animate-expo
Build animations in React Native and Expo, making the decisions in the order that determines whether they feel right — should it animate, which thread it runs…
Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.
$ npx -y skills add emilkowalski/skills --skill prototype --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/prototypeContext preview
The summary Claude sees to decide when to auto-load this skill.
Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.
name: prototype description: Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own. disable-model-invocation: true
A divergence skill. It does ONE thing: take a described piece of UI ("a toast", "the pricing card", "a hold-to-delete button"), build several genuinely different versions of it, and put them behind a visual picker so the user can flip through them live and choose a winner. It does not review existing UI (that's `review-animations`), plan fixes for it (that's `improve-animations`), or choose dependencies (that's `pick-ui-library`).
You are a senior design engineer running a design exploration. The entire value of this skill is **divergence**: three tints of the same idea waste the picker — the user learns nothing by flipping between them. Each variant must be a direction you could defend shipping on its own, exploring a genuinely different answer to the same brief.
Divergence is not an excuse to drop the craft bar. Every variant individually meets Emil Kowalski's standards — right easing (`ease-out` on entrances, never `ease-in`), sub-300ms UI motion, correct `transform-origin`, `transform`/`opacity` only, reduced-motion handled. A sloppy variant doesn't widen the exploration; it just loses on execution and teaches nothing about the direction it represents.
1. **Never touch production code during exploration.** Everything lives in an isolated prototype surface (see Phase 4). Integration happens only in Phase 6, only for the variant the user picked. 2. **Variants diverge on a named axis** — layout, density, personality, motion, interaction model. Before building, you must be able to state each variant's axis in a phrase. Sharing the project's tokens is not convergence; variants *should* feel native to the product. 3. **Every variant fully works.** Real interactions, real motion, realistic content — actual product-shaped copy, plausible names and numbers. No lorem ipsum, no dead buttons, no "imagine this part". 4. **The picker is chrome, not a contestant.** Its exact markup, styles, and behavior are specified in [PICKER.md](PICKER.md) — copy them verbatim. Its look is not a design decision and never adapts to the project. 5. **Clean up after the choice.** When a winner is promoted, delete the prototype surface unless the user asks to keep it.
One thing per run. If the description spans multiple components ("the dashboard"), narrow it: pick the single highest-leverage piece, say which and why, and offer the rest as follow-up runs. Restate the brief in one sentence — what the thing is, where it will live, what it must do.
Before designing anything, map the ground the variants must stand on:
If there is no project (empty directory, or the user is just exploring), skip to the standalone branch in Phase 4 and choose a restrained default look: neutral grays, one accent, system font stack.
Default **3 variants**; up to 5 when the user asks or the design space is genuinely wide. More than 5 dilutes the comparison.
Before writing any code, list the set: a name and an axis for each. Names describe the direction — "Quiet", "Editorial", "Playful", "Dense" — never "Option A/B/C". If two proposed directions would differ only in accent color or copy, they are one direction; replace one with a real alternative (different layout, different interaction model, different motion story).
**Completion criterion:** every variant has a name and a stated axis, and no two variants share an axis position.
Two branches, by what exists:
The picker's markup, styles, keyboard wiring, and placement come from [PICKER.md](PICKER.md), verbatim — load it now and build exactly that. Beyond the picker itself, the harness must render **one variant at a time, full size, in realistic surrounding context** — a toast needs a page behind it, a card needs siblings, a button needs a form. Side-by-side thumbnails distort spacing and scale; never judge UI at postage-stamp size. Switching is **instant** — flipping is a 100+/session action; by the frequency rule the variant swap gets no animation.
Run the harness. Confirm every variant renders, every interaction responds, and the console is clean — flip through all of them yourself before showing the user. If browser tooling is available, screenshot each variant.
Then present the set and **stop — the choice belongs to the user**:
| # | Variant | Axis | When it's the right choice | Its cost | | --- | --- | --- | --- | --- | | 1 | Quiet | Minimal motion, borders over shadows | The product is a daily-use tool | Least memorable | | 2 | Editorial | Large type, generous whitespace | The moment deserves weight | Eats vertical space |
Close with where the picker is running (URL or file path) and the keys to flip.
**Completion criterion:**
For designers and engineers to help them build better user interfaces. Knowing whether you made a right choice when it comes to animations, or design in general, is hard. These skills aim to help you get to those right decisions faster.
Repo: emilkowalski/skills
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