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/make-interfaces-feel-better

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.

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$ npx -y skills add affaan-m/ECC --skill make-interfaces-feel-better --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/make-interfaces-feel-better

Context preview

The summary Claude sees to decide when to auto-load this skill.

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.

SKILL.md

make-interfaces-feel-better.SKILL.md
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.
metadata:
  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:

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:

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.

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:

.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.
Read more
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Your agent can write code, but ECC gives it a coordinated engineering system and toolbox: it plans before it builds, verifies changes with tests, reviews its own work from a fresh context, remembers what matters, and turns repeated wins into reusable skills

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