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/better-ui

Polishes the surfaces, icons and motion in your project with exact values for border radius, optical alignment, shadows, icon states and animation.

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interfaces
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$ npx -y skills add jakubkrehel/skills --skill better-ui --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/better-ui

Context preview

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

Polishes the surfaces, icons and motion in your project with exact values for border radius, optical alignment, shadows, icon states and animation.

SKILL.md

better-ui.SKILL.md
name: better-ui
description: Polishes the surfaces, icons and motion in your project with exact values for border radius, optical alignment, shadows, icon states and animation.

UI polish

This skill holds the visual polish for surfaces, icons and motion, with the exact value each detail takes. It applies once the underlying interaction is sound, and a polish finding never outranks a broken interaction.

Exact values, optional polish

The values below are exact, not ranges to approximate. `cubic-bezier(0.2, 0, 0, 1)` is not `cubic-bezier(0.4, 0, 0.2, 1)`, and `0.96` is not `0.95`. The optical nudges and the concentric padding cutoff are the exceptions. They are starting points, judged by eye.

Keep the project's component library, tokens and density, and match its motion language wherever no rule here gives a value. A deliberate and consistent project convention, such as a style with no shadows, is a preference and not a finding. The same detail done two ways within the project is a finding.

Text wrapping, font rendering, tabular numbers and text spacing belong to `better-typography`. Hit areas, keyboard support, ARIA and the reduced-motion requirement belong to `better-accessibility`. Grouping, section spacing, breakpoints and spatial RTL belong to `better-layout`, except directional icon mirroring. Color tokens and contrast measurement belong to `better-colors`.

Outer radius equals inner radius plus padding

Where nested surfaces share a visible, even inset, the outer radius is the inner radius plus the padding plus any border width. Past `24px` of padding, or where the padding is deliberately asymmetric, treat the layers as separate surfaces and keep each one's radius token. Recipes are in [surfaces.md](surfaces.md).

Align optically where geometry looks off

Where geometric centering looks off, nudge by eye. Give a button `2px` less padding on its icon side, shift a play triangle toward its point and fix asymmetric glyphs in the SVG itself. Recipes are in [surfaces.md](surfaces.md#optical-alignment).

Shadows for elevation, borders for structure

Where a border exists only to create depth, replace it with layered transparent `box-shadow` values. Keep borders on dividers, separators, table cells and selected states. Keep them on form inputs too, whose boundary needs 3:1 non-text contrast under `better-accessibility`. Focus rings belong to `better-accessibility` as well.

Forced-colors mode removes every `box-shadow`. Keep `border: 1px solid transparent` under a shadow ring so that mode still draws an edge. Recipes are in [surfaces.md](surfaces.md#shadow-recipes).

Outline images in pure black or white

Give content images a `1px` outline inset by `1px`. Use `oklch(0 0 0 / 0.1)` in light mode and `oklch(1 0 0 / 0.1)` in dark. Never use a palette near-black, a tinted neutral or the accent color, because the tint shows as a colored fringe on the image edge. Skip transparent artwork such as logos and illustrations. The recipe is in [surfaces.md](surfaces.md#image-outlines).

Transitions, not keyframes, for interactive state

Drive interactive state changes with CSS transitions or a motion library's springs, which retarget when the user reverses mid-flight. Keyframes run a fixed timeline and cannot reverse, so reserve them for sequences that run once. See [animations.md](animations.md).

Press scales to 0.96

A pressed button scales to `0.96` over `150ms` with `ease-out`, and a disabled one never scales. Give the button an opt-out where the motion would distract, through the component's existing variant API or a `static` prop. See [recipes for CSS, Tailwind and Motion](animations.md#scale-on-press).

High-frequency interactions get no animation

Keystrokes, row hovers and tab switches get instant feedback, or a transition of `150ms` or less on `opacity` or `background-color`. Reserve expressive motion for infrequent moments such as a view's first load, a success state or an empty state.

Every animated state change also leaves a static cue in the form of a color, icon or label. Motion is never the only feedback channel.

Gate motion behind the reduced-motion preference

`better-accessibility` owns the requirement, and no recipe here ships without it. Run movement, scale and blur only under `prefers-reduced-motion: no-preference`. Under reduced motion, replace them with an opacity cross-fade rather than removing the element instantly. Recipes for CSS, Tailwind and Motion are in [animations.md](animations.md#reduced-motion-fallback).

Stagger infrequent entrances by 100ms

Where sequence communicates hierarchy in a staged entrance, split the content into semantic chunks such as title, description and actions. Stagger them `100ms` apart, each entering with opacity, `4px` of blur and `12px` of `translateY` over `300ms` with `ease-out`. Never stagger routine interactions. See [enter-exit.md](enter-exit.md).

Exits are shorter and smaller than enters

Exit with opacity, `4px` of blur and a fixed `-12px` `translateY` over `150ms` with `ease-out`, never the full container height. Slide fully out only where the destination carries meaning, such as a drawer closing. Remove the element instantly where motion adds no information. See [enter-exit.md](enter-exit.md#exit-animations).

Skip state animations on first render

Set `initial={false}` on an `AnimatePresence` that wraps a state swap, so the default state does not animate in on mount. Never set it around an intentional entrance such as a staggered hero. See [animations.md](animations.md#skip-animation-on-page-load).

Cross-fade contextual icons with exact values

Where an icon swaps on an infrequent state change, such as play to pause or copy to copied, cross-fade it. Scale runs `0.25` to `1`, opacity `0` to `1` and blur `4px` to `0px`. With a motion library, use `{ type: "spring", duration: 0.3, bounce: 0 }`, and bounce is always `0`. Without one, keep both icons in the DOM and cross-fade over `

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Other skills on interfaces.