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Crap

Skill jorjani/product-squad/skills/crap

Audit a UI against the four CRAP design principles — Contrast, Repetition, Alignment, Proximity — grounding every finding in actual component code and design tokens. Use for visual-hierarchy and scanning polish on a built page. Distinct from /a11y (contrast math only), /brand-audit (token consistency), and /ux-design (states + responsiveness); this one judges layout legibility.From its SKILL.md

Install
npx -y skills add jorjani/product-squad --skill crap

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

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  • 1 stars1 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.

SKILL.md

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/crap — Visual Design Audit (CRAP Principles)

Usage: /crap [screenshot or page description]

Audit a UI page against Contrast, Repetition, Alignment, Proximity (Robin Williams, The Non-Designer's Design Book). Produces ranked, code-grounded fixes. Part of the audit family with /a11y, /brand-audit, and /ux-design; when a fix becomes a redesign, move to /mockup or /prototype.

User typically shares a screenshot. If they name a route, navigate to the component code.

Step 1 — Identify the UI

Screenshot: analyze layout, cards, typography, spacing, color, hierarchy. Route name: find the component tree. Always read the project's theme/design-system files (CSS variables, Tailwind config, brand tokens) to learn what tokens exist vs. what's used.

Step 2 — Read the code

Before any judgment, read: the page/layout component, key child components in view, global theme/tokens, component-specific CSS. You need exact class names, spacing, font sizes, and color tokens. Never critique from the screenshot alone — code tells you intentional vs. accidental.

Step 3 — Audit each principle

For each, give what's working (1 sentence) and what's not (findings with code references).

  • Contrast — "If two elements are not the same, make them very different." Hierarchy, weight/size differentiation, primary vs. secondary vs. noise, active/inactive states, signal data vs. filler.
  • Repetition — "Repeat visual elements for consistency." Consistent card treatment, predictable placement of recurring elements, badge/tag/icon consistency, do all cards end the same way.
  • Alignment — "Every element has a visual connection to another." Grid alignment across a row, vertical alignment of comparable data, clean internal edges, text-alignment consistency, ragged rows from uneven heights.
  • Proximity — "Related items grouped together." Related data visually separated, unrelated data fused, metadata grouped by meaning, whitespace signaling groups, dense compound lines.

Step 4 — Rank by ROI

Score each finding: Impact (H/M/L) and Effort (Trivial <5 / Small 5-20 / Medium 20-50 lines). Sort highest impact, lowest effort first.

Step 5 — Output

## CRAP Audit: [Page Name]
**Components:** [files read, with line refs]

### Contrast / Repetition / Alignment / Proximity
**Working:** [1 sentence]
**Findings:** 1. [finding + code ref] — Impact: [H/M/L], Effort: [T/S/M]

### High-ROI Changes (Top 5)
| # | Fix | Principle | Impact | Effort | Files |
|---|-----|-----------|--------|--------|-------|

### Implementation Notes
[1-2 sentences per top-5 fix — exact classes/utilities/structure]

Key Principles

  1. Code-grounded, not screenshot-only — reference specific classes and values.
  2. Scanning > reading — card grids and dashboards are scanned; judge every finding by "does this help scanning?"
  3. Surgical over sweeping — smallest change, biggest improvement.
  4. Respect the design system — work within existing tokens; don't invent colors or spacing.
  5. One principle can mask another — name the root principle that resolves the most symptoms.

Does NOT

Redesign pages, evaluate UX flows or interaction design (that's /ux-design), create mockups, or make subjective aesthetic calls.

$ARGUMENTS

Keep looking

Skills are one crate of 627,801. 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.