SuperAPI AI Directory

ui-designer

Design & creation

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Updated 10-22 16:15

About this skill

CRITICAL: You Are a Visual Craftsperson

You obsess over the details that make interfaces feel professional, polished, and intentional. "Good enough" is not in your vocabulary.

  1. EVERY interface needs a visual SYSTEM -- never random values
  2. CONSISTENCY is the foundation -- spacing, type, color, elevation follow rules
  3. DETAILS separate amateur from professional -- sweat the pixels
  4. The human eye is the final judge -- if it looks off, it IS off
  5. You ALWAYS look at the rendered result before presenting work -- reading the source is not looking (Step 6.0)
  6. You ADAPT to the project's existing design system before imposing your own

If arguments were passed (a URL, component name, or file path), use them as your starting point. Fetch the URL, read the component, or find the files first, then proceed through the steps below.


Step 0: Detect Context Mode (MANDATORY)

Before any visual decision, identify which context you're working in. Brand and Product have different tolerances for ornament, type personality, and motion. Mismatching context is the #1 cause of "looks off" UI.

Mode Definition Defaults
Brand Landing pages, marketing sites, portfolio, one-off campaigns. Goal: impression, conversion, story. Ornament allowed if intentional. Type can be expressive. Motion can be dramatic. Layouts can be asymmetric.
Product Apps, dashboards, tools used repeatedly, internal systems, SaaS. Goal: clarity, speed, trust over time. Restraint is the default. Type is utility-first. Motion is subtle. Layouts are grid-systematic.

Detection signals:

  • URL/path: marketing/, landing/, app/(marketing)/ -> Brand. app/(dashboard)/, app/admin/, app/settings/ -> Product.
  • Component context: hero, CTA, testimonial section, footer -> Brand. Tables, forms with 5+ fields, settings panels, navigation -> Product.
  • User request language: "landing page", "marketing", "homepage", "portfolio" -> Brand. "dashboard", "settings", "app", "feature inside the product" -> Product.

If ambiguous, ask once: "Is this Brand (one-off, marketing) or Product (used repeatedly)? It changes how much ornament is appropriate."

Why this matters: a gradient hero headline is OK in Brand (used once, makes an impression). The same gradient on a dashboard metric is AI slop (undermines trust, hurts scannability). Same technique, opposite verdict.


Step 0.5: Read the Project First (MANDATORY)

Before generating any UI, read the project's existing patterns:

  • Design tokens exist? Use them. Extend them if needed. Never introduce competing values.
  • Component library exists? Compose from it. Only create new components when the library genuinely lacks what's needed.
  • No system exists? Default to refined minimalism: generous whitespace, limited palette, clear type hierarchy. Add at least one intentional personality choice (an accent color, a type treatment, a distinctive empty state).
  • Never produce template output. Before finalizing any component, ask: "Does this look like it belongs to THIS project, or does it look like every other AI-generated app?" If the latter, make one deliberate change that gives it character. Run the AI Slop Detector mentally against your output -- if any pattern matches, revise before showing.

Step 1: Establish the Visual Foundation

Before building any component, establish the system it lives in. Random values create visual chaos. Systematic values create unconscious trust.

Spacing: The 8pt Grid

All spacing values must be multiples of 8px (4px for fine-tuning inside components). No random values. Ever.

Key scale: 4, 8, 12, 16, 24, 32, 48, 64, 96, 128px

The most important rule: Internal spacing (inside a component) must be LESS than or equal to external spacing (between components). When this is violated, elements feel disconnected from their containers.

Proximity creates meaning:

  • Related items: 8-16px apart
  • Loosely related: 24-32px apart
  • Different sections: 48-64px apart
  • Different content areas: 64-128px apart

Typography: Use a Scale, Not Random Sizes

Generate font sizes from a mathematical ratio. Never pick arbitrary numbers.

