5.9 KiB
5.9 KiB
name, description, metadata, user-invocable
| name | description | metadata | user-invocable | ||
|---|---|---|---|---|---|
| design-ui | Design and build polished, non-generic UI for this TanStack Start + React + Tailwind v4 + shadcn/Radix app. Use whenever you create or restyle any interface surface — pages, landing pages, dashboards, forms, modals, nav, and game overlays (start screens, HUD, menus). Covers design tokens, layout, typography, color, spacing, motion, and the anti-"AI-slop" rules that keep output from looking generic. Triggers on "design", "UI", "make it look good", "polish", "landing page", "theme", "style", "redesign", "ugly", "clean up". |
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false |
Design & UI
Make interfaces that look intentional and premium, not template-generic. This is
the single biggest quality lever in the app builder. Apply it to DOM / overlay
UI — pages, chrome, HUD, menus, forms. (For a 3D game's gameplay canvas, see
the building-games skill; this skill governs the DOM UI layered over it.)
Read references/ for depth (loaded on demand — don't inline it all):
references/refined-ui.md— the full product-chrome/overlay design system.references/typography.md— type scale, pairing, rhythm.references/surfaces.md— elevation, borders, shadows, layering.references/animations.md— motion, easing, transitions.references/performance.md— keep UI smooth (60fps, no jank).
1. Design-system-first (do this before styling anything)
Define the system once, then compose from it. Never sprinkle ad-hoc values.
- Tokens in CSS (Tailwind v4 is CSS-first). Put the palette, radii, and fonts
in
src/styles.cssunder@themeas CSS variables; consume them as Tailwind utilities. One source of truth.@import "tailwindcss"; @theme { --color-bg: #0b0b0f; --color-surface: #16161d; --color-fg: #e7e7ea; --color-muted: #a0a0ab; --color-primary: #14b8a6; --color-border: #26262f; --radius: 0.75rem; --font-sans: "Inter", system-ui, sans-serif; } - Use shadcn/ui components (Radix primitives +
cvavariants +tailwind-merge) for buttons, dialogs, dropdowns, inputs, etc. They're accessible and consistent. Generate them intosrc/components/ui; style via tokens, not inline hex. - Tailwind v4 base fix — buttons need a pointer cursor. v4's Preflight makes
<button>usecursor: default, which feels broken. Add this once insrc/styles.cssso buttons/clickable roles show a pointer:@layer base { button:not(:disabled), [role="button"]:not(:disabled) { cursor: pointer; } } - Ban ad-hoc styling: no raw hex in JSX, no
text-white/bg-blackliterals, no arbitrary values likep-[16px]ortext-[13px]. If you need a value, it becomes a token or a scale step.
2. The quantified rubric (cheap rules that prevent "ugly")
- ≤ 3–5 colors total (one primary + neutrals + at most one accent). No random extra hues. Don't default to purple unless asked.
- ≤ 2 font families (often one). Pair a display/heading with a body, or use one.
- Line-height 1.4–1.6 for body; tighter for large headings.
- When you override a background color, override the foreground/text color too (contrast must hold — check both light and dark).
- Mobile-first: design the ~390px layout first, then scale up. No horizontal overflow; tap targets ≥ 44px.
- Consistent spacing scale (4/8-based). Generous whitespace beats cramming.
- One accent, used sparingly for primary actions — not everywhere.
3. Anti-AI-slop (the tells that make output look generic — avoid)
- No gradient-blob filler, no giant hero gradients as a substitute for content.
- No emoji as icons — use a real icon set (
lucide-react). - No hand-drawn SVG illustrations/maps/charts — use real libraries (
rechartsfor charts) or real generated images. - No placeholder images / lorem-gray boxes in the final product — generate
real images or use real content; set
crossOrigin="anonymous"on canvas images. - Avoid the overused-font look (default system-only, or Comic Sans-tier picks).
- Every element earns its place. Cut decorative noise. Establish a system, then vary with intent — not randomness.
- Match the existing UI when editing an app in place; don't introduce a second visual language.
4. Layout & hierarchy
- Clear visual hierarchy: one primary action per view; size/weight/color express
importance. See
references/typography.mdandreferences/surfaces.md. - Use real layout structure (grid/flex, container max-widths), not absolute-position hacks. Align to a consistent grid.
- Empty states, loading states, and error states are part of the design — don't ship blank/janky intermediate states.
5. Motion (subtle, purposeful)
- Short, eased transitions (150–250ms) on hover/press/enter; respect
prefers-reduced-motion. Details inreferences/animations.md. - Never animate layout in a way that causes jank; prefer transform/opacity.
6. Game overlays (when this pairs with building-games)
The gameplay canvas is owned by building-games. This skill styles the DOM
overlay: start/"click to play" screen, HUD, score, menus, pause, mobile
controls. Keep overlay readable over the canvas (backdrop, contrast), and keep it
out of the pointer-lock/gameplay input path.
Finish checklist (before you call UI done)
- Tokens defined in
@theme; no ad-hoc hex / arbitrary values in JSX. - ≤ 5 colors, ≤ 2 fonts, consistent spacing scale.
- Contrast holds; foreground overridden wherever background is.
- Mobile (~390px) has no overflow; targets ≥ 44px.
- Real icons/images/charts — none of the anti-slop tells.
- Loading/empty/error states handled; motion subtle and reduced-motion-safe.
- Rendered and eyeballed in a browser (see AGENTS.md verification), not just curl.