Skill

Build production-grade web UIs with spatial critique loops

Ship polished web UIs with mandatory render critique, overflow gates, and design-system rigor to avoid generic AI output.

Works with reactvuehtmlcss

71
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out of 100
Updated last month
Version 1.0.0

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Why it matters

Ship distinctive, production-ready web interfaces-components, pages, dashboards, landing pages-that avoid generic AI aesthetics by enforcing render-then-critique vision loops, mandatory overflow gates, and cross-domain design thinking before any UI is marked done.

Outcomes

What it gets done

01

Enforce horizontal-overflow measurement at narrow widths before shipping any web UI

02

Run separate judge critique on rendered designs to catch spatial collisions blind generation misses

03

Apply design-system tokens, typography, motion, and 8-point grid constraints to layouts

04

Audit usability against Nielsen's heuristics via fresh-eyes judge for interactive tools

Install

Add it to your toolbox

Run in your project directory:

curl -fsSL https://spark.entire.vc/get/ag-ckw-design | bash

Overview

Design (entry)

A web UI design skill enforcing render-critique loops and mandatory overflow gates to ship production-grade interfaces. Building or styling web UIs, components, pages, dashboards, or when users mention layout, spacing, typography, responsive design, or visual polish.

What it does

Design (entry) is a reusable skill that extends AI assistants to build and style production-grade web UIs - components, pages, dashboards, landing pages, and React/Vue/HTML-CSS layouts. It enforces a render-then-critique workflow where a separate judge evaluates the visual output (not the code) before any design is marked complete, preventing the spatial collisions and generic aesthetics typical of blind generation.

When to use - and when NOT to

Use this skill whenever building or styling web UIs, or when the user asks to make something "look better/nicer", fix spacing/layout, or mentions styling, color, typography, fonts, responsive design, polish, or aesthetics - even without the word "design". Applies to components, pages, dashboards, landing pages, and any frontend interface work.

When NOT to use: This skill is not for backend logic, API design, or non-visual system architecture.

Inputs and outputs

Inputs: User requests to build or style web UIs, improve aesthetics, fix layout issues, or create frontend interfaces. The skill accepts natural language descriptions of design intent, including mentions of styling, spacing, typography, responsive behavior, or visual polish.

Outputs: Production-grade web UI code (React, Vue, HTML/CSS) that has passed mandatory quality gates, including:

  • Horizontal-overflow measurement at narrow widths (~390px and ~1024px):
document.documentElement.scrollWidth - document.documentElement.clientWidth

This value must equal 0 before the design is considered complete. The skill defaults to flex-wrap:wrap on header/toolbar rows plus body{overflow-x:clip} and re-measures after adding any element to a horizontal row.

  • Render-then-critique evaluation by a separate judge reviewing the visual output
  • Annotated LLM costs when generative work is involved (model name, estimated and actual cost)
  • Typeset equations with annotated terms for any algorithm or model exposed to users:
P(personal | x) = σ(w·ex + b),  σ(z) = 1 / (1 + e^-z)
• ex - the image's 768-d embedding · w, b - weights learned from your labels
· decision: personal if P >= 0.55, reference if P <= 0.40.

Integrations

The skill loads five specialized sub-skills when relevant:

design-thinking - Loaded for every design task. Defines purpose, tone, domain, color world, review bar, and cross-domain lens drawing from cinema, architecture, marketing, UX, automotive, and industrial design.

design-system - Loaded when implementing tokens, typography, motion, color semantics, and backgrounds. Used for building components, pages, or design systems.

design-spatial - Loaded when composing layout. Enforces explicit grid plus 8-point spacing constraints, visual-weight/balance/alignment, and a render-then-critique vision loop. Fixes "spatial understanding is off" issues like centered mush, misalignment, or breakage at certain widths.

design-ux - Loaded when auditing usability (not just aesthetics). Scores rendered UI against Nielsen's 10 heuristics plus interaction heuristics via a separate fresh-eyes judge, producing a prioritized fix list. Used before shipping any interactive tool, editor, or app.

design-philosophy - Loaded for high-concept work, campaigns, or when users request a visual philosophy, manifesto, or unmistakable art-like aesthetic.

