AgentSkillsCN

frontend-design

以卓越的艺术指导打造独具特色、具备生产级水准的前端界面。适用于构建或重塑 Web 组件、页面、仪表板、着陆页、React 应用、HTML/CSS 布局,或任何对原创性、精致度与视觉品质要求极高的 UI 界面时使用。严格遵守防松懈规则,注重各板块间的布局多样性、字体排版品质,以及交互设计的精雕细琢。

SKILL.md
--- frontmatter
name: frontend-design
description: Create distinctive, production-grade frontend interfaces with strong art direction. Use when building or restyling web components, pages, dashboards, landing pages, React apps, HTML/CSS layouts, or any UI where originality, polish, and visual quality are critical. Enforce anti-slop rules, section-level layout diversity, typography quality, and interaction design.

Build real, production-grade frontend code with intentional visual direction. Counter common GPT/Codex failure modes: text-heavy layouts, repeated section architecture, generic style fallback, weak contrast, and shallow interactions. Prioritize user constraints over this skill: framework, libraries, coding style, architecture, and file conventions always win. This skill defines design outcomes and quality bars, not mandatory implementation tooling.

Portability and Conflict Resolution (Required)

  • Apply design guidance through the user's chosen stack and conventions.
  • Do not force specific tools or libraries unless the user asks for them.
  • Express decisions as transferable intent (hierarchy, rhythm, contrast, interaction feedback), then map to local primitives.
  • Implement tokens/themes using the project's native system (variables, utility config, theme objects, component tokens, etc.).
  • If preferences are missing, choose a minimal-dependency approach and keep it easy to migrate.
  • Reuse existing project patterns before introducing new abstractions.

Workflow (Required)

  1. Lock context quickly.
  • Identify audience, core task, tone, platform, and constraints.
  • If context is missing, make practical assumptions and proceed.
  1. Generate five distinct directions internally before coding.
  • Force real divergence in section architecture, composition, type system, and color strategy.
  • Pick one direction and commit.
  1. Define a direction contract before implementation.
  • Concept statement (one sharp phrase).
  • Font pair (display + body).
  • Token palette (dominant, support, accent, neutral).
  • Spatial rule (asymmetry, strict grid, split narrative, or layered canvas).
  • Signature element (one memorable motif).
  • Section graph id (from the Section Graph Library below).
  • Primary interaction mode (from Interaction Modes below).
  1. Implement a token system first.
  • Define reusable primitives for type scale, spacing, color, radius, borders, elevation, and timing in the project's preferred format.
  • Build components from those primitives, not ad hoc values.
  1. Implement section architecture with deliberate breaks.
  • Enforce the selected section graph.
  • Add at least two macro composition breaks after the hero.
  1. Add interaction depth.
  • Add at least one hero-level interaction moment.
  • Add at least two component-level interactions for pages, one for small components.
  1. Run quality gates and revise once.
  • Do not stop at first draft quality.

Hard Guards for Known Failure Modes

Text-heavy output:

  • Keep hero headline <= 12 words.
  • Keep hero supporting copy <= 24 words.
  • Keep above-the-fold body copy to two short blocks maximum.
  • Convert long explanations into cards, bullets, metrics, or visual modules.

Section architecture repetition:

  • Treat each concept as a unique section graph, not a palette variation.
  • Do not repeat the same section order across concepts.
  • If generating multiple concepts, no duplicate section graph ids.

Structural monotony:

  • Do not use the same hero composition more than once across concepts.
  • Do not run three consecutive sections with the same container style (for example: card-grid, card-grid, card-grid).
  • Add at least one full-bleed or off-grid section in each concept.

Readability regressions:

  • Reject low-contrast text and clipped typography.
  • Reject blur/noise effects that reduce legibility.
  • Reject decorative layers that obscure content.

Generic defaults:

  • Do not default to Inter/Roboto/Arial/system as primary identity unless explicitly requested.
  • Do not default to purple-pink-blue neon gradients.
  • Do not default to generic "SaaS hero + three cards + CTA" structure.
  • Do not use fake terminal aesthetics unless context explicitly justifies it.

Reliability regressions:

  • Do not ship broken scroll behavior.
  • Do not hide critical content behind fixed overlays.
  • Do not ship obvious horizontal overflow on mobile unless intentionally designed and controlled.

Section Graph Library (Use as Families, Not Templates)

Use one graph as a structural spine, then style it uniquely.

  • G1 Narrative Split: Hero split -> Capability rail -> Workflow strip -> Proof grid -> Pricing -> Footer.
  • G2 Editorial Flow: Manifesto hero -> Sticky chapter sections -> Model table -> Membership CTA -> Footer notes.
  • G3 Cockpit Stack: Command hero -> Status panels -> Inspector rail -> Queue/process timeline -> Pricing dock -> Footer.
  • G4 Gallery First: Media hero -> Collection mosaic -> Detail spotlight -> Compare slider -> CTA bar -> Footer.
  • G5 Poster Web: Typographic hero -> Framed statement blocks -> Feature ribbons -> Offer slab -> Footer tape.
  • G6 Neo Utility: Hard-edge hero -> Utility matrix -> Constraint/protocol section -> Feature ledger -> Pricing card wall.
  • G7 Quiet Luxury: Minimal hero -> Signature benefit band -> Refined cards -> Testimonial quote plane -> Pricing strip.
  • G8 Story Scroll: Hero scene -> Sticky storytelling sequence -> Key metrics board -> Offer reveal -> Footer.
  • G9 Swiss Data: Typographic masthead -> Data rows -> Comparison matrix -> Spec blocks -> CTA row -> Footer.
  • G10 Hybrid Canvas: Asymmetric hero -> Floating module cluster -> Tooling/process section -> Proof collage -> Pricing.

