern detection.
1 skill · 4 agents · hooks
Build, preview, and test UI components with Storybook.
7 skills
This page updates itself from your repo. Add the badge to your README, or get it Featured to pin it above the organic results with a followed link to your site.