agentsclimarketplace

Swarm design ui

Skill AnmarHani/SwarmVault/skills/swarm-design-ui

A shared knowledge vault + full software-engineering workflow for AI coding agents — run Claude Code and Codex in parallel with one memory, one plan.

Install
npx -y skills add AnmarHani/SwarmVault --skill swarm-design-ui

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 19 days oldThe repository was created 19 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 4 stars4 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

UI/UX design phase — propose an intentional design system (pattern, brand, color, typography, spacing, atomic components) with the user, offering distinct directions and per-page layout options, for any interface type: Web, Mobile, Desktop, TUI, or CLI. Use when the SRS declares a user interface, when defining a design system or visual identity, choosing layouts, or reviewing UI work against UX laws.

SKILL.md

5.0 KB, as published. Nobody here has run it

swarm-design-ui — UI/UX design phase

Gate: validated SRS declaring a user interface. Runs alongside swarm-design. The goal is intentional, consistent design decided with the user — not templated defaults.

Load only what you need (token economy): the per-interface reference for the type at hand (references/web.md, references/mobile.md, references/desktop.md, references/tui-cli.md), and — for graphical UIs — references/style-menu.md, the on-demand catalog of product categories, style families, layout patterns, and design resources (checklist.design, UX laws, color/type/psychology tools).

1. Interview first

Audience and context of use; brand personality; platform conventions to honor; accessibility requirements; existing brand assets. Keep it light and options-first — the point is to understand the product, not to quiz.

2. Propose a design system (offer ≥2 directions)

Don't jump to one look. Using the product's category and personality (see references/style-menu.md for the vocabulary), synthesize a recommended design system and at least one distinct alternative — e.g. "clinical precision" vs "warm craft" — so the user chooses with something concrete in front of them. Present each as a compact panel:

DESIGN SYSTEM — <recommended | alternative>
  Pattern/layout : <e.g. Hero-centric + social proof>   why: <conversion/trust rationale>
  Style          : <e.g. Soft UI evolution>             best for: <fit>
  Colors         : primary / surface / accent / semantic / bg / text  (WCAG-AA checked)
  Typography     : <display / body pairing>             mood: <…>
  Effects        : <shadows, motion timing, hover>
  Avoid          : <anti-patterns for this domain — see style-menu>

The style/category menu is a guide, not a cage: if the product's needs point elsewhere, design for them. Resolve the picked direction into the tokens below.

3. Produce the design-system doc (docs/design-ui.md)

Everything as tokens and scales, never per-screen ad-hoc values:

  1. Color — palette with roles (background/surface/primary/accent/semantic), light + dark, WCAG-AA contrast checked.
  2. Typography — 1–2 families, a modular size scale, line-height and weight rules.
  3. Spacing & box model — one spacing scale (e.g. 4px base), consistent margin/border/padding discipline, grid + auto-layout container rules.
  4. Atomic inventory — atoms → components → templates → pages; every screen implied by an FR appears here, traced to its FR-ID. Use the correct component names (namethatui.com is the dictionary): "drawer", "segmented control", "combobox" — not "that sliding panel". Precise names in specs and tickets mean every agent builds the same thing; resolve vague descriptions to the proper name and confirm.
  5. Per-page layout — for each key screen, offer a couple of layout options (references/style-menu.md lists landing-page and dashboard patterns) and record the choice with its rationale, not just a single default.
  6. Responsive rules — breakpoints, and a genuinely distinct mobile design where the SRS calls for mobile (not a shrunken desktop).
  7. Motion & interaction — states (hover/focus/active/disabled/loading/error), timing.
  8. Voice — the design system is half the identity; how the product sounds is the other half. Every string in the inventory (labels, errors, empty states, tooltips, onboarding) goes through swarm-write, against the project's voice.md. Copy is interface, not decoration applied afterwards.

4. Review against the UX-laws checklist (apply as review, not jargon)

Fitts (targets big and near) · Hick (fewer choices at decision points) · Jakob (follow platform conventions) · Miller (chunk information) · proximity/common-region (group related things) · Doherty (feedback < 400 ms) · error prevention over error messages. Run the pre-delivery checklist in references/style-menu.md before calling UI work done.

Rules

  • Accessibility is explicit for graphical UIs: contrast ratios, focus order, touch targets, reduced-motion.
  • TUI/CLI projects: skip all graphical guidance and the style menu; help text, flags, exit codes, and error style ARE the design (see references/tui-cli.md).
  • End with user validation (gated) or FR-coverage self-check (auto); update flow-state.

Influences: Laws of UX (Yablonski); Atomic Design (Frost); roadmap.sh/design-system; checklist.design; Figma typography guide; NameThatUI (component vocabulary); Anthropic frontend-design skill — see CREDITS.md.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.