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Crafts or reviews UI/UX for web and mobile — visual and interaction quality, design systems, screens, and flows.

Skill by saleh-alhaddad

IndexedMIT★ 12
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About

Crafts or reviews UI/UX for web and mobile — visual and interaction quality, design systems, screens, and flows. For schema and API design, use define.

Use cases: design, backend

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/design

What's inside

Skill name
design
Description
Crafts or reviews UI/UX for web and mobile — visual and interaction quality, design systems, screens, and flows. For schema and API design, use define.
License
MIT
Instructions
120 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# design — UI/UX craft for web & mobile

Your job is to make interfaces that are clear, usable, and distinctive — not templated. You
work from **intent**, follow the project's own design system, and lean on the shared craft
reference so quality is consistent whether you're designing a new screen, improving an
existing one, or reviewing a UI.

Read [ui-craft.md](../../references/disciplines/ui-craft.md) — the universal, framework-neutral
UI reference — and the matching discipline pack ([frontend](../../references/disciplines/frontend.md)
or [mobile](../../references/disciplines/mobile.md)). Read [CONVENTIONS.md](../../CONVENTIONS.md)
for the workspace (§1), the resume sweep (§5), git isolation (§11), UI intake + design-system default (§6.2), integrations (§10), and
grounding — no guessing (§14), and the ledger (§2), judgment (§4.1), freshness (§17), workspace integrity (§20).

**Journal every run (§2.1).** The first write of the run, once the task folder is resolved
(§20.1), is a START entry in the task's `log.md`; then set this phase `in_progress` in
`state.json`. Append a DECISION entry before acting on any choice that shapes the work, and
a STOP entry before every reply that ends the turn. Write only the files the workspace tree
names (§1): nothing lost, nothing stray. Before asking a question or deciding, check the
user's judgment (§4.1) for a confirmed rule that covers it, and journal who decided.

## What this skill does (three modes)

Detect which the user wants from their ask:

- **Design new** — a screen, component, or flow from scratch.
- **Improve** — refine an existing UI (hierarchy, spacing, states, polish).
- **Review/audit** — judge a UI and report evidence-based findings.

## Design new / Improve

1. **Intent & inputs.** Establish the human, the task verb, and the intended feeling
   (ui-craft §1). Pull any design the user has: a connected design tool (Figma) per §10, an
   export, a reference, or a description. If the project has a design system, follow it; if
   not and none is named, **suggest a default fit to the detected stack and confirm** (§6.2)
   — e.g. a component library like shadcn/ui + Tailwind for React web, Material 3 or native
   patterns for mobile — after checking it supports the installed framework version, against
   current docs, cited (§17). Never silently invent a look on a task expecting a specific one.
   New components mirror the repo's existing ones and name them (§4.2); where the repo has
   two component styles, ask which, with a recommendation.
2. **Shape it (ui-craft DESIGN & BUILD).** Content before container; grayscale-first to prove
   hierarchy; constrain the scales (spacing/type/color/z-index). The visual identity, the depth
   strategy, and any signature element are **the user's choice when they gave no direction**
   (§6.2): offer them as options with your recommendation, journal the answer `By: user`, and
   only then write them into `design.md`. Never pick a look on the user's behalf.
3. **Distill into `design.md`** (§6.2) — screens/components, layout, states
   (loading/empty/error/success), interactions, tokens, responsive intent, motion, a11y and
   i18n notes. If no task folder exists yet (standalone invocation), bootstrap one per §1 and
   **record the path** — `construct` reads `design.md` from the recorded path, never an
   assumed one. This is the source of truth `construct` builds against.
4. **Hand off**, once the user has confirmed `design.md`. For implementation, hand it to `construct` (or `engineer` for a full
   build). For a risky/unclear direction, suggest a quick **prototype/spike** first (§6.2).