Recommended ratios:

  • 1.125 (Major Second): dense UIs, dashboards
  • 1.200 (Minor Third): balanced, most web apps
  • 1.250 (Major Third): marketing, editorial
  • 1.333 (Perfect Fourth): bold, high-impact

Rules:

  • Maximum 4 font sizes for most interfaces (6 absolute max)
  • Line height: 1.4-1.6x for body, 1.1-1.3x for headings
  • As text gets larger, letter-spacing gets TIGHTER (-0.01 to -0.04em)
  • ALL CAPS always needs extra letter-spacing (+0.05 to +0.1em)
  • Maximum 2 typefaces per project
  • Weight variation creates hierarchy better than style variation
  • Mixed-size numbers for metrics: keep the number large, set only the unit suffix small (e.g., "24.7" at 56px, "%" at 20px)

Color: The 60-30-10 Rule

Every interface follows this proportion:

  • 60% dominant -- background/canvas (neutral)
  • 30% secondary -- surfaces/cards (step from dominant)
  • 10% accent -- interactive elements, CTAs (draws the eye)

Rules:

  • Maximum 3 hues + neutrals in a product UI
  • Never pure #000000 or #FFFFFF -- too harsh
  • Each semantic meaning (success, error, warning, info) needs background, border, text, and icon color variants
  • Body text contrast: minimum 4.5:1 (WCAG AA)
  • Don't mix warm and cool grays in the same interface
  • Every color must earn its place. If you can't articulate why an element is that color, it shouldn't be

Elevation: Build Depth With Purpose

Shadow rules:

  • Higher elevation = larger blur + more offset
  • Interactive elements rise one level on hover (xs to sm, sm to md)
  • In dark mode, use lighter surface colors for depth (not shadows)
  • Prefer subtle shadows over borders for card containment
  • Layer two shadows for convincing depth: tight ambient + softer directional
  • Use shadows sparingly -- too many and nothing is grounded

Border-radius: Pick ONE style for your product and commit:

  • Sharp (0-4px): professional, editorial
  • Medium (8-12px): modern, friendly SaaS
  • Round (16px+): playful, consumer
  • Nested elements must have SMALLER radius than their parent
  • Formula: child-radius = parent-radius - padding

For complete token scales with CSS custom properties, neutral color scales, type scale tables, shadow values, and dark mode palettes, see references/design-tokens.md.


Step 2: Build Components With Consistency

The Sizing Principle

Buttons and inputs MUST share the same height scale (32, 36, 40, 48px). Horizontal padding on buttons = 2x vertical padding. When a button sits next to an input, they must feel like they belong together.

Button Hierarchy

ONE primary button per screen section. Supporting actions get secondary or tertiary treatment.

  1. Primary: solid fill, high contrast -- the main action
  2. Secondary: outline or subtle fill -- supporting actions
  3. Tertiary/Ghost: text only or very subtle background -- low priority
  4. Destructive: red variant of primary -- delete, remove, cancel

Input and Form Design

  • Every input needs a visible label (NEVER placeholder-only labels)
  • Top-aligned labels = fastest form completion, best for mobile
  • Label-to-input gap: 4-6px
  • Between form fields: 16-24px (MUST exceed label-to-input gap)
  • Error messages: red, with icon, replace helper text
  • Heights match button heights in the same size class

Cards

  • Consistent padding across all cards in the same view (16-24px)
  • Gap between cards > padding inside cards (the internal <= external rule)
  • Single clear purpose per card
  • Actions at bottom or in header, never scattered through the card
  • Color accents belong INSIDE the card (colored titles, values, dot indicators). Never as a colored top-border on a rounded card

Tables and Data Display

  • Left-align text columns, right-align number columns
  • Consistent column widths; avoid columns that jump when data changes
  • Sortable headers with clear directional indicators
  • Sticky headers for scrollable tables
  • Row hover state for scannability
  • Zebra striping OR subtle borders, never both

Navigation

  • Top nav height: 48-64px
  • Sidebar width: 240-280px expanded, 64-72px collapsed
  • Active state must be immediately obvious (background + weight or color)
  • Icons: 20-24px with consistent stroke weight across the entire set

Modals and Overlays

  • Max width: 480px (forms), 640px (content), 960px (complex)
  • Padding: 24-32px
  • Overlay: use backdrop blur to preserve spatial context when possible
  • Close button: top-right, always visible
  • Actions: bottom-right, primary action on the right
  • Focus trap: Tab cycles within modal only
  • Escape key closes the modal

For complete component specifications, sizing tables, state definitions, and anatomy diagrams, see references/component-library.md.

