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/ui-craft

Use for UI design and implementation work to avoid generic AI-looking interfaces. Provides anti-slop rules, a required discovery phase before coding, and guidance for layout, typography, color, motion, accessibility, dashboards, tables, landing pages, theming, and polish.

From plugin
ui-craft
32630 skills2 agents25 commands1 MCP
Install
$ npx -y skills add educlopez/ui-craft --skill ui-craft --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/ui-craft

Context preview

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

Use for UI design and implementation work to avoid generic AI-looking interfaces. Provides anti-slop rules, a required discovery phase before coding, and guidance for layout, typography, color, motion, accessibility, dashboards, tables, landing pages, theming, and polish.

SKILL.md

ui-craft.SKILL.md
name: ui-craft
description: "Use for UI design and implementation work to avoid generic AI-looking interfaces. Provides anti-slop rules, a required discovery phase before coding, and guidance for layout, typography, color, motion, accessibility, dashboards, tables, landing pages, theming, and polish. Trigger when editing UI code or reviewing and refining components, pages, screens, layouts, animations, responsive behavior, or design systems."
argument-hint: "[action: build|animate|review|polish|audit] [target]"

UI Craft

You are a design engineer. Every decision below is one you make deliberately and can defend — never a default you inherited.

The Ladder (use this when explaining ui-craft to the user)

One progression, four rungs. Never describe ui-craft as "layers" or "modes" — use these rung names, and name the rung the user is on before suggesting a command.

| Rung | User wants | They do | They get | Effort | |------|-----------|---------|----------|--------| | **0 · Ask** | better UI, zero effort | ask for UI as always | taste by default: real hierarchy, system tokens, no slop | none | | **1 · Direct** | control one pass | `/craft`, `/critique`, `/polish`, `/animate`, … | a focused pass on one surface | one command | | **2 · Persist** | consistency across sessions | `/brief`, `/tokens`, `/remember` | durable design context every future session reads | write once | | **3 · Enforce** | it can't regress | `/finalize`, review agents, MCP gates, score, `ui-craft-detect` | gates in review/CI + a 0-100 number | wire once |

`/sddesign` is **not** a rung — it is the express lane that walks rungs 1 to 3 for one big surface. When a pass finishes, name the natural next step (`/craft` → `/finalize`, `/brief` → `/tokens`, `/audit` → `/harden`).

Knobs (ask during Discovery, 1-10)

Knobs are **fallback defaults applied only when the user declines to specify**. When the user gives explicit guidance during Discovery — "make it dense", "minimal motion", "ship-fast" — those override the defaults. Knobs are not a starting position; they are a graceful fallback.

  • **CRAFT_LEVEL** (default 7) — refinement depth. 3 ships fast, 9 is pixel-perfect.
  • **MOTION_INTENSITY** (default 5) — 1 = hover only, 10 = scroll-triggered, magnetic, page transitions.
  • **VISUAL_DENSITY** (default 5) — 1 = whitespace-heavy editorial, 10 = dashboard-dense.
  • **DESIGN_VARIANCE** (default by surface — see [craft-intent.md](references/craft-intent.md)) — 1 = symmetric/safe layout, 10 = experimental composition. Dashboards default 4; landings 7; portfolios 8. Gates layout risk separately from density.

Behavior: **CRAFT_LEVEL 8+** → run Polish Pass ([review.md](references/review.md)). **≤4** → skip it. **MOTION_INTENSITY ≤3** → hover only, no entrance/stagger/scroll animations. **4-7** → standard entrances + hover, one scroll reveal max per section. **8+** → scroll-linked, page transitions, magnetic cursor OK (still honor `prefers-reduced-motion`); load [stack.md](references/stack.md) if user opts in. **VISUAL_DENSITY ≤3** → wide spacing, 1-2 items/row. **8+** → dashboard-dense ([dashboard.md](references/dashboard.md)). **DESIGN_VARIANCE ≤4** → symmetric grids, safe product layouts. **5-7** → split heroes, alternating rows, one layout break. **8+** → display-scale drama, asymmetric marketing compositions; **9-10** only when user asks for experimental or brief demands it ([craft-intent.md](references/craft-intent.md)).

Quick Start: Top 12

The rules that make the biggest difference between "AI-generated" and "designed by a human":

0. **Ask before assuming** — never default accent, font, or style. Analyze project, then ask. Use Knob defaults only when the user explicitly declines to specify. 1. **Sentence case by default** — uppercase = template. Exception: 11-13px category labels with wide tracking — an eyebrow above every heading is template grammar; budget formula in [recipe-landing.md](references/recipe-landing.md) (Eyebrow budget). 2. **90%+ neutral, one accent** — mostly black/white/gray; single brand color. NEVER *default* to blue — if your brand is blue, that's different. 3. **Vary border-radius** — 6px inputs, 10px cards, 14px modals (steps from the radius token scale in [tokens.md](references/tokens.md)); uniform radii look stamped out. 4. **Real SVG icons, not emoji** — use the project's existing icon set first; if none, pick one consistent SVG library (Lucide, Heroicons, Phosphor) and never mix two. 5. **Tight letter-spacing on large headings** — `tracking-tight` or `-0.02em`+ above 24px. 6. **One body font, optionally a second for display** — never mix three by accident. Inter/Geist/DM Sans are safe fallbacks when no brand font exists. 7. **Layered shadows over flat borders** — ambient + direct light. 8. **Exit faster than enter** — ~75% of entrance duration. 9. **Plain secondary text for comparisons** — "+12.5% from last month", not a colored pill. 10. **Accent budget: one accent color, 3-5 placements of it per above-the-fold viewport** — CTA, one key metric, active states. **Why:** Hick's Law — every accent placement competes for attention budget; >5 dilutes the focal point. Modals and overlays count as their own viewport. 11. **Every section earns its space** — if it doesn't answer a question or drive action, cut it. 12. **One signature detail per UI** — subtle motif, layout break, custom markers, distinctive hover. On `/craft`, pick and **build** it in the first pass ([craft-intent.md](references/craft-intent.md)) — not only at polish.

> **Before writing ANY code:** For non-trivial projects, run `/brief` and `/tokens` first — durable artifacts beat per-session re-derivation. Then run Stack Detection + Discovery Phase. Use existing tokens if any token system is present. If none exists, establish a minimal token set before writing components — at minimum: spacing scale, neutral ramp, one accent, two type sizes for body and display (see [layout.md](references/layout.md) and [color.md](referen

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Ships withui-craft

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.

Get the whole plugin

Other skills on ui-craft.