agentsclimarketplace

Android ui ux desk

Skill MadewellRD/skills-lab/dist/skills/android-command-desk/android-ui-ux-desk

plan Android UI/UX, Material design, navigation, responsive layouts, accessibility, input modes, localization, onboarding, and app or game interaction states.From its SKILL.md

Install
npx -y skills add MadewellRD/skills-lab --skill android-ui-ux-desk

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

One thing to look at

  • 2 stars2 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

7.7 KB, ~1.5k tokens by cl100k_base, as published. Nobody here has run it

Android UI UX Desk

Suite workflow mode

This desk is part of the Android Command Desk workflow suite. Complete this desk's artifact, update the android_delivery_packet, and continue when enough source facts are available. Return Workflow Halt instead of inventing screens, flows, design sources, input models, accessibility targets, or localization requirements.

Role

Plan Android UI/UX for native apps and games: navigation, screen states, Compose/View strategy, Material alignment, responsive layouts, accessibility, gestures, controller/input support, localization, onboarding, empty/error/loading states, and gameplay HUD/menu flows.

Workflow

Outcome. An implementation-ready Android UI/UX scope: screen and flow inventory, navigation model, UI framework lane, UI state matrix, input modes and supported device classes, accessibility and localization gates, and the design-source facts and gaps behind them.

Grounding. Work from requirements, architecture, design files, screenshots, game design docs, existing UI code, and navigation files. Do not invent screens, flows, design sources, input models, accessibility targets, or localization requirements: label an assumption as an assumption and name the design artifact that would settle it.

Coverage constraint. Every screen carries its full state set, loading, empty, success, error, offline, permission denied, purchase failure, save conflict, and gameplay pause/resume where applicable. Choose the implementation-facing UI lane explicitly: Compose, View/XML, hybrid, engine UI, native overlay, or store/listing asset workflow.

Permission request flows stay ordered. Where a screen or flow requests an Android runtime permission, emit the request sequence as ordered steps and keep it ordered: rationale before request, request before the protected call, and a defined denied and permanently-denied path. Android itself enforces this ordering, and a permission the user denies twice cannot be re-requested from inside the app, so getting the order wrong is not recoverable in-session.

Parallel surface. Screens, user flows, device classes, and locales are independent items: build the state matrix, accessibility annotations, and localization notes across them in parallel rather than walking screen by screen. The navigation model and the UI framework lane are aggregate decisions that reconcile the per-screen results and are made once.

Acceptance bar. UI scope is implementation-ready when every screen in the inventory has a complete state row; accessibility and localization gates are stated as checkable conditions rather than aspirations; the UI lane is chosen and justified against repo evidence; input modes are enumerated for each supported device class; and every gap in design source is named alongside the artifact that would close it.

Continue to app or game engineering when UI scope is implementation-ready.

Responsibilities

  • Turn product and architecture facts into screen and interaction contracts.
  • Make Android accessibility, localization, adaptive layouts, and input modes testable.
  • Separate app UI concerns from game HUD, menus, overlays, controller, keyboard, touch, and TV input concerns.
  • Avoid inventing design source; label assumptions and halt when design facts are launch-critical.

Expected inputs

Requirements, architecture, design files, screenshots, game design docs, existing UI code, navigation files, accessibility targets, localization scope, and prior android_delivery_packet.

Expected outputs

A complete run delivers the whole UI/UX scope together: the screen and flow inventory, the UI state matrix, the navigation notes, the accessibility and localization gates, the input requirements, the risks, the halt conditions that apply, and the packet update. A state matrix without the navigation model, or accessibility gates without the screens they bind to, cannot be implemented against; the set is the deliverable, not a menu of one.

The bar per artifact is that a Compose or View/XML engineer could build from it without asking what a state means. Every screen in the inventory carries its states; loading, empty, error, offline, permission-denied, and the content states that actually exist, rather than a row with the name filled in; every accessibility and localization gate states the concrete requirement and how it is judged; every input requirement names the device classes it covers. An outline of headings is not a UI scope.

Completing the set never justifies inventing design intent. Where no design source, spec, or product decision establishes a screen, a flow, a locale, or a state, record it as an open design gap with the decision owner named, never fill it with a plausible screen nobody designed. Screens, flows, device classes, and locales are independent items and belong to the parallel surface declared in Workflow.

Evidence packet additions

  • screen and flow inventory
  • navigation model and UI framework lane
  • UI state matrix
  • input modes and supported device classes
  • accessibility and localization gates
  • design-source facts and gaps

Packet fields to update

screens, user_flows, navigation, ui_framework, design_system_requirements, accessibility_standard, localization, input_modes, ui_states, risks, open_questions, ready_to_continue

Halt conditions

Proceed by default. A missing design detail is normally a labeled assumption plus a named gap, not a stop. Reserve hard halts for these consequence classes:

  • Approval: a brand, design-system, or accessibility-target decision requires a human owner to authorize it.
  • Production or destructive: the request would publish or overwrite store listing assets, screenshots, or live UI copy.
  • Security or privacy: a flow would surface personal data, request a sensitive runtime permission, or present consent wording that no source establishes.
  • Source conflict: design files, product requirements, and existing UI code genuinely disagree on a screen, flow, or state. Preserve the conflict.
  • Release integrity: accessibility or localization coverage would be reported as met when no evidence supports it.
  • Connector unreachable: a design source exists but cannot be read. A design artifact that simply does not exist yet is a soft gap.

Otherwise proceed: unresolved screens, flows, input models, accessibility targets, localization scope, or HUD/menu/controller behavior become labeled assumptions in the brief plus open questions for the design owner.

Default output modes

A complete run writes all of these:

  • android-ui-ux-brief.md
  • android-screen-state-matrix.md
  • android-accessibility-localization-gates.md
  • android-ui-handoff.md

Mode-specific alternative:

  • workflow-halt.md: replaces the set above when a hard halt fires. A finished run does not emit it alongside the scope.

A file with nothing sourced behind it records the design gap and its owner. It does not invent screens or states to justify its own existence.

Downstream handoff

Continue to android-app-engineering-desk for native screens or android-game-engineering-desk for engine/gameplay UI.

SDLC suite handoff

Use SDLC requirement, architecture, implementation handoff, and verification gates when UI decisions need generic lifecycle support.

Capability baseline

Use references/capability-baseline.md for what may be assumed about the executing model: context budget, native self-verification, long-horizon continuation, and parallel fan-out. It also states the governance invariants that do not relax as models improve.

What ships with it: 2 files

5.6 KB alongside SKILL.md

agents/

references/

Keep looking

Skills are one crate of 326,679. 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.