Ui ux design
Skill NjoyimPeguy/augments/plugins/augments/skills/ui-ux-design
Designs user-facing flows, states, interface hierarchy, visual direction, and evidence-backed alternatives. Use when creating or revising an interface before implementation, especially when visual choices need comparison. Skip for backend-only or already-decided cosmetic edits.From its SKILL.md
npx -y skills add NjoyimPeguy/augments --skill ui-ux-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 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
3.8 KB, 720 tokens by cl100k_base, as published. Nobody here has run it
UI/UX Design
Design the experience and decide its direction before implementation. In an existing product, the current system is evidence: extend it unless the brief explicitly calls for change.
When to use
- A new or revised flow, screen, or interface leaves behavior, hierarchy, or visual direction open.
- A visual decision would be clearer through comparable variants than prose.
- Skip for backend-only or non-interactive work, and for an exact cosmetic edit whose direction is already fixed.
- Scale down: a small, settled interface may need one flow, its states, hierarchy, and acceptance checks; alternatives are not mandatory.
Procedure
- Read the real context. Establish the requirements and audience. In an existing project, locate its routes, screens, components, tokens, type, content patterns, preview tooling, responsive and accessibility conventions, and relevant tests. Separate deliberate constraints from inconsistencies the work may address. If the task depends on an existing product but that evidence is unavailable, stop before proposing directions and ask for the repository, preview, screenshots, or system documentation; do not substitute a generic system.
- Frame the experience. Name the user's situation, the interface's single primary job, the primary affordance, and what success and failure mean.
- Map flows and states. Write key journeys as given / when / then scenarios with entry, completion, escape, and recovery. Cover empty, loading, partial, validation, error, offline, and no-permission states where applicable.
- Set hierarchy and content. Decide what is primary, secondary, contextual, and deferred on each screen. Use realistic content and the user's vocabulary; keep action names consistent through controls, confirmation, and errors.
- Choose an intentional direction. For any open visual direction, read design-quality.md. Define layout, type, color, spacing, shape, imagery, and motion as one product-specific system; do not decorate around an unresolved hierarchy.
- Show alternatives only when seeing helps. For a spatial, visual, or motion decision, read visual-decisions.md and compare 2–4 controlled, meaningfully different variants. Keep conceptual requirements and trade-offs in conversation. If feasibility, not preference, is uncertain, invoke
prototyping. - Design across conditions. Specify responsive changes, input methods, keyboard and focus behavior, semantic structure, contrast, reduced motion, content extremes, and localization pressure relevant to the interface.
- Decide with evidence. Record the chosen direction, comparison dimensions, user feedback, trade-offs, and why alternatives were rejected. A preview selection is evidence, not approval; confirm the decision explicitly.
- Write the UI/UX section of
.augments/designs/{{YYYY-MM-DD}}-{{topic}}.md(another path only if the user set one): context, flows, state matrix, hierarchy, direction, visual decision, responsive/accessibility behavior, and human acceptance checks. Then hand off towriting-plans.
Common mistakes
- Inventing a parallel design system before reading the one already in the project.
- Showing cosmetic variations when the decision is really hierarchy or flow.
- Visualizing a question whose answer is requirements or technical trade-offs.
- Using placeholder content that hides overflow, density, error, and empty-state problems.
- Self-approving subjective criteria instead of assigning a human check.
What ships with it: 2 files
12.1 KB alongside SKILL.md
references/
- design-quality.md5.5 KB
- visual-decisions.md6.6 KB
Gives 0 of the 12 instructions most design frontend skills give in 720 tokens
Counted across 1,169 of the 1,878 authors here whose files we hold, read 2026-08-07
- Use CSS variables for color consistencyin 72 of 1169, across 23 files
- Commit to one bold aesthetic direction before codingin 72 of 1169, across 27 files
- Match implementation complexity to the aesthetic visionin 70 of 1169, across 20 files
- Add atmospheric background effects and texturesin 57 of 1169, across 9 files
- Use unexpected spatial compositions and layoutsin 56 of 1169, across 8 files
- Implement real working codein 55 of 1169, across 7 files
- Vary themes and aesthetics across different designsin 48 of 1169, across 7 files
- Launch chromium in headless modein 47 of 1169, across 4 files
- Close the browser when donein 47 of 1169, across 4 files
- Run provided scripts with help flag firstin 47 of 1169, across 4 files
- Wait for network idle statein 47 of 1169, across 4 files
- Use descriptive selectors for elementsin 47 of 1169, across 4 files
Said here and by no other author read
- read existing project design conventions before proposing directions
- stop and ask if required product evidence is unavailable
- frame the primary job and affordance for the interface
- write key journeys as given when then scenarios
- design realistic content and avoid placeholder text
- choose one intentional visual direction system
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.