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Swarm design ui

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

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.From its SKILL.md

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

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SKILL.md

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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.

What ships with it: 5 files

10.0 KB alongside SKILL.md

references/

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