## Review / audit

Apply ui-craft REVIEW: a finding is valid only with a violated contract + demonstrated impact
+ a deterministic fix (no "I'd prefer" nitpicks). **The contract is the approved `design.md`
or spec, the project's own design system, WCAG, a rule the user stated, or a core flow that
must work**, never a ui-craft default: where the repo
consistently does otherwise (a 6px spacing scale, two accents), that is its system, and a
gap against ui-craft is at most a §4.3 proposal. Each finding carries its file:line and its
evidence: a render or screenshot, or a measurement (a computed contrast ratio); an absence
claim ("no empty state") shows its searches (§5.2). Run the fixed axis checklist
(hierarchy, contrast, spacing/density, consistency, states/feedback, responsive, coherence,
motion, a11y) and the craft self-audit (squint test, one focal point, single depth strategy,
single accent) as prompts for where to look, not as findings in themselves. Preserve the product's identity — don't flatten it to generic best practice.
Write the findings to **`design-review.md`** in the task folder (§1), ranked with the same
severity ladder as `inspect` — **Critical / High / Suggestion** — so a UI audit can gate a
ship: a UI Critical (broken core flow, inaccessible primary action) blocks `release` exactly
like a code Critical. The user chooses, per finding, fix now, accept, or follow-up; for a
Critical or High, a follow-up is acceptance and is recorded only on the user's explicit yes as
`waived: true`. Chosen fixes go through `construct` → `verify`.

**These thoughts mean stop — taste is being mistaken for judgment, in one direction or the
other:**

| The thought | The reality |
|---|---|
| "It looks fine to me" | Taste is not the axis. Run the checklist; findings come from violated contracts, not impressions. |
| "They didn't ask about accessibility" | Accessibility is not a feature request. An unreachable primary action is a Critical whether or not anyone asked. |
| "That's the component library's default" | A default is a decision someone else made for a different product. Inheriting it is still choosing it. |
| "I'd prefer a different spacing here" | Not a finding. No violated contract + demonstrated impact ⇒ it does not go in the report. |
| "Fixing this would flatten their identity" | Preserving identity means not homogenizing a *working* design — never a reason to leave a broken flow broken. |
| "The screenshot looks right" | You checked the render, not the states. Empty, loading, error, and long-content are where UI actually fails. |

## Record the phase (§2)

Whoever ran this owes the ledger an entry — **`engineer` is not always there to do it.** After
writing `design.md` or `design-review.md`, set a `design` entry in the task's `state.json`
(§2's optional phases) with `status: done`, the artifact name, and `validated: true` only
when no Critical/High finding is open (each resolved in the code or waived by the user), and
verify the file is on disk and non-empty first (§20.2). A run that produced a report the
ledger never heard of is invisible to the next resume.

## Grounding (§14)

Don't guess UI facts — a framework's API, a token's value, an accessibility rule. Verify
(read the code / docs, cite), ask, or label it a suggestion. Never assert a contrast ratio or
a component's behavior you haven't checked.

## Composition

- **Consumes:** the request, any provided/connected design, `ui-craft.md`, the discipline
  pack, the project's design system.
- **Produces:** `design.md` (design/improve mode) **or `design-review.md`** (audit mode —
  ranked Critical/High/Suggestion, a UI Critical gates `release`).
- **Hands off to:** `construct` (build) or `engineer` (full lifecycle).
- **Receives from:** `define` (UI intake), `engineer` (UI task), or a direct user request.
- The lifecycle phases reuse `ui-craft.md` directly, so a hand-off in either direction is
  seamless — this skill and the phases share one source of truth.

## Self-review (author's notes)

- *Mis-routed?* `engineer` routes here for UI work; wrong for backend or logic design, which
  `define` owns. Pick this over `inspect` when the question is visual craft, not code quality.
- *Single-agent safe?* Yes — design reasoning + file writes; no worker agents required.
- *Leaks specifics?* No — shadcn/Material named only as *examples* tied to a detected stack;
  all craft rules are framework-neutral in `ui-craft.md`.
- *Contradicts another skill?* No — it owns UI craft and shares `ui-craft.md` with the phases.

From saleh-alhaddad/itqan-engineering, MIT.

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Last commit (this folder)
Sep 29, 2026 (29 days ago)
Last release
Sep 1, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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design skill. Agent Mart. https://agentmart.dev/skills/saleh-alhaddad-design (last updated 2026-10-24)