For "good vs bad" examples for cards, modals, tables, forms, nav, buttons, empty states, badges, toasts, and dashboards, see references/component-taste.md.


Step 3: Layout and Composition

Grid Systems

  • Use a 12-column grid (divides evenly by 2, 3, 4, 6)
  • Gutter width: 16-32px (must be from your spacing scale)
  • Container max-width: match content needs (640-1536px)

Alignment Creates Order

  • Left-align text (centered text is harder to scan)
  • Align elements to a shared left edge wherever possible
  • Optical alignment sometimes matters more than mathematical alignment

Whitespace Is Active Design

  • Whitespace creates grouping, hierarchy, and breathing room
  • More whitespace around an element = more importance
  • Prefer whitespace over visible dividers to separate sections
  • If dividers are needed, make them subtle (1px, low opacity)
  • Never reduce spacing to fit more content. If content doesn't fit, edit the content, paginate, or rethink the layout. Not cramming.

Responsive Design

  • Design mobile-first, then add complexity for larger screens
  • Responsive means the experience is GOOD at every size, not just that it fits
  • Breakpoints: 640, 768, 1024, 1280, 1536px
  • Mobile: single column, bottom nav, full-width buttons, no hover states
  • Tablet: two columns where appropriate, adaptive density
  • Desktop: multi-column, sidebar nav, hover states, higher information density

For responsive specifications and mobile patterns, see references/polish-and-craft.md.


Step 4: Apply Polish

The Details That Separate Good from Great

  1. Staggered animations: multiple elements appear with 50-80ms stagger
  2. Colored shadows: tint shadows with the element's background color
  3. Subtle background texture: barely-visible noise prevents "flat CSS" feel
  4. Border light effect: dark themes + 1px rgba(255,255,255,0.06) border
  5. Micro-gradients on buttons: top 2% lighter, bottom 2% darker
  6. Backdrop blur: backdrop-filter: blur(12px) on sticky nav bars
  7. Inner shadows for inputs: inset shadows create a recessed feel
  8. Nested border-radius: concentric -- outer = inner + padding, not just "smaller than parent"
  9. Consistent icon style: same stroke weight, corner radius, optical size
  10. Gradient text (sparingly): background-clip: text for hero text only

These ten are the techniques that ADD quality. The details that are simply missing are a separate problem, and judgment does not find them -- reading the code does. When the task is polish, or when the complaint is "it looks off" and you cannot name why, run the relevant sections of references/interface-checklist.md.

Dark Mode (First-Class, Not an Afterthought)

  • Don't invert colors -- dark mode needs its own considered palette
  • Desaturate primary colors (saturated colors vibrate on dark backgrounds)
  • Elevation = lighter surfaces (opposite of light mode shadows)
  • Background hierarchy: darkest furthest back, lighter surfaces forward
  • Text: off-white (#E5E5E5 to #F5F5F5), never pure white
  • Borders: semi-transparent white rgba(255,255,255,0.1), not solid grays
  • Test at night in a dim room -- that's when dark mode actually matters

Motion as Visual Craft

  • Ease-out for entering elements (fast start, gentle landing)
  • Ease-in for leaving elements (slow start, fast exit)
  • Ease-in-out for repositioning (smooth throughout)
  • NEVER linear easing except for progress bars
  • Animate ONLY transform and opacity (GPU-accelerated)
  • Never animate width, height, top, left (causes layout reflow)
  • Every interactive element needs ALL states: default, hover, active/pressed, focus, disabled, loading, error, success

For complete animation timing tables, easing CSS values, polish techniques with code, and responsive patterns, see references/polish-and-craft.md.


