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Devrites ux shape

Skill ViktorsBaikers/DevRites/pack/generated/claude/skills/devrites-ux-shape

Plan UX/UI before code: design direction, design brief, visual direction, key states, interaction model for screens/forms/dashboards/settings pages. Use when shaping UI. Not for building/polish.From its SKILL.md

Install
npx -y skills add ViktorsBaikers/DevRites --skill devrites-ux-shape

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SKILL.md

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devrites-ux-shape: plan the UX/UI before code

Decide what the UI is and how it should look and behave before code, and write it to the feature's design-brief.md: the contract the build (devrites-frontend-craft), polish, and seal all check against. This is "shape before code" raised to a feature-level artifact: produced once at spec time, refined per slice. It is woven into the lifecycle (/rite-spec calls it when UI is detected; /rite-build refines it), not a separate phase the user runs.

When it runs

  • /rite-spec invokes it after references-intake when the feature touches UI (../rite-build/reference/frontend-trigger.md). Output: design-brief.md + a confirmation pause.
  • /rite-build / devrites-frontend-craft read the brief as the build target and refine it for the slice's surface. They don't re-derive it.
  • Skip entirely for backend / data / CLI / infra-only features.

1. Foundation: discover, don't impose

Reuse what's there first. Read the design system + register and any references the spec gathered:

  • Design system + register (tokens, components, type, spacing, neighbors; brand-vs-product) → ../devrites-frontend-craft/reference/design-references.md.
  • PRODUCT.md / DESIGN.md / CLAUDE.md if present: anchors that reduce questions. DESIGN.md is the project's rolled-up design memory (tokens, calibration baseline, proven component behaviors) earlier features sealed via ../rite-ship/reference/design-memory.md; treat it as the inherited system: read it before re-discovering, depart only on signal.
  • references.md + references/: the screenshots / Figma / video / links the human supplied. Honor each recorded role: target = fidelity contract, constraint = required rule, inspiration = extract only the cited principle.

2. Discovery: one round, assert-then-confirm

Understand the feature deeply enough to make excellent design calls: no code, no markup. Use the devrites-interview cadence: 2-3 questions per round, best-guess attached, stop when answers converge. One round is the default; add a second only for material gaps. When PRODUCT.md + the spec already pin an answer, assert it and ask to confirm ("reads as Restrained: confirm?"), don't offer a four-option menu. Cover:

  • Purpose & user: who, in what state of mind (rushed / exploring / anxious / focused).
  • Content & data: realistic ranges (0 / typical / many), dynamic content, real media/assets the surface needs.
  • Preserve + anti-goals: identity, IA, behavior, content voice, SEO/analytics hooks, existing accessibility wins, or assets that must survive; what this must NOT become; the biggest risk of getting it wrong.

3. Design direction: the direction set (commit, don't hedge)

One deliberate visual decision on five fronts, each anchored in an existing reference so the call is checkable, not taste:

  • Scene sentence: who / where / ambient light / mood, per ../devrites-frontend-craft/reference/design-references.md. Forces dark-vs-light and tone from the scene, not the category.
  • Color strategy: Restrained / Committed / Multi-role / Saturated, per the color-commitment table in ../devrites-frontend-craft/reference/quality-standards.md. Pick from the scene; register doesn't decide it.
  • Calibration: density (Airy / Balanced / Dense) and motion (Minimal / Standard / Expressive), per the calibration table in the same quality-standards file. Set both from the scene so the build targets a calibration, not a guess (a 2am SRE → Dense + Minimal; a launch hero → Airy + Expressive).
  • Named anchor references: 2-3 specific products / brands / objects to steer toward (not adjectives like "modern" or "clean"), plus the saved references/ files.
  • Visual thesis: the focal point and hierarchy in one sentence, plus one memorable move (or none — system continuity) and the obvious-but-wrong direction rejected. This creates intentional distinction without forcing novelty into product UI.

Respect the existing identity (default, ~90%); depart only on an explicit signal.

4. Scope: task-scoped, never persisted

Name the output target so sketch-vs-ship isn't guessed: fidelity (sketch / mid-fi / high-fi / production. DevRites default is production), breadth (one screen / a flow / a surface), interactivity, time intent. These ride in the brief only; they do not change the project's design system, and never get written to PRODUCT.md / DESIGN.md.

5. Key states + interaction model

List every state the feature needs and what the user must see/feel in each (default, loading initial+subsequent, empty→next-action, error→recovery, success, disabled/ no-permission, long-content/overflow), the information hierarchy (what's seen 1st / 2nd / 3rd; primary action unmistakable), responsive reflow, a11y must-haves, and the interaction model (inline vs navigated vs (rarely) modal; optimistic vs pending; feedback). Name the representative states, viewports, input modes, and target R-ids that will prove the result; "looks polished" is not a proof target. Canonical state list: ../devrites-frontend-craft/reference/shape.md.

6. Visual-direction probe: capability-gated

When the work is net-new or directionally ambiguous and fidelity ≥ mid-fi, pressure-test the lane with something concrete instead of words: pull Figma context, generate image probes, screenshot reference sites, or route a code-fidelity question to /rite-prototype. Capability-gated: announce the skip in one line if no tool is available. Flow: reference/visual-direction-probe.md.

7. AI-slop pre-check

Run the two-altitude category-reflex check (../rite-polish/reference/anti-ai-slop.md) on the chosen direction before writing the brief, if the palette/theme is guessable from the category, rework the scene sentence and color strategy. Cheaper to catch the slop in the brief than in the build.

8. Write the brief + gate

Write design-brief.md (reference/brief-template.md): compact (3-5 bullets) when discovery was crisp, full when the surface is ambiguous or multi-screen. Don't pad a clear brief to look thorough; don't skip the pause to look fast. Then honor the run mode (../devrites-lib/reference/standards/afk-hitl.md):

  • HITL: present the brief and STOP for explicit confirmation. The pause is the point: shape ends at the user's "go", not at your own certainty. Disagreement → revisit the relevant discovery question.
  • AFK: assert the best-guess direction, record it in decisions.md + an advisory questions.md entry, and proceed. A direction touching the irreversible-risk list still pauses.

Completion: the smallest useful brief exists; primary action, states, interaction, proof targets, and reference role/usage are explicit; the run-mode gate is resolved. Only then may UI code start.

Output

UX/UI shaped: <slug>
Direction: <color strategy> · density <airy|balanced|dense>/motion <minimal|standard|expressive> · "<scene sentence>" · anchors: <ref A, ref B>
States: <n listed>   Probe: <figma | images | prototype | skipped — no tool>
Brief: design-brief.md (<compact | full>)
Gate: <confirmed | awaiting confirmation | AFK-asserted>
Next: /rite-define (UI slices map to the brief's states) — or /rite-build refines it per slice

NEVER (ux-shape)

  • Never write code, markup, or a component here: produce the thinking, not the UI.
  • Never finalize the brief without naming the primary action and the full state set (not just the happy path).
  • Never decide visual direction by taste when the project has a system: discover first.
  • Never treat an inspiration reference as a fidelity target: honor its recorded role.
  • Never skip the HITL confirmation pause "because the brief is obviously right": ask once, wait.
  • Never re-derive the brief from scratch in /rite-build: refine the existing one.

What ships with it: 2 files

8.4 KB alongside SKILL.md

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