/applying-ui-design-system
Frontend UI design system selector and implementation guide covering Glassmorphism, Liquid Glass (Apple-style), Neubrutalism, and Claymorphism. Use when building UI components, choosing a visual aesthetic, implementing design tokens, or auditing accessibility/contrast on themed
$ npx -y skills add telagod/code-abyss --skill applying-ui-design-system --agent claude-codeHow 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
/applying-ui-design-system
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The summary Claude sees to decide when to auto-load this skill.
Frontend UI design system selector and implementation guide covering Glassmorphism, Liquid Glass (Apple-style), Neubrutalism, and Claymorphism. Use when building UI components, choosing a visual aesthetic, implementing design tokens, or auditing accessibility/contrast on themed
SKILL.md
applying-ui-design-system.SKILL.mdname: applying-ui-design-system
description: Frontend UI design system selector and implementation guide covering Glassmorphism, Liquid Glass (Apple-style), Neubrutalism, and Claymorphism. Use when building UI components, choosing a visual aesthetic, implementing design tokens, or auditing accessibility/contrast on themed surfaces. Provides per-style tokens, component patterns, dark mode, and a11y constraints.
user-invocable: false
设计语言选型
> **判断先于执行**:决定「是否做 / 选什么 / 如何取舍」(栈、方案、架构、权衡)前,先读领域判断内核 `skills/_kernel/frontend/SKILL.md`——它管 judgment,本秘典管 execution;冲突时以内核判断为准。
> 不同设计语言不可混搭。先选语言,再按 reference 落地组件。
风格决策
| 想要的感觉 | 选 | 加载 | |---|---|---| | 半透明、磨砂、轻盈、纵深感弱 | **Glassmorphism** | [references/glassmorphism.md](references/glassmorphism.md) | | Apple 风格、立体玻璃、环境光响应、弹簧动效 | **Liquid Glass** | [references/liquid-glass.md](references/liquid-glass.md) | | 粗框硬影、高饱和、纯平、反精致 | **Neubrutalism** | [references/neubrutalism.md](references/neubrutalism.md) | | 软糯黏土、大圆角、双内影、温暖 | **Claymorphism** | [references/claymorphism.md](references/claymorphism.md) |
每个 reference 自包含「核心要素 + CSS Tokens + 关键约束 + 组件 + 暗色模式 + 无障碍」全套。
共享铁律(跨风格)
无论选哪种风格,下列约束**全部适用**:
1. **对比度** — 主文字 ≥ 4.5:1,大字体(≥18pt 常规 / ≥14pt 粗体)≥ 3:1。**逐底色验证**,不靠白底脑补。 2. **`:focus-visible`** — 必须可见;轮廓与底色有足够反差。键盘可达性是底线。 3. **`prefers-reduced-motion: reduce`** — 禁用弹簧、滑入、parallax 等装饰动画;保留功能性 transition。 4. **`prefers-contrast: more`** — 减少透明、增强边界、平化阴影。 5. **暗色模式** — 用语义 token 切换(如 `--bg-surface`),不要硬编码 `#fff/#000` 后再交换。
落地流程
1. **选风格** — 一个项目通常一种主风格;可有第二风格作辅助层(如主体 Liquid Glass + 强调按钮 Neubrutalism) 2. **导入 tokens** — 复制对应 `tokens-<style>.css` 到项目,按需扩展 3. **按 reference 抄组件** — Card / Button / Modal / Nav 速查已就位 4. **验证对比度 + 焦点 + 减弱动效** — 跑 a11y 自检 5. **暗色模式映射** — 每个 token 都要有暗色对应
