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Design et création · SKILL.md

frontend-design

frontend-design

Produce frontend UI that actually looks designed — a working spacing/type system, deliberate color use, real states, and restraint — instead of the generic AI-generated interface. Use when asked to build or restyle a UI, landing page, dashboard, or component, when output 'works but looks like a prototype', or to establish the visual system for a new app. Pr…

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Documentation de la Skill

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name: frontend-design description: "Produce frontend UI that actually looks designed — a working spacing/type system, deliberate color use, real states, and restraint — instead of the generic AI-generated interface. Use when asked to build or restyle a UI, landing page, dashboard, or component, when output 'works but looks like a prototype', or to establish the visual system for a new app. Produces working HTML/CSS (or framework components) built on an explicit token system, with hover/focus/empty/loading states included. For critiquing an existing design use design-critique; for auditing a design system use design-system-audit."

Frontend Design Skill

AI-generated UI has a recognisable smell: default blues, five different paddings, everything the same visual weight, no states. This skill produces interfaces that look decided — by making the decisions explicit as a token system, then spending contrast deliberately instead of everywhere.

Not quite this? Use frontend-design-pointer when you want Anthropic's upstream frontend-design skill instead of this library's.

What This Skill Produces

  • Working UI code (single-file HTML/CSS or framework components) built on an explicit token block
  • The token system: type scale, spacing scale, color roles, radius/shadow levels — small and consistent
  • The states: hover, focus-visible, active, disabled, empty, loading, error — designed, not defaulted

Required Inputs

Ask for (if not already provided):

  • What's being built and its emotional register (dense pro tool? calm consumer? playful?)
  • Brand constraints if any (colors, fonts, an existing product to match) — else the skill picks a deliberate palette and says so
  • The framework target (vanilla/React/Vue/Tailwind) — vanilla single-file is the default demo form

The System (build this first, then the UI)

  1. Type scale, one ratio. Pick a base (16px) and a ratio (1.25 for product UI, 1.333 for marketing); derive 5-6 sizes max. Two font families ceiling (one is usually right); weight does hierarchy work before size does.
  2. Spacing on a single scale. 4-or-8px base: 4/8/12/16/24/32/48/64. Every margin/padding/gap comes FROM the scale — the #1 tell of undesigned UI is seventeen distinct paddings. Related things sit closer than unrelated things (proximity is free information design).
  3. Color as roles, not decoration. Define roles: bg / surface / border / text / text-muted / accent / danger / success. ONE accent, spent where attention belongs — the primary action, the active state, the number that matters. The 90% of a designed UI is neutrals; if everything is colorful, nothing is. Check text contrast (4.5:1 body, 3:1 large) as you pick, not after.
  4. Depth and shape, one voice. 2-3 shadow levels, 2 radius values — used consistently by element class (inputs share a radius; cards share a shadow). Mixed radii on sibling elements reads as accident, because it is.
  5. Motion with restraint. 120-200ms ease-out on hover/expand; prefers-reduced-motion respected; nothing bounces in a pro tool.

The Craft Moves (what separates designed from default)

  • Hierarchy by subtraction — make everything quieter, then raise ONLY what matters: the page should answer "look here first" without arrows
  • Real content shapes — design with a long name, a zero, a 47-item list; lorem-ipsum layouts break on contact with reality
  • The states are the interface — empty states teach ("no reports yet — create your first"), loading states hold layout (skeletons, not spinners-in-a-void), focus-visible is styled (keyboard users see where they are), errors say what to DO
  • Alignment is invisible until broken — one grid, edges that line up, numbers right-aligned in tables
  • Density matches the job — dashboards earn compactness; marketing earns whitespace; mixing registers is the "prototype feel"

Output Format

  1. The token block first (CSS custom properties / theme object) with one line on each decision ("accent used 3 places only")
  2. The working code, componentised sensibly, states included inline
  3. A design-decisions note (5-8 lines): register chosen, where the accent is spent, what was deliberately left quiet

Quality Checks

  • Every spacing value in the code exists on the declared scale — zero ad-hoc paddings
  • One accent color, findable in ≤3 uses; body text contrast ≥4.5:1
  • Hover, focus-visible, disabled, empty, and loading states all present and styled
  • The "look here first" test passes — hierarchy is felt without instruction
  • Tested mentally against real content: the long name, the zero state, the overflow

Anti-Patterns

  • Do not decorate before systematising — tokens first, UI second, or consistency is luck
  • Do not spend the accent everywhere — a UI where everything is highlighted has no hierarchy, just noise
  • Do not ship default focus rings removed with nothing in their place — that's not minimal, it's broken
  • Do not design only the happy state — empty/loading/error are where users actually judge the product
  • Do not mix density registers — a marketing hero above a data grid needs a deliberate seam, not a collision

Example Trigger Phrases

  • "Build a landing page that looks designed."
  • "Restyle this UI."
  • "Make this dashboard look less generic."
  • "Establish the visual system for a new app."
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