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Skill

/antislop-ui

UI and visual skill for antislop. Use when building or editing any interface: color, layout, components, motion. Load with the core.

BOOST
From plugin
antislop
4.8k6 skills
Install
$ npx -y skills add miqdadbadjuber/anti-slop --skill antislop-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/antislop-ui

Context preview

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

UI and visual skill for antislop. Use when building or editing any interface: color, layout, components, motion. Load with the core.

SKILL.md

antislop-ui.SKILL.md
name: antislop-ui
description: "UI and visual skill for antislop. Use when building or editing any interface: color, layout, components, motion. Load with the core."
allowed-tools: Read Write Edit Glob Grep

antislop-ui

> Anti Slop: Rules for AI Coding Agents. UI & Visual skill

> Part of the antislop system. Read together with `antislop.md` (the core). This skill deep-dives the UI/visual concern: color, layout, components, decoration, structural flow, and motion. It references core rules by number and never duplicates or renumbers them. Load it when the task builds or edits a website, web app, or any interface.

How to use this skill

  • Load together with `antislop.md` whenever the task is UI or visual work. The core holds the mechanism (the purpose test, the three tiers, the Delivery Gate); this skill holds UI-specific depth.
  • Every entry has the same shape: **Tell** (the pattern), **Why** (why it reads as slop), **Fix** (what to do instead), with the governing core rule cited as R-XX.
  • The Delivery Gate in the core remains the gate. The "UI Skill Checklist" at the end of this file is the UI-specific supplement to run alongside it.

Visual & Color

Generic Blue-Purple Gradient

  • **Tell:** blue-to-purple, blue-to-cyan, or purple-to-pink gradients used as the primary color treatment, or a full-page colored glow.
  • **Why:** the most over-represented color treatment in training data. It signals "no brand identity", not "our palette", and marks the design as AI-generated at a glance.
  • **Fix:** pull the palette from `DESIGN.md` or the product's own identity. Keep a gradient only as a hierarchy function with the reason written down (R-01). A gradient separating one level from another is craft; the same gradient on every section is a default.
  • **The same default family:** harsh or rainbow gradients, purple-and-black schemes, neon or pastel palettes, and blurred radial orbs behind the hero. They are the same tell wearing different clothes: color from the model's default, not from the brand. All of them are FORBIDDEN as defaults without purpose (R-01).

Excessive Glassmorphism

  • **Tell:** blur/backdrop-filter on the navbar, cards, modals, and sidebar at the same time.
  • **Why:** blur removes texture and sits every surface in the same frosted layer, flattening hierarchy. When every surface is glass, nothing is foreground.
  • **Fix:** treat glass as an accent, not a character trait. Dose cap: at most 1-2 elements (R-10). The surface that needs the attention gets the glass; everything else stays solid.

Excessive Border Radius

  • **Tell:** every element is pill-shaped: buttons, inputs, cards, badges, modals.
  • **Why:** uniform pill shapes erase the visual language of "this is an input, this is a card". Radius becomes decoration instead of a hierarchy tool.
  • **Fix:** set a small set of radii in the design system and apply them deliberately (R-11). One generous radius on the primary CTA reads as intentional; the same radius on every element reads as a default.

Overly Soft Shadows

  • **Tell:** every component carries a large shadow, so the whole page feels like it is floating.
  • **Why:** when everything is elevated, elevation communicates nothing. The page loses its ground plane and becomes generic softness.
  • **Fix:** use shadow as an elevation marker only, and write the elevation reason down (R-12). Most elements should sit flat; the one or two that need to lift above the page carry the shadow.

Glow Everywhere

  • **Tell:** glow on cards, buttons, icons, badges, backgrounds, and borders simultaneously.
  • **Why:** glow is an attention amplifier. Applied everywhere it amplifies nothing, and it is one of the fastest ways to look "made by AI".
  • **Fix:** reserve glow for a maximum of 1-2 important elements as a focus accent (R-13). Everything else stays matte.

Background Grid

  • **Tell:** grid squares, blueprint lines, graph paper, dot grids, or thin repeating lines behind content.
  • **Why:** it is a default way to make a flat page feel "technical" without doing any real work. It reads as texture without intent.
  • **Fix:** use texture or pattern only when it genuinely supports the product's identity, with the reason written down (R-07). A real identity motif (core Part 3) beats a stock grid every time.

Dark Mode Default for No Reason

  • **Tell:** the whole page is dark simply because it looks "tech", with no branding consideration.
  • **Why:** dark is a decision, not a default. Forcing it reads as following a trend, not serving the product.
  • **Fix:** choose the theme from brand identity, product type, and audience (R-21). Developer and creative tools have legitimate reasons for dark; a content-first product usually does not. If there is no strong reason for a fixed theme, build a working light/dark toggle.

Too Many Colors in the Palette

  • **Tell:** 5-7 different colors on one page with no clear design system.
  • **Why:** a scattered palette has no hierarchy. When every element can be any color, nothing is distinguished.
  • **Fix:** cap the active palette at 2-3 core colors + 1 accent (R-29), and let one of the cores be the neutral base. Restraint is what makes the accent land.

Excessive Accent Color

  • **Tell:** one accent color on buttons, icons, badges, links, lines, backgrounds, and glows at once.
  • **Why:** the accent stops being an accent the moment it is everywhere. It becomes just another color, and the design loses its focal point.
  • **Fix:** the accent belongs at the key moment only (one deliberate accent, core Part 3). Zero accents is sterile; an accent everywhere is slop. Choose the one or two places it matters.

Sterile Default

  • **Tell:** flat white or near-white, thin grey borders, small radius, no texture, generic font, no identity.
  • **Why:** this is the "safe" result of over-filtering without direction. It is not slop, but it is not design either: it is a void where a design should be.
  • **Fix:** this is a direction prob
Read more
Ships withantislop

Rules for an AI coding agent to filter out generic AI-generated UI designs, text, and code.

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MIT
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Repo: miqdadbadjuber/anti-slop

Other skills on antislop.