When design-thinking identifies a need for visual assets (logos, icons, hero images, textures, backgrounds), the skill can generate them using an image-generation model or API, or source real/archival ones via free stock or archival image search.

Who it's for

Frontend developers and designers building web interfaces who need to avoid the "generic AI aesthetic" and ship production-quality work. Suited for anyone building components, pages, dashboards, or landing pages who needs systematic quality gates and usability auditing beyond surface-level polish.

Source README

When to Use

Use whenever building or styling web UIs - components, pages, dashboards, landing pages, React/Vue/HTML-CSS layouts - or whenever the user asks to make something "look better/nicer", fix spacing/layout, or mentions styling, color, typography, fonts, responsive design, polish, or aesthetics, even without the word "design".

Source: connerkward/ckw-design-skill (MIT).

Design (entry)

Use this skill when the user asks to build or style web UIs: components, pages, dashboards, landing pages, React/Vue/HTML-CSS layouts, or any frontend interface. Goal: distinctive, production-grade output that avoids generic AI aesthetics.

Before reporting any design "done": render it and have a separate judge critique the image (not the code, not self-grading) - see design-spatial §1. Blind generation can't see its own collisions; this applies to all design output, not just spatial work.

MANDATORY HORIZONTAL-OVERFLOW GATE - runs before ANY web UI is "done".
Measure document.documentElement.scrollWidth - document.documentElement.clientWidth
at a narrow width (~390px and ~1024px), this turn, and confirm it's 0. This
bug is invisible at desktop width and re-appears every time a row (header, nav,
toolbar) gains an item, so it ships repeatedly. Default to flex-wrap:wrap on
header/toolbar rows + body{overflow-x:clip}, and re-measure after adding any
element to a horizontal row.
Full procedure + recurrence cases: design-spatial §4.
If you haven't measured narrow, you are not done - don't claim it.

Sub-skills (load when relevant)

  • design-thinking - Load for every design task. Defines purpose, tone, domain, color world, review bar, and cross-domain lens (cinema, architecture, marketing, UX, automotive, industrial design). See design-thinking/SKILL.md.
  • design-system - Load when implementing: tokens, typography, motion, color semantics, backgrounds. Use when building components, pages, or design systems. See design-system/SKILL.md.
  • design-spatial - Load when composing layout: explicit grid + 8-point spacing constraints, visual-weight/balance/alignment, and a render-then-critique vision loop. The fix for "spatial understanding is off" - generated layout that's centered mush, misaligned, or breaks at some widths. See design-spatial/SKILL.md.
  • design-ux - Load when auditing USABILITY (not just looks): a UI that "feels off"/"sucks to use", is hard to learn, needs an instruction wall, or any interactive tool/editor/app before shipping. Scores the rendered UI against Nielsen's 10 + interaction heuristics via a SEPARATE fresh-eyes judge → prioritized fix list. Usability ≠ aesthetics. See design-ux/SKILL.md.
  • design-philosophy - Load for high-concept work, campaigns, or when the user asks for a visual philosophy, manifesto, or unmistakable art-like aesthetic. See design-philosophy/SKILL.md.

Visual assets - generate or source

When design-thinking identifies a need for visual assets (logos, icons, hero images, textures, backgrounds):

  1. Generate → use an image-generation model or API for synthetic/branded assets.
  2. Source a real/archival one → free stock or archival image search, often cheaper and more authentic than generating.
  3. Use design-thinking output (tone, domain, color world) to craft prompts / queries.
  4. Evaluate against the design philosophy, refine, integrate into the build.

