frontend-design-direction

Set an ECC-specific frontend design direction for production UI work. Use when building or improving websites, dashboards, applications, components, landing…

INSTALLATION
npx skills add https://github.com/affaan-m/everything-claude-code --skill frontend-design-direction
Run in your project or agent environment. Adjust flags if your CLI version differs.

SKILL.md

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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