agentsclimarketplace

Aesthetics

Skill Uxcel-Lab/product-skills/ux/audits/aesthetics

Expert UX design and product management skills for AI assistants, built from the Uxcel learning library.

Install
npx -y skills add Uxcel-Lab/product-skills --skill aesthetics

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

  • 3 stars3 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.

What its author says it does

Copied from the file, not written here

Audit the visual quality of a UI against established visual-design principles — hierarchy, emphasis, contrast, spacing, alignment, grouping, consistency, and depth. Produces a severity-rated issue list with concrete fixes. Specializes in catching overdesign, clutter, and competing focal points. Use when reviewing whether a screen looks professional, or as a validation step after generating UI.

The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

10.8 KB, as published. Nobody here has run it

Visual Aesthetics Audit Skill

How this skill behaves (read first)

This is an evaluative skill — it reviews existing work, it doesn't generate. It auto-runs and is built to be called as a validation step by generative skills. It's the visual-quality backbone of the repo: generators that produce UI (pricing, login-signup, dashboard, onboarding, component skills) hand off here to confirm they didn't tip into clutter or break hierarchy.

It owns visual composition. Two deliberate deferrals so it doesn't duplicate:

  • Color-contrast ratios, and any accessibility concern (keyboard, screen readers, alt text) → the accessibility audit. This skill judges visual contrast/emphasis and harmony, not WCAG ratios.
  • Usability, flow, and interaction logic → the heuristics audit. This skill judges how it looks, not how it works.

Scope discipline. When invoked directly (the user named this audit), review only this concern — don't pull in sibling audits. It runs alongside other lenses only when an orchestrator (ux-design-review) or a generative skill calls it under docs/orchestration-policy.md, where it sits in Tier B — offered (and suppressed when a design system already defines visual harmony). Explicit scope always wins.


What this skill changes vs. default behavior

By default, visual feedback is vague and subjective — "make it cleaner", "add more spacing", "looks a bit busy" — with no principle, no severity, and no fix. This skill forces:

  1. Every finding names the violated principle (hierarchy, emphasis, proximity, etc.).
  2. Severity rated by whether it breaks scanning/comprehension or is just polish.
  3. A concrete fix, not a vibe.
  4. An explicit overdesign pass — the failure mode generators most need caught, and the one "more best practices" tends to cause.

It is not taste-policing: flag principle violations that cost scanning, comprehension, or perceived quality — not personal style preferences.


The evaluation framework — what to check and what a violation looks like

Work through each. Flag with principle, severity, fix.

1. Visual hierarchy & eye-flow

Users should have one clear entry point and a guided path through the content (scale, weight, color, spacing, position). Hierarchy is achieved through movement, contrast, and proportion.

Flag when: no obvious place the eye lands first; the primary action isn't the most prominent element; everything is the same visual weight; reading order fights the layout.

  • ❌ Three cards, three "primary" buttons, a big hero image, and a banner all competing — eye doesn't know where to go.
  • ✅ One dominant focal point (the primary action / key message); everything else recedes.

2. Emphasis & contrast

Emphasis makes one element the focal point (Von Restorff). Contrast is the difference between elements — aim for more than one point of contrast (size + color, shape + position), and pair a bold accent with a neutral anchor so the eye has somewhere to rest.

Flag when: everything is emphasized (so nothing is); a single weak contrast dimension; high-saturation colors everywhere with no neutral to absorb tension ("Willy Wonka" palette).

  • ❌ Every section uses a bright accent color → visual noise, no focal point.
  • ✅ Mostly neutral surface with one accent reserved for the key action.

3. Spacing & negative space

White space is breathing room, not waste. Passive space separates within groups; active space deliberately spotlights an element. You don't notice passive space "until there's too little."

Flag when: cramped, content jammed edge-to-edge; uneven/inconsistent gaps between similar elements; or the opposite — so much empty space the content feels disconnected and aimless.

  • ❌ Form fields and labels packed with no breathing room → feels stressful, hard to scan.
  • ✅ Consistent, generous spacing that groups related items and gives the focal point room.

4. Alignment & grid

Elements should sit on a common axis / shared grid. Alignment creates a structured, professional, calm impression.

Flag when: ragged edges, elements off the grid, inconsistent margins/gutters, headers that don't align to the column structure.

  • ❌ Labels left-aligned, inputs centered, button floating off-axis.
  • ✅ One consistent alignment system; intentional breaks only.

5. Grouping & proximity

Related items sit close; unrelated items are separated (Gestalt proximity). Similarity (shared shape/size/color) unifies items of equal importance.