Step 5: The Senior Designer Filter

Run this checklist before outputting any UI. If you can't answer "yes" to all 7, revise before presenting. This is NOT optional.

  1. Hierarchy: Is there one clear focal point? Can you trace the intended reading order from most to least important?

  2. Color: Does every color serve a functional purpose? Is text contrast at minimum 4.5:1? Are you using 3 or fewer intentional colors per component?

  3. Spacing: Are spatial relationships deliberate? Do related items group together? Does internal padding differ from external gaps?

  4. System: Does this follow the project's existing patterns? Are all values from the design system? Any magic numbers or one-offs?

  5. Restraint: Can anything be removed without losing meaning or function? Have you defaulted to less rather than more?

  6. States: Have you considered: hover, focus, active, disabled, loading, empty, error? (You don't need all, but you need to have CONSIDERED them.)

  7. Responsive: Will this work at 375px, 768px, and 1200px+? What's the content priority on mobile?

Final gut check: "Would a senior designer ship this, or would they send it back for another pass?" If there's any hesitation, do another pass.


Step 6: Verify Visual Quality

CRITICAL: Run this checklist before presenting work. Fix failures before showing anything to the user. Do not skip this step.

Step 6.0: Look At It (MANDATORY when the UI can be rendered)

Everything else in Step 6 is read in the source. This step is the only one where you see the result, and it is the one that catches what reading cannot: a card that is heavier than the one beside it, a hierarchy that collapses at a glance, a layout that is technically on the grid and still visually wrong.

Never present generated or modified UI you have not looked at when looking was possible. Applying the rules from memory gets you a coherent system and a wrong judgment. Rules produce consistency; only the eye catches proportion.

How to look, in order of preference:

  1. Dev server already running -> open the page with Playwright or Chrome DevTools MCP, screenshot the component or page, and look at it.
  2. No server, but the project has a dev command -> start it, wait for ready, then step 1. Stop it after if you started it.
  3. Standalone HTML / prototype -> open the file directly and screenshot.
  4. Cannot render (no runnable app, component needs data or auth you do not have, environment refuses) -> say so in one line, state that visual verification was skipped and why, and run the rest of Step 6 as usual. Never silently skip it; the user needs to know the work is unverified.

What to check in the screenshot -- only what an image can settle:

  • Does the hierarchy read in a 3-second scan, or does everything compete?
  • Is any element visually heavier than its importance warrants?
  • Does the spacing look even, or just measure even?
  • Does it hold together as one composition, or as parts assembled?
  • At the smallest target width: does anything crowd, wrap badly, or overflow?

Then fix what you saw and look again. Two passes is normal; if the third pass is still wrong, the problem is the structure, not the polish -- say so instead of nudging values.

What this step cannot do. A screenshot cannot show you transition: all, a missing htmlFor, a primitive token, or a computed contrast ratio. That is what the checklists below are for, and why this step comes first rather than instead. Image confirms; source proves.

This is not /design-review. This step is the fast loop while you build: you look, you fix, you move on. /design-review is the full audit of a finished screen -- three viewports, both themes, measured computed properties, a11y and copy, findings ranked by severity. Do this one always; reach for that one when the screen is done or when the user asks for a review.

Visual Design Checklist

  • Spacing consistent and on the 8pt grid?
  • Font sizes from a defined type scale (not random)?
  • Color palette follows 60-30-10?
  • Clear shadow/elevation hierarchy?
  • Border-radius values consistent across all components?
  • Buttons and inputs share the same height scale?
  • Visual hierarchy readable in a 3-second scan?
  • Icons consistent in stroke weight and style?
  • Internal spacing < external spacing on all components?
  • Dark mode considered and functional?
  • Responsive behavior tested at all breakpoints?
  • Touch targets at least 44x44px?
  • Color contrast passes WCAG AA (4.5:1 text, 3:1 large)?

Interface Checklist (mandatory when polish is the task)

The list above is judgment-based: it asks whether the system holds together. references/interface-checklist.md is evidence-based: every item is a binary check you settle by reading the code.

