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Frontend design

Skill byerlikaya/claude-starter-kit/claude-starter/skills/frontend-design

Enterprise engineering workflow for Claude Code — not just prompts. AI agents that plan, build, audit, and ship with security gates, privacy checks, and approval-controlled commits. Safely adopt it into new or existing repositories.

Install
npx -y skills add byerlikaya/claude-starter-kit --skill frontend-design

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Visual and UX design quality for interfaces: hierarchy, spacing rhythm, typographic scale, a restrained color system, layout composition, and polished states. The taste layer above frontend architecture and a11y. Trigger phrases: "visual design", "design system", "make it look good", "UI polish", "layout", "spacing", "typography"

SKILL.md

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Frontend Design (visual & UX quality)

frontend decides how the code is structured; a11y decides whether everyone can use it; this skill decides whether it looks considered and feels right. The through-line: a few consistent decisions, applied everywhere, read as "designed" — many one-off decisions read as "assembled". Design is subtraction and rhythm, not adding flourish.

Kit adaptation (local, .claude/): Stack-agnostic. Detect and respect the project's existing design system (tokens, component library, brand) — never impose a personal aesthetic or a new library. Accessibility is a floor, not a trade-off: apply a11y alongside (contrast, focus, motion). §4 Prohibitions apply.

The six levers (order = impact; fix hierarchy before you touch color)

  1. Hierarchy — the eye must land on the one primary thing first. Establish it with size, weight, and space — not with more color. One primary action per view; everything else is visibly secondary.
  2. Spacing & rhythm — consistent spacing from a single scale (e.g. 4/8px steps). Group related things with less space, separate groups with more. Whitespace is the cheapest way to look premium.
  3. Typography — one or two families, a small scale (≈4–6 steps), consistent line-height (~1.5 body). Limit weights. Measure ~45–75 chars per line. Type does most of the hierarchy work.
  4. Color — a restrained system: 1 brand/accent, a neutral ramp, semantic states (success/warn/error). Accent is for action and emphasis, not decoration. Verify contrast (→ a11y).
  5. Layout & composition — align to a grid; consistent alignment edges. Respect proximity/similarity (Gestalt). Responsive by intent (reflow, not just shrink); design the breakpoints, don't inherit them by accident.
  6. State & polish — design loading / empty / error / disabled / hover / focus as first-class, not afterthoughts. Motion is restrained and purposeful (~150–250ms, ease), and honors prefers-reduced-motion.

Checklist

  • One clear primary action; hierarchy readable at a glance (squint test)
  • All spacing from one scale; related grouped, groups separated
  • Type scale limited and consistent; line length and line-height comfortable
  • Color restrained; accent reserved for action; contrast passes (a11y)
  • Aligned to a grid; responsive by intent with designed breakpoints
  • Loading / empty / error / disabled states designed, not default
  • Motion purposeful, reduced-motion honored
  • Existing design tokens/system reused — nothing one-off invented

Tokens, scales, and a heuristic design review

Spacing/type/color scale systems, turning ad-hoc values into tokens, dark-mode and density variants, and a squint-test / heuristic-review pass to run before handing UI back: references/design-review.md.

Coordination

Architecture, state, and folder structure → frontend. Accessibility gate (contrast, focus, ARIA) → a11y. Applied by frontend-expert-csk on any stack; the stack-specific "how" stays in the project's frontend skill.

Invariant rules

  1. Hierarchy before decoration — fix what the eye sees first before adding any color or flourish.
  2. One scale per dimension — spacing, type, and radius each come from a single defined scale.
  3. Reuse the project's system — detect existing tokens/components; never impose a new aesthetic or library.
  4. Accessibility is a floor — contrast, focus, and reduced-motion are non-negotiable, not a style trade-off.
  5. Every state is designed — loading/empty/error/disabled are part of the design, not defaults.

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.