$npx -y skills add PaulRBerg/agent-skills --skill frontend-designUse when creating or substantially redesigning web interfaces, landing pages, dashboards, components, or other frontend UI where visual direction and implementation quality matter. Produces subject-specific art direction, accessible responsive code, and rendered visual verificati
| 1 | # Frontend Design |
| 2 | |
| 3 | Create a working frontend with a clear, subject-specific point of view, then prove it in the rendered UI. |
| 4 | |
| 5 | ## Contract |
| 6 | |
| 7 | - For a critique, review, or design plan, inspect the relevant product and report the direction without editing files. |
| 8 | - For a build or redesign, make the requested in-scope changes and run local, non-destructive validation. |
| 9 | - Treat explicit user direction, supplied references, repository instructions, existing product behavior, and the local |
| 10 | design system as authoritative. Fidelity requests override this skill's defaults. |
| 11 | - Preserve the stack and working behavior. Do not replace the framework or design system, add dependencies, invent |
| 12 | features, or fetch or generate media unless the request requires it. |
| 13 | - Make the smallest defensible assumption when the subject, audience, or page job is missing. State it before building; |
| 14 | ask only when the answer would materially change scope or identity. |
| 15 | |
| 16 | ## Workflow |
| 17 | |
| 18 | ### 1. Read the product before drawing the page |
| 19 | |
| 20 | Inspect the affected route or component, neighboring UI, tokens, typography, assets, dependencies, and repository |
| 21 | validation commands. Identify: |
| 22 | |
| 23 | - the concrete subject and audience; |
| 24 | - the screen's single primary job and content hierarchy; |
| 25 | - the existing visual language and interaction conventions; |
| 26 | - the required viewports, themes, states, and accessibility constraints. |
| 27 | |
| 28 | Use real product content and supplied assets wherever possible. If copy is missing, write only what the user needs to |
| 29 | understand the interface and act. |
| 30 | |
| 31 | ### 2. Set one art direction |
| 32 | |
| 33 | Before coding, define a compact direction: |
| 34 | |
| 35 | - **Thesis:** one sentence connecting the visual idea to the subject and screen job. |
| 36 | - **System:** role-based color tokens, explicit type roles and scale, spacing and density, and a layout principle. |
| 37 | - **Signature:** one memorable element drawn from the domain's objects, workflows, data shapes, environments, or |
| 38 | language. |
| 39 | - **Risk:** one deliberate departure from the obvious solution, with a reason it serves this brief. |
| 40 | - **Motion and copy:** when motion helps, how the interface speaks, and where restraint matters. |
| 41 | |
| 42 | Adapt this direction to existing brand constraints instead of creating a parallel design language. Keep options and |
| 43 | process narration internal unless the user asked to choose among directions. |
| 44 | |
| 45 | ### 3. Run the anti-default critique |
| 46 | |
| 47 | Apply the **subject-swap test**: mentally replace the subject with an unrelated one. Any major choice that still works |
| 48 | unchanged is probably a template default; revise it or justify why it is structurally correct. |
| 49 | |
| 50 | Make every visual device earn its place. Cards, pills, gradients, numbering, dividers, oversized type, split heroes, |
| 51 | illustrations, and animation must communicate hierarchy, function, sequence, or subject—not merely decorate. Concentrate |
| 52 | expressive force in the signature and make the surrounding system support it. |
| 53 | |
| 54 | ### 4. Build the actual experience |
| 55 | |
| 56 | - Follow local components, tokens, styling architecture, and dependency versions before introducing new primitives. |
| 57 | - Match composition to use: operational tools favor scannable information and efficient repeated actions; editorial or |
| 58 | marketing surfaces may use a more expressive narrative. |
| 59 | - Make the first viewport establish both identity and primary purpose. For an application or tool, show the real working |
| 60 | experience rather than wrapping it in an unrequested landing page. |
| 61 | - Use structural devices only when they encode real relationships. Use cards for genuinely grouped or repeated objects, |
| 62 | not as the default wrapper for every section, and avoid nested cards. |
| 63 | - Give typography deliberate display, body, and utility roles. Use available fonts first; do not add a font dependency |
| 64 | solely to manufacture novelty. |
| 65 | - Write interface copy from the user's side: specific nouns, active verbs, consistent action names, sentence case, and |
| 66 | useful empty and error states. A control's label must describe its result. |
| 67 | - Use familiar controls and the project's icon library. Give unfamiliar icon-only controls accessible names and visible |
| 68 | tooltips where appropriate. |
| 69 | - Keep motion purposeful and concentrated. Respect reduced-motion preferences and ensure the experience remains clear |
| 70 | without animation. |
| 71 | - Build responsive constraints from content rather than device labels. Prevent overlap, clipping, unreadable wrapping, |
| 72 | and layout shift at narrow and wide widths. |
| 73 | - Preserve semantic structure, keyboard operation, visible focus, adequate contrast, |