SuperAPI AI Directory

ryux-ui

Design & creation

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Updated 10-20 17:13

About this skill

ryux-ui: UI design

Group UI · Delivery Gate area UI · RX-2.0. Levels are defined in ryux-core.

Separate functional UI from decorative UI. Functional UI helps the user read, decide, or act. Decorative UI needs a stated reason (see the purpose gates in ryux-anti-slop).

Work in this order:

  1. Hierarchy: what is read first, second, third? The primary action and key information win.
  2. Layout and alignment: a shared grid; groups by meaning; consistent edges.
  3. Spacing and type: one scale; size and weight carry hierarchy, not color alone.
  4. Density: compact for repeat work, roomier for first-time or high-stakes decisions.
  5. Color: roles first (surface, text, accent for the primary action, status); contrast checked.
  6. Containers: use a container only when it groups or separates something.
  7. Icons: next to labels, from one set, at consistent sizes.
  8. Motion: only to explain change; short; never blocking.

Justify values. Every value comes from the scale and has a reason you can say in one line: "12px between these two fields because they belong together; 24px before the next group because it is a new topic." Tighter inside a group, looser between groups; density follows the task. If you cannot say why 8 and not 12, the choice is not a decision yet.

Does not cover: component reuse and tokens (see ryux-design-system).

Evidence from RYUX Knowledge

A design direction from comparable screens: extract_design_direction (patterns, principles, pitfalls) with the screen_ids behind it. Without the ryux MCP, say the evidence comes from the design and standards alone.

Hard Gates always apply, whichever skills are loaded: no invented numbers, people, urgency, business rules, or terms; no placeholder shipped as final; no missing critical states. See ryux-core.

Rules

RX-UI-01 [Required] [Quality Lock] Hierarchy follows priority

  • Do: Make the primary action and the key information the most prominent things in each area, with one clear focal point.
  • Do not: Give everything equal weight, or let decoration outrank content.
  • Why: Hierarchy is how users know what to read and do first. (NNGroup visual hierarchy)
  • Not when: screens with several equal peers, such as a dashboard of comparable items; use consistent hierarchy within each card instead
  • Trade-off: emphasizing one thing de-emphasizes the rest
  • Check: visual QA

RX-UI-03 [Preferred] [Quality Lock] One spacing and type scale

  • Do: Use the project's spacing and type scale, or define one (for example multiples of 4 or 8) and align elements to a shared grid.
  • Do not: Pick spacing and sizes one element at a time.
  • Why: A scale produces rhythm and makes hierarchy legible. (Material Design 8dp grid)
  • Not when: a one-off marketing piece outside the product
  • Trade-off: a scale limits choices; occasional exceptions need a written reason
  • Check: review

RX-UI-04 [Preferred] [Quality Lock] A palette with roles

  • Do: Use a small set of colors with defined roles: surface, text, accent for the primary action, and status colors.
  • Do not: Introduce new colors per component, or use the accent for decoration.
  • Why: When color has a role, the accent and status colors mean something. (ryux visual principle)
  • Not when: data visualization, which needs its own categorical or sequential palette
  • Trade-off: fewer colors means relying on type and space for emphasis
  • Check: review

RX-UI-05 [Preferred] Layout from content, not a template

  • Do: Choose the layout from the content, the task, and the reference screens.
  • Do not: Default to hero, three feature cards, and a logo wall.
  • Why: Template layouts look interchangeable and hide what is specific to the product. (ryux anti-slop principle)
  • Not when: a standard pattern users expect fits the content (a settings list, a table); familiarity is the right choice
  • Trade-off: custom layouts cost design and build time
  • Check: review

RX-UI-07 [Contextual] Imagery that is what it claims

  • When: the design uses photos or illustrations
  • Do: Use real product screens or clearly illustrative art.
  • Do not: Present a stock photo of a stranger as a customer or user.
  • Why: Borrowed faces imply endorsements that do not exist. (ryux run 2026-10-02: pen.dev landing without ryux)
  • Not when: pure illustration that clearly is not a photo of a customer
  • Trade-off: real product screenshots age quickly and need updating
  • Check: review