何时不要本 skill
- 仅需 vanilla CSS / Tailwind 默认组件 → 不需要设计系统选型
- 已有完整 design system(如 Material、Ant Design)→ 沿用,不重新选风格
- 后端工作 / 数据可视化主导 → 走 [designing-architectures](../designing-architectures/SKILL.md)
性能基线
- 同屏 `backdrop-filter` 元素 ≤ 3(Glassmorphism / Liquid Glass 限制)
- 滚动容器内避免 blur(触发逐帧重绘)
- 阴影层叠 ≤ 3 层(Claymorphism 多内影时尤其注意)
- 低端设备:用 `@supports` 或 `@media (hover: none)` 降级为纯色
Read more
name: applying-ui-design-system description: Frontend UI design system selector and implementation guide covering Glassmorphism, Liquid Glass (Apple-style), Neubrutalism, and Claymorphism. Use when building UI components, choosing a visual aesthetic, implementing design tokens, or auditing accessibility/contrast on themed surfaces. Provides per-style tokens, component patterns, dark mode, and a11y constraints. user-invocable: false
设计语言选型
> **判断先于执行**:决定「是否做 / 选什么 / 如何取舍」(栈、方案、架构、权衡)前,先读领域判断内核 `skills/_kernel/frontend/SKILL.md`——它管 judgment,本秘典管 execution;冲突时以内核判断为准。
> 不同设计语言不可混搭。先选语言,再按 reference 落地组件。
风格决策
| 想要的感觉 | 选 | 加载 | |---|---|---| | 半透明、磨砂、轻盈、纵深感弱 | **Glassmorphism** | [references/glassmorphism.md](references/glassmorphism.md) | | Apple 风格、立体玻璃、环境光响应、弹簧动效 | **Liquid Glass** | [references/liquid-glass.md](references/liquid-glass.md) | | 粗框硬影、高饱和、纯平、反精致 | **Neubrutalism** | [references/neubrutalism.md](references/neubrutalism.md) | | 软糯黏土、大圆角、双内影、温暖 | **Claymorphism** | [references/claymorphism.md](references/claymorphism.md) |
每个 reference 自包含「核心要素 + CSS Tokens + 关键约束 + 组件 + 暗色模式 + 无障碍」全套。
共享铁律(跨风格)
无论选哪种风格,下列约束**全部适用**:
1. **对比度** — 主文字 ≥ 4.5:1,大字体(≥18pt 常规 / ≥14pt 粗体)≥ 3:1。**逐底色验证**,不靠白底脑补。 2. **`:focus-visible`** — 必须可见;轮廓与底色有足够反差。键盘可达性是底线。 3. **`prefers-reduced-motion: reduce`** — 禁用弹簧、滑入、parallax 等装饰动画;保留功能性 transition。 4. **`prefers-contrast: more`** — 减少透明、增强边界、平化阴影。 5. **暗色模式** — 用语义 token 切换(如 `--bg-surface`),不要硬编码 `#fff/#000` 后再交换。
落地流程
1. **选风格** — 一个项目通常一种主风格;可有第二风格作辅助层(如主体 Liquid Glass + 强调按钮 Neubrutalism) 2. **导入 tokens** — 复制对应 `tokens-<style>.css` 到项目,按需扩展 3. **按 reference 抄组件** — Card / Button / Modal / Nav 速查已就位 4. **验证对比度 + 焦点 + 减弱动效** — 跑 a11y 自检 5. **暗色模式映射** — 每个 token 都要有暗色对应
何时不要本 skill
- 仅需 vanilla CSS / Tailwind 默认组件 → 不需要设计系统选型
- 已有完整 design system(如 Material、Ant Design)→ 沿用,不重新选风格
- 后端工作 / 数据可视化主导 → 走 [designing-architectures](../designing-architectures/SKILL.md)
性能基线
- 同屏 `backdrop-filter` 元素 ≤ 3(Glassmorphism / Liquid Glass 限制)
- 滚动容器内避免 blur(触发逐帧重绘)
- 阴影层叠 ≤ 3 层(Claymorphism 多内影时尤其注意)
- 低端设备:用 `@supports` 或 `@media (hover: none)` 降级为纯色
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