Macro Composition Breaks (Required)

Each concept must include at least two of these:

  • Dense to sparse transition (or sparse to dense).
  • Grid to freeform overlap transition.
  • Light to dark surface transition (or inverse).
  • Static section followed by motion-led section.
  • Text-led section followed by media-led section.
  • Orthogonal layout followed by diagonal or layered composition.

Interaction Modes

Select one primary mode per concept. For multi-concept outputs, do not reuse the same primary mode.

  • I1 Kinetic typography hero.
  • I2 Scroll scene transitions (sticky sections or progressive reveals).
  • I3 Interactive comparison surface (tabs, segmented control, or switchable views).
  • I4 Procedural background motion (subtle and readable).
  • I5 Cursor-responsive accent behavior (restrained, never distracting).
  • I6 Card choreography (stagger, parallax, or progressive detail reveal).
  • I7 Data-panel live state feel (status, counters, or activity rhythm).

Modern Pattern Atlas (Recent, Reusable)

Use these as pattern families, not copy-paste templates.

  • Bento product narrative: asymmetrical modular blocks with clear hierarchy.
  • Editorial mono-luxe: serif headlines, precise grid, restrained ornament.
  • Neo-brutalist utility: sharp borders, flat planes, heavy contrast, intentional rawness.
  • Quiet luxury SaaS: muted neutrals, premium spacing, subtle motion.
  • App cockpit: dense command surfaces, inspector rails, status modules.
  • Kinetic typography hero: oversized type as primary visual engine.
  • Story-scroll narrative: sticky scenes and section-driven transitions.
  • Gallery-first interface: media-dominant composition with lightweight chrome.
  • Soft-material depth: layered surfaces, controlled blur, tactile lighting.
  • Swiss data grid: strict rhythm, typographic rigor, restrained accents.
  • Experimental poster-web: expressive type, overlap, framing, and composition tension.

Composition Rules

  • Establish a clear first-view focal point.
  • Use one spatial thesis consistently.
  • Balance one dense zone with one breathing zone.
  • Use scale contrast, overlap, or framing to create hierarchy.
  • Design mobile intentionally; do not only collapse desktop.

Typography Rules

  • Pair one display face with one body face.
  • Keep font families to two maximum.
  • Use a fluid or stepped type scale appropriate to the stack and platform, with intentional line length.
  • Apply case, tracking, and weight as part of brand voice.

Color and Surface Rules

  • Tokenize palette in the project's native theming system (bg, fg, muted, accent, accent-2, surface, border semantics).
  • Keep one dominant chroma and sparse accents.
  • Validate text/control contrast.
  • Use gradients or textures only when conceptually justified.

Interaction and Motion Rules

  • Add one orchestrated entrance sequence.
  • Add meaningful hover/focus/active states.
  • Keep a coherent timing system (for example: 140ms, 220ms, 360ms).
  • Prefer native platform motion primitives first; add heavier JS animation only when state complexity requires it.
  • Respect reduced motion preferences.

Multi-Concept Protocol

When asked for multiple designs:

  • Generate all concepts in one run.
  • Default to five concepts unless the user specifies a different count.
  • Enforce unique fingerprints across concepts:
  • Section graph id
  • Hero composition type
  • Primary interaction mode
  • Typography family
  • Palette temperature
  • Section rhythm
  • If concepts are shown in one app, provide a lightweight, stack-appropriate concept switcher.

Delivery Checklist

  • Production-ready implementation that runs in the requested stack without manual fixes.
  • Domain-specific copy (no placeholder or vague generic slogans).
  • Visible focus styles and readable contrast.
  • Desktop and mobile both polished.
  • Scroll behavior verified end to end.
  • One post-build refinement pass completed.

Self-Critique Quality Gate (Score 0-2)

  • Distinctiveness
  • Section-graph uniqueness
  • Layout originality
  • Text economy
  • Typography craft
  • Interaction quality
  • Accessibility and contrast
  • Responsiveness
  • Scroll and overflow reliability

If any score is below 2, revise before final output.

Version-6 Mutation Axis: Section Graph Diversity

When the task asks for five routes (/1 to /5), assign and enforce this exact section graph mapping:

  • /1 -> G4
  • /2 -> G9
  • /3 -> G3
  • /4 -> G8
  • /5 -> G5

Route-level diversity checks (fail and revise if any check fails):

  • No two routes may share the same first three section types.
  • No two routes may use the same hero composition class (split, masthead, command panel, poster, scene).
  • Each route must include at least one explicit rhythm break that differs from every other route.
  • Do not repeat identical mid-page module order across any two routes.

Version-9 Mutation Axis: Interaction Depth

When the task asks for five routes (/1 to /5), enforce this primary interaction mapping:

  • /1 -> I6 (card choreography)
  • /2 -> I3 (interactive comparison surface)
  • /3 -> I7 (data-panel live state feel)
  • /4 -> I2 (scroll scene transitions)
  • /5 -> I1 (kinetic typography hero)

Interaction quality checks (fail and revise if any check fails):

  • First fold must contain one clearly interactive control or state switch, not a static decoration.
  • Every route must include at least three visible interaction affordances (hover, focus, active, or toggled state).
  • At least one mid-page module per route must have a stateful switch that changes visible content.
  • Any visible segmented control, tabs, or toggle must update nearby content and not be purely ornamental.
  • Include reduced-motion fallback while preserving interaction clarity.