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Responsive layout pass covering breakpoints, touch targets, safe areas, and fluid type. Use when the UI has layout or touch issues on mobile/tablet, when…
Full spec-driven pipeline — walks brief → tokens → shape (spec) → craft (build) → converge → ship in one guided run. Writes `.ui-craft/spec.md`. Run when starting a net-new surface from scratch.
> /plugin marketplace add educlopez/ui-craft > /plugin install ui-craft@ui-craft
How it fires
How this command gets triggered: by you, by Claude, or both.
/sddesignContext preview
What this command does when you run it.
Full spec-driven pipeline — walks brief → tokens → shape (spec) → craft (build) → converge → ship in one guided run. Writes `.ui-craft/spec.md`. Run when starting a net-new surface from scratch.
description: Full spec-driven pipeline — walks brief → tokens → shape (spec) → craft (build) → converge → ship in one guided run. Writes `.ui-craft/spec.md`. Run when starting a net-new surface from scratch. argument-hint: "[surface: dashboard | landing | auth | <custom name>]"
Run the spec-driven design pipeline for `$ARGUMENTS`. Load the `ui-craft` skill.
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This command **sequences existing phase commands**. It MUST NOT re-implement or duplicate any logic from them. Every composition rule, wireframe algorithm, craft rule, and convergence engine lives in the phase commands. This command contributes only:
1. Gate detection (does the artifact exist?) 2. Offer prompts (run phase X or skip?) 3. Progress reporting (the checklist) 4. Degraded-mode honesty (what was skipped and what that costs)
When in doubt: call the phase command, don't inline its steps.
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Print this at the start and update it after each gate resolves:
[ ] brief [ ] tokens [ ] shape (spec) [ ] craft (build) [ ] converge [ ] ship
Use `[✓]` for completed/skipped-with-artifact, `[>]` for the current gate, `[–]` for skipped-without-artifact (degraded).
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Check: does `.ui-craft/brief.md` exist?
**If yes:** mark `[✓] brief`. Note that brief §6 learned constraints and the a11y/correctness floor are in effect for all downstream gates — they take precedence over any spec.md composition choice.
**If no:** offer to run `/brief` now.
Check: does a token spine exist? (Look for CSS variables `--color-*`, `--font-*`, `--accent-*`, a Tailwind `theme.extend` with tokens, or a token file.)
**If yes:** mark `[✓] tokens`.
**If no:** offer to run `/tokens` now.
**Existing-surface guard:** Before running `/shape`, check if `.ui-craft/spec.md` already contains a `## Surface: <name>` block for this surface. If it does, do NOT re-run shape and blindly append a duplicate section — offer to update the existing section or skip shape (the spec already exists).
Run `/shape` for the surface described in `$ARGUMENTS`. Shape produces its full five-step output (content inventory, ASCII layout, state list, open questions).
**Persist in pipeline (default):** Inside the `/sddesign` pipeline, shape's Step 6 spec persist is the default — it is auto-confirmed unless the user explicitly opts out of the spec gate. The persist writes `.ui-craft/spec.md` (or appends the surface section). This is the whole point of the pipeline.
Run `/craft <surface>` where `<surface>` matches the description in `$ARGUMENTS`.
`/craft` declares the **Craft Read** (`references/craft-intent.md`) before building — surface kind, audience, theme/accent, DESIGN_VARIANCE, and the one **signature bet**. The signature bet is built inside this gate, not deferred to converge or polish. If the spec section names a composition, the Craft Read must be consistent with it.
`/craft` loads `.ui-craft/spec.md` before building. If `[✓] shape (spec)` was set, the spec's chosen composition, component inventory, state lattice, and acceptance bar take precedence over recipe defaults — every acceptance bar item from the spec must be green before craft reports done.
If `[–] shape (spec, unsaved)`, craft builds against the shape output printed to the terminal. Note in the checklist.
Mark `[✓] craft (build)` when the build completes.
Run the `visual-anti-slop` preset from `../skills/ui-craft/references/loops.md`. This iterates — evaluate → fix one → re-evaluate — until the zero-critical gate passes or the budget is exhausted (default budget: 3 iterations).
Run `/finalize` verdict. Finalize reports READY / NOT READY / BLOCKED based on the 10-pass finish bar and the brief/token gate.
Print the final verdict and the complete resolved checklist:
[✓] brief [✓] tokens [✓] shape (spec) [✓] craft (build) [✓] converge [✓] ship
**Degraded-mode honesty.** If any gate was marked `[–]`, list them in the ship verdict with their downstream impacts:
> "Skipped gates: tokens (skipped) → token spine not validated; shape (spec, unsaved) → acceptance bar not persisted. These gaps reduce the ship verdict's confidence."
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Brief §6 learned constraints and the a11y/correctness floor take precedence over spec.md composition choices at every gate. If a constraint conflicts with a spec.md decision, the constraint wins — update the spec section to reflect the winning choice and note the brief §6 reference.
**Next step:** Ship. The pipeline already walked rungs 1 to 3; `.ui-craft/spec.md` is the record for the next session.
Ship designer-grade UI by default. A design engineering system for AI coding agents — install it as a skill or as the ui-craft CLI, and your agent starts designing like it has taste. Ask for a dashboard, get one you'd put in production.
Repo: educlopez/ui-craft
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