frontend-design-direction
この Skill は、フロントエンド設計の方向性を提供し、ユーザーインターフェースが機能的であるだけでなく、目的性があり、洗練され、製品ドメインに適していることを保証します。視覚階層、タイポグラフィ、色、モーション、レイアウト、インタラクションの選択を網羅し、開発者がより魅力的で一貫性のあるユーザーエクスペリエンスを構築するのに役立ちます。これにより、一般的またはテンプレート化されたデザインを避け、製品全体の美学とユーザー満足度を向上させます。
npx skills add https://github.com/affaan-m/everything-claude-code --skill frontend-design-directionBefore / After 効果比較
1 组明確なフロントエンド設計の方向性やガイドラインがない場合、ユーザーインターフェースのデザインは一貫性や目的性に欠け、デザインレビューで多くの修正要求が発生し、合格率が低く、開発が遅延していました。
この Skill は、明確なデザイン原則と実装ガイドラインを提供することで、ユーザーインターフェースの視覚階層、タイポグラフィ、色彩などにおける一貫性と洗練度を保証し、デザインレビューの合格率を大幅に向上させます。
Frontend Design Direction
Use this skill when the work is not just making UI function, but making it feel purposeful, polished, and appropriate to the product domain.
Source: salvaged from stale community PR #1659 by linus707.
Note: ECC intentionally does not rebundle the canonical Anthropic
frontend-design skill. Install that from anthropics/skills when you want the
official upstream skill. This skill is the ECC-specific design-direction salvage
of the useful local guidance from #1659.
When to Use
- The user asks to build a web page, app, dashboard, artifact, component, or UI.
- The user asks to make an interface more polished, distinctive, beautiful, or less generic.
- The implementation needs visual hierarchy, typography, color, motion, layout, and interaction choices.
- The current UI works but reads as flat, generic, templated, or mismatched to the audience.
Design Direction
Before coding, choose a specific direction:
- Purpose: what job does the interface do?
- Audience: who repeats this workflow, and what do they need to scan first?
- Tone: utilitarian, editorial, playful, industrial, refined, technical, maximal, minimal, dense, calm, or another explicit direction.
- Memorable detail: one design idea that makes the result feel intentional.
- Constraints: framework, accessibility, performance, responsiveness, and existing design system.
Match the direction to the domain. A SaaS operations tool should usually be dense, quiet, and scannable. A portfolio, launch page, game, or editorial piece can be more expressive. Do not force a landing-page composition onto a tool that needs repeated daily use.
Implementation Guidance
- Build the actual usable experience as the first screen unless the user explicitly asks for marketing copy.
- Use existing project components, tokens, icon libraries, and routing patterns before introducing a new visual system.
- Use real or generated visual assets when the interface depends on images, products, places, people, gameplay, charts, or inspectable media.
- Prefer contextual typography and spacing over generic oversized hero text.
- Keep palettes multi-dimensional: avoid a UI dominated by one hue family.
- Use CSS variables or existing design tokens so the direction remains coherent across states.
- Design responsive constraints explicitly: grids, aspect ratios, min/max sizes, stable toolbars, and fixed-format controls should not shift when labels or hover states appear.
- Use motion sparingly but deliberately. Prefer high-signal transitions that clarify state over decorative animation.
- Verify text fit on mobile and desktop. Long labels must wrap or resize cleanly rather than overflowing.
Anti-Patterns
- Do not default to common generated patterns: purple gradients, decorative blobs, oversized cards, vague hero copy, or stock-like atmospheric media.
- Do not add UI cards inside other cards.
- Do not use a single decorative style everywhere when the domain calls for restraint.
- Do not hide the primary product, tool, object, or workflow behind generic marketing sections.
- Do not add a new dependency for a design flourish unless it clearly pays for itself.
- Do not describe the UI's features inside the UI when the controls can speak for themselves.
Review Checklist
- The first viewport immediately communicates the product, workflow, or object.
- The visual hierarchy supports scanning and repeated use.
- Typography fits the container and does not overlap adjacent content.
- Color choices have contrast and do not collapse into a one-note palette.
- Icons are used for familiar tool actions where available.
- Responsive layout has stable dimensions for boards, grids, toolbars, controls, tiles, and counters.
- Assets render and carry the subject matter instead of acting as filler.
- Motion improves orientation and does not mask sluggishness.
- The result matches the repo's existing frontend conventions unless there is a clear reason to depart.
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