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/unhappy

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

From plugin
ui-craft
33430 skills2 agents25 commands1 MCP
Install
$ npx -y skills add educlopez/ui-craft --skill unhappy --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/unhappy

Context 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

SKILL.md

unhappy.SKILL.md
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:

  • Skeleton sizing (match final layout, 200ms delay, 5s upper bound)
  • Empty-state copy (why empty + next action + visual)
  • Error-state contract (specific cause + one-click recovery + support ID)
  • Offline handling (queue writes + reconcile on reconnect)

**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).

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