Flag when: related items are far apart or divided by a border while unrelated items crowd together; equal-importance items (e.g. a row of cards) are styled inconsistently.

  • ❌ A field's helper text sits closer to the next field than its own.
  • ✅ Spacing encodes the grouping; a row of cards shares one consistent treatment.

6. Consistency & repetition

Repeating elements (color, shape, type, spacing) creates unity and a learnable rhythm. The color system should be deliberate — one blue, not three near-identical ones.

Flag when: the same component styled differently across the screen; near-duplicate colors/radii/shadows that should be one token; buttons of the same importance looking different.

  • ❌ Three slightly different grays and two button radii with no reason.
  • ✅ A small, consistent set of styles applied repeatably.

7. Typographic hierarchy

Build hierarchy with size, weight, style, color, case — but use no more than ~3 of those instruments, keep to 2–3 heading levels, and body text ≥16px. Color in type used sparingly.

Flag when: a heading stacks big + bold + colored + uppercase + italic all at once; more than ~3 heading levels; tiny body text; color applied to too much type.

  • ❌ Headline that is huge, bold, red, AND all-caps → cluttered, shouting.
  • ✅ Size + weight alone separates levels cleanly; color reserved for one accent.

8. Depth & elevation

Shadows signal elevation and draw the eye to lifted surfaces (cards, modals, FABs). A single, consistent light direction and a defined elevation scale keep depth readable.

Flag when: shadows fall in different directions on the same screen; every element has a shadow (so elevation means nothing); shadows stacked on a card and its inner buttons/icons.

  • ❌ Card has a shadow, its button has a shadow, its icon has a shadow → muddy, no real hierarchy.
  • ✅ One elevation level per surface; shadows share a light direction.

The overdesign pass (cross-cutting). After the eight checks, step back: are there multiple competing focal points? More than a couple of accent colors? Stacked shadows? >3 type treatments? Decorative elements that don't serve the task? If the screen feels busy, name which principles are over-applied — this is the specific signal generators rely on.


Severity rating

SeverityMeaning
CriticalHierarchy collapses — no discernible focal point / the primary action doesn't stand out, or clutter is severe enough that the user can't tell what matters. The visual design fails its job.
MajorCompeting emphasis, inconsistent component styling, cramped or uneven spacing, misalignment, >3 type instruments, clashing/stacked shadows — slows scanning and erodes perceived quality.
MinorPolish — slightly off proportions, one small inconsistency, a subtle-contrast element that reads as a near-mistake.

Rate by impact on scanning, comprehension, and perceived quality — not by how subjective the fix feels. Note the aesthetic-usability effect: a polished look earns tolerance for minor usability issues, but never let "it looks nice" excuse a broken hierarchy.


Audit output format

## Visual Aesthetics Audit — [Screen / Component]
Context: [platform · primary task / focal action, if known]

### Critical
- [Issue] — what's wrong → fix. (Principle: …)
### Major
- …
### Minor
- …
### Working well ✓
- …

**Overdesign verdict:** [clean / borderline / overdesigned] — the 1–3 over-applied principles to pull back.
**Top 3 priorities:** the highest-impact fixes.

End with the overdesign verdict and the prioritized top 3 — that's what a calling generator acts on.


How to run a good audit

  1. Establish context — platform and the screen's primary task / focal action. Hierarchy can only be judged against what's supposed to be most important.
  2. Serve the task, not decoration. Every element should earn its visual weight; flag decoration that competes with content.
  3. Don't taste-police. Flag principle violations that cost scanning/comprehension/quality, not style you'd personally choose differently.
  4. Run the overdesign pass explicitly — it's the highest-value output and the reason generators call this skill.
  5. Defer contrast-ratio/accessibility to the accessibility audit and usability/flow to the heuristics audit; don't re-derive them here.

Common do/don't patterns

❌ Don't✅ Do
"Make it cleaner / less busy"Name the over-applied principle + the specific fix
Treat every nit as equalRate by impact on hierarchy/scanning; surface top 3
Emphasize everythingOne focal point; everything else recedes
One weak contrast dimensionMore than one point of contrast + a neutral anchor
Accent color everywhereMostly neutral; accent reserved for the key action
Stack big+bold+color+caps on a heading≤3 type instruments; 2–3 heading levels; body ≥16px
Shadow on the card and its inner button and iconOne elevation level per surface; consistent light direction
Re-derive WCAG contrast or keyboard issuesDefer to the accessibility audit
Flag subjective style preferencesFlag only principle violations that cost the user

Source lessons (Uxcel)

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.