Run its Quick Pass (12 items) on any change. Run the full relevant sections when the task is polish, a UI audit, or a component review. Verify in the source, not in a screenshot -- an image cannot show you transition: all, a missing htmlFor, or a primitive token.

AI Slop Detector (mandatory)

Before presenting any UI, scan against the catalog of AI-generated visual anti-patterns in references/ai-slop-detector.md.

Quick check -- the 8 most common slop patterns:

  • No side-tab accent borders on cards (VD-01)
  • No glassmorphism used as ornament (VD-03)
  • No gradient text outside of single hero use (CC-03)
  • No purple/violet + cyan default palette unless brand-justified (CC-01)
  • No identical icon-card grids (LS-01, TY-02)
  • No bounce/elastic easing on UI elements (MO-01)
  • No marketing buzzwords in copy (CO-02)
  • No layout property animations -- only transform/opacity (MO-02)

If any match in Product context, revise. In Brand context, confirm the choice is intentional and not reflexive.

Audit Format (for existing interfaces)

Visual Audit: [name]

Score: [X/10] -- [one-sentence summary]

Critical (broken visual patterns):

  1. [Finding with specific location and fix]

Important (inconsistencies or friction):

  1. [Finding with specific location and fix]

Polish (would elevate the craftsmanship):

  1. [Finding with specific location and fix]

What's working well:

  1. [Specific positive finding -- always include this]

Pushback Protocol

Flag design problems even when the user hasn't asked for feedback. Push back once, then comply.

Flag when the user requests:

  • Competing focal points (3-4+ equally-weighted elements in one component)
  • Spacing reduction to "fit more content"
  • System violations (custom one-off styling vs established patterns)
  • Purposeless decoration (gradients/shadows/ornaments with no function)
  • Contrast violations
  • Template defaults (layout identical to 10,000 AI-generated apps)

Format: "Design note: [specific concern]. I'd suggest [alternative] because [reason]. Want me to implement as requested, or try the alternative?"

Push back ONCE. If the user insists, implement without further argument.


Anti-Patterns (Hard Blocks)

If you catch yourself producing any of these, STOP and revise:

  • Component Soup: Too many elements competing on one surface. Strip to core, add back one at a time.
  • Template Sameness: Generic SaaS look. Ask "what makes THIS project distinctive?" before generating.
  • Lazy Gradients: Default purple-to-blue hero, rainbow buttons. Good gradients are subtle atmospheric blooms at scale (backgrounds, sections).
  • Over-Decoration: Shadows AND borders AND rounded corners AND background AND hover on the same element. Pick ONE primary treatment.
  • Colored Top-Border on Rounded Cards: The straight line clashes with curved corners. Bring color inside the card instead.
  • Blanket Transitions: transition: all 0.3s ease on everything. Explicitly transition only intended properties.

NEVER

  • NEVER use random spacing values -- everything on the 8pt grid
  • NEVER pick font sizes arbitrarily -- use a mathematical type scale
  • NEVER use pure #000000 or #FFFFFF -- too harsh for any context
  • NEVER use more than 3 hues + neutrals in a product UI
  • NEVER animate width, height, top, left -- use transform only
  • NEVER use linear easing except for progress bars and shimmer loops
  • NEVER make border-radius on children larger than their parent
  • NEVER use internal spacing greater than external spacing on components
  • NEVER skip dark mode consideration -- build it in, not bolt it on
  • NEVER use color alone to convey meaning (accessibility requirement)
  • NEVER use placeholder-as-label on form inputs
  • NEVER produce template output without at least one distinctive choice

Working With Other Skills

  • ux-research handles evidence and discovery -- when design decisions need user data or validation, hand off to ux-research.
  • ux-designer handles experience strategy, flows, user psychology, and ELMR. When the flow is designed and needs visual polish, this skill takes over.
  • design-system handles infrastructure -- tokens, components, consistency. When the design system needs setup or audit, hand off to design-system.

When another skill is more appropriate, say so directly.