LLM-assisted work - always annotate model + cost

When design work involves running an LLM (generative assets, VLM analysis, layout critique, prompt generation, etc.):

  • Before running: state which model will be used and the estimated cost (e.g., "gpt-4o-mini · ~$0.005/image" or "FLUX v1 · ~$0.006 per gen").
  • After results: annotate the output with the model used, actual cost if different from estimate, and any key params (seed, prompt, settings). Cost goes visible to the user (in the message, contact sheet header, or asset caption), not buried in logs.
  • Why: the user is deciding whether the cost-to-quality trade-off is worth it. Unlabeled or hidden costs hide the most important lever. This rule mirrors media-attribution-rule for generative assets and extends it to any LLM operation in the design workflow.

Examples:

  • "Running gpt-4o-mini layout critique on 8 designs · est. ~$0.04 total" (before).
  • Contact sheet header: "FLUX v1 · $0.48 total (6 gen × $0.08)" (after).
  • Asset caption: "hero_banner_flux-dev_seed3891.jpg" (seeds enable reproducibility).
  • Uncertainty slider result: "VLM triage on 46,978 images · gpt-4o-mini · ~$9.40" (before); "✓ Completed: 12,447 images classified · gpt-4o-mini · $7.62" (after).

Algorithm / model explainers - show the equation, annotate the terms

Whenever a UI surfaces an algorithm or model to the user (an "ⓘ how this works"
panel, a model breakdown, a methods note), include the actual equation, typeset,
with its key terms annotated
- don't settle for prose. A scorer described only in
words ("ranks by how much of the picked color is present") is unfalsifiable hand-
waving; the formula score = Σ fracᵢ · max(0, 1 − ΔEᵢ/τ) with each term labelled
tells the user exactly what the knob does and builds trust that there's real math
under the hood.

How to apply:

  • Render one clean, central equation per algorithm - the "sexy" core, not every
    detail. Use proper notation: σ for sigmoid, Σ for sums, ‖·‖ for norms,
    superscripts, ΔE, ∇²; a monospace/serif-math block set off from the prose.
  • Annotate every symbol immediately below: what e_x, w, τ, Q each are,
    in one line each. An unlabelled equation is decoration; a labelled one is a spec.
  • Keep it dependency-light - styled HTML/Unicode math is fine and works offline; only
    reach for KaTeX/MathJax if the expressions genuinely need it.
  • State the decision rule alongside the score (e.g. "personal if P ≥ 0.55").
  • This composes with the model+cost annotation above: the equation says what it
    computes, the model/cost line says what ran it and for how much.

Example (a logistic head):

P(personal │ x) = σ(w·eₓ + b), σ(z) = 1 / (1 + e⁻ᶻ)
eₓ - the image's 768-d embedding · w, b - weights learned from your labels
· decision: personal if P ≥ 0.55, reference if P ≤ 0.40.

Select-all always has a deselect - no dead-end selections

Any "Select all" affordance MUST be paired with a way to clear the selection -
preferably the same button, label-flipped when everything is already selected
("Select all" ⇄ "Deselect all"). A select-all with no inverse is a trap: the user
over-selects (or hits it by reflex), then has to un-click items one by one, or reload
the page, to get back. The cost is silent - it only bites after they've committed to
the wrong set.

How to apply:

  • Toggle the same button (simplest, fewest controls): when all visible items are
    selected, the button reads "Deselect all" and clears; otherwise "Select all". One
    control, no dead end.
  • Or a separate Clear/Deselect shown whenever the selection is non-empty.
  • The deselect must reach the same scope the select-all did (all shown, all
    filtered, all on this page) - don't let "Select all" grab 500 but "Clear" only
    drop the 50 on screen.
  • This generalizes: any reversible bulk toggle (select, expand-all, mute-all,
    check-all) needs its inverse one tap away. Symmetry of action - see
    restraint-rule (don't strand the user mid-task).

Limitations

  • This skill improves visual direction and review discipline, but it does not replace rendering the actual UI and checking it in target browsers or devices.
  • Some recommendations assume access to screenshots, browser automation, or vision review; when those are unavailable, treat the guidance as a design checklist rather than proof.
  • Brand, legal, accessibility, and localization constraints from the product owner override the taste rules here.

FAQ

Common questions

Discussion

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