Applying ui design system
Frontend UI design system selector and implementation guide covering Glassmorphism, Liquid Glass (Apple-style), Neubrutalism, and Claymorphism. Use when building UI components, choosing a visual aesthetic, implementing design tokens, or auditing accessibility/contrast on themed surfaces. Provides per-style tokens, component patterns, dark mode, and a11y constraints.From its SKILL.md
npx -y skills add telagod/code-abyss --skill applying-ui-design-systemAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
SKILL.md
3.2 KB, ~1.1k tokens by cl100k_base, as published. Nobody here has run it
设计语言选型
判断先于执行:决定「是否做 / 选什么 / 如何取舍」(栈、方案、架构、权衡)前,先读领域判断内核
skills/_kernel/frontend/SKILL.md——它管 judgment,本秘典管 execution;冲突时以内核判断为准。
不同设计语言不可混搭。先选语言,再按 reference 落地组件。
风格决策
| 想要的感觉 | 选 | 加载 |
|---|---|---|
| 半透明、磨砂、轻盈、纵深感弱 | Glassmorphism | references/glassmorphism.md |
| Apple 风格、立体玻璃、环境光响应、弹簧动效 | Liquid Glass | references/liquid-glass.md |
| 粗框硬影、高饱和、纯平、反精致 | Neubrutalism | references/neubrutalism.md |
| 软糯黏土、大圆角、双内影、温暖 | Claymorphism | references/claymorphism.md |
每个 reference 自包含「核心要素 + CSS Tokens + 关键约束 + 组件 + 暗色模式 + 无障碍」全套。
共享铁律(跨风格)
无论选哪种风格,下列约束全部适用:
- 对比度 — 主文字 ≥ 4.5:1,大字体(≥18pt 常规 / ≥14pt 粗体)≥ 3:1。逐底色验证,不靠白底脑补。
:focus-visible— 必须可见;轮廓与底色有足够反差。键盘可达性是底线。prefers-reduced-motion: reduce— 禁用弹簧、滑入、parallax 等装饰动画;保留功能性 transition。prefers-contrast: more— 减少透明、增强边界、平化阴影。- 暗色模式 — 用语义 token 切换(如
--bg-surface),不要硬编码#fff/#000后再交换。
落地流程
- 选风格 — 一个项目通常一种主风格;可有第二风格作辅助层(如主体 Liquid Glass + 强调按钮 Neubrutalism)
- 导入 tokens — 复制对应
tokens-<style>.css到项目,按需扩展 - 按 reference 抄组件 — Card / Button / Modal / Nav 速查已就位
- 验证对比度 + 焦点 + 减弱动效 — 跑 a11y 自检
- 暗色模式映射 — 每个 token 都要有暗色对应
何时不要本 skill
- 仅需 vanilla CSS / Tailwind 默认组件 → 不需要设计系统选型
- 已有完整 design system(如 Material、Ant Design)→ 沿用,不重新选风格
- 后端工作 / 数据可视化主导 → 走 designing-architectures
性能基线
- 同屏
backdrop-filter元素 ≤ 3(Glassmorphism / Liquid Glass 限制) - 滚动容器内避免 blur(触发逐帧重绘)
- 阴影层叠 ≤ 3 层(Claymorphism 多内影时尤其注意)
- 低端设备:用
@supports或@media (hover: none)降级为纯色
What ships with it: 8 files
22.5 KB alongside SKILL.md
references/
- claymorphism.md4.0 KB
- glassmorphism.md3.6 KB
- liquid-glass.md5.8 KB
- neubrutalism.md3.7 KB
- tokens-claymorphism.css1.5 KB
- tokens-glassmorphism.css886 B
- tokens-liquid-glass.css2.1 KB
- tokens-neubrutalism.css1.0 KB
Gives 0 of the 12 instructions most design systems skills give in ~1.1k tokens
Counted across 501 of the 520 authors here whose files we hold, read 2026-09-06
- Extract colors, typography, spacing, radii, shadows, breakpointsin 20 of 501, across 10 files
- Create a self-contained dependency-free HTML preview pagein 20 of 501, across 10 files
- Keep touch targets at least 44x44pxin 20 of 501
- Score the UI across ten dimensionsin 18 of 501, across 8 files
- Animate exclusively via transform and opacityin 18 of 501, across 15 files
- Ensure WCAG AA color contrastin 18 of 501, across 13 files
- Generate DESIGN.md with rationale for each decisionin 17 of 501, across 7 files
- Ensure proper contrast and readabilityin 15 of 501, across 10 files
- Scan the codebase for existing style patternsin 15 of 501, across 6 files
- Give every interactive element a visible focus indicatorin 15 of 501, across 13 files
- Propose a design token setin 14 of 501, across 5 files
- Create a custom theme when none fitin 14 of 501, across 9 files
Said here and by no other author read
- Read the judgment kernel before deciding
- Choose one style before building components
- Keep focus-visible outlines visible and contrasting
- Reduce transparency under prefers-contrast more
- Import the chosen style's design tokens
- Build components from the style reference
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.