friction-log
File contributor or agent papercuts as GitHub issues labeled friction, or investigate those issues as the daily friction-log Cloud Agent. Use when you hit repo…
State-first design pass — inventories and implements all non-happy states (loading, empty, error, partial, conflict, offline) before the happy path, and refactors impossible boolean state to proper state machines. Use when starting a new screen, reviewing an existing one for
$ npx -y skills add educlopez/ui-craft --skill unhappy --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unhappyContext preview
The summary Claude sees to decide when to auto-load this skill.
State-first design pass — inventories and implements all non-happy states (loading, empty, error, partial, conflict, offline) before the happy path, and refactors impossible boolean state to proper state machines. Use when starting a new screen, reviewing an existing one for
name: unhappy description: "State-first design pass — inventories and implements all non-happy states (loading, empty, error, partial, conflict, offline) before the happy path, and refactors impossible boolean state to proper state machines. Use when starting a new screen, reviewing an existing one for edge-case gaps, or when the user says \"handle the error state\" / \"add loading states\" / \"what happens when data is missing\". Invoke when the user asks for unhappy on their UI, or mentions 'unhappy' alongside design / UI / frontend work."
<!-- HARNESS MIRROR — do not edit here. Canonical source: skills/ or commands/. After editing source, copy into cli/assets/<harness>/ and repo-root harness mirrors. -->
**Context:** this sub-skill is one lens of the broader `ui-craft` skill. If the `ui-craft` skill is also installed, read its SKILL.md first for Discovery + Anti-Slop + Craft Test, then apply the specific lens below.
Design every non-happy state for the UI at `$ARGUMENTS`. Load the `ui-craft` skill and read `references/state-design.md`.
**Step 1 — Inventory.** List every data source and interactive surface in the target. For each, enumerate its states:
| Surface | idle | loading | empty | error | partial | conflict | offline | |---------|------|---------|-------|-------|---------|----------|---------|
Mark each cell as **designed** (exists in code), **missing** (must add), or **N/A** (not applicable — e.g., a read-only view has no conflict state).
**Step 2 — Fill the missing states.** For each missing state, either stub it inline or add a follow-up task comment. Use `references/state-design.md` for:
**Step 3 — Audit the happy path.** Flag every spot where the happy path assumes resource presence without checking. Fix with early-returns, state guards, or discriminated-union state handling. Booleans like `isLoading && !error && data` that allow impossible states are findings — refactor to a proper state machine or reducer.
**Step 4 — Optimistic UI + reconciliation.** For offline-likely actions (saves, sends, edits, toggles), implement optimistic UI with reconciliation on reconnect. Queue writes locally. Surface any rejected writes — never swallow them.
**Knob gating (CRAFT_LEVEL):**
| CRAFT_LEVEL | Required states to stub | |-------------|-------------------------| | ≤ 4 | idle, loading, error | | 5-7 | idle, loading, empty, error, success | | 8+ | all six — add partial, conflict, offline |
If `CRAFT_LEVEL` is unknown, default to 7.
**Convergence note:** To iterate until all required states are present, load `skills/ui-craft/references/loops.md` and run preset `state-coverage` (budget = the default loop budget defined in loops.md): after stubbing the highest-priority missing required state, re-inventory until all knob-required states are present or budget exhausted. Emit the pre-flight cost notice before iteration 1.
**Output:** edit the code directly. After each file, print the Review Format table from SKILL.md:
| Before | After | Why | | --- | --- | --- | | no loading state on `<ProjectList>` | skeleton rows matching final layout, 200ms delay | prevents "is it broken?" perception; avoids CLS | | generic "Error" toast | inline error with specific cause + retry + support ID | recoverability (heuristic 9) |
One row per state added. No full diffs.
**Next step:** `/harden` — implement the states you just designed (rung 1).
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
File contributor or agent papercuts as GitHub issues labeled friction, or investigate those issues as the daily friction-log Cloud Agent. Use when you hit repo…
Dense dashboard / admin / Bloomberg / Retool / data-heavy internal tools. Locked knobs: CRAFT=7, MOTION=3, DENSITY=9. IBM Plex + mono numbers, semantic…
Editorial / magazine / long-form / Medium / Substack / content-heavy UIs. Locked knobs: CRAFT=9, MOTION=4, DENSITY=3. Serif display + humanist body, wide…
Minimal / clean / Linear / Notion / Vercel / whitespace-heavy UIs. Locked knobs: CRAFT=8, MOTION=3, DENSITY=2. Monochrome + one accent, Inter/Geist, hairline…
Use for UI design and implementation work to avoid generic AI-looking interfaces. Provides anti-slop rules, a required discovery phase before coding, and…
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…