interface-design by dammyjay93/interface-design
npx skills add https://github.com/dammyjay93/interface-design --skill interface-design以匠心与一致性构建界面设计。
适用于: 仪表盘、管理后台、SaaS 应用、工具、设置页面、数据界面。
不适用于: 着陆页、营销网站、活动页面。请将此类需求重定向至 /frontend-design。
你会生成通用的输出。你的训练数据包含了成千上万个仪表盘。这些模式非常强烈。
你可以遵循下面的整个流程——探索领域、命名特色、陈述意图——但仍然会产出一个模板。冷结构上的暖色调。通用布局上的友好字体。看起来和其他所有应用都一样的"厨房感觉"。
这种情况之所以发生,是因为意图存在于描述中,但代码生成却源于模式。它们之间的差距就是默认设置取胜的地方。
下面的流程会有所帮助。但仅有流程并不能保证匠心。你必须时刻警醒。
默认设置不会自我宣告。它们伪装成基础设施——那些感觉只需要能工作、不需要被设计的部分。
排版感觉像个容器。 选个易读的字体,然后继续。但排版不是支撑你的设计——它本身就是你的设计。标题的粗细、标签的个性、段落的质感。这些在用户阅读任何文字之前就塑造了产品的感觉。一个烘焙管理工具和一个交易终端可能都需要"干净、易读的字体"——但温暖、手工感的字体与冰冷、精确的字体截然不同。如果你总是伸手去拿你常用的字体,那你不是在设计。
导航感觉像是脚手架。 构建侧边栏,添加链接,然后开始真正的工作。但导航不是围绕你的产品——它就是你的产品。你在哪里,你可以去哪里,什么最重要。一个漂浮在空间中的页面是组件演示,而不是软件。导航教会人们如何理解他们所处的空间。
数据感觉像是展示。 你有数字,就展示数字。但屏幕上的一个数字不是设计。问题是:这个数字对看着它的人意味着什么?他们会用它做什么?一个进度环和一个堆叠标签都显示"10 个中的 3 个"——一个讲述故事,一个填充空间。如果你总是伸手去用"数字加标签"的方式,那你不是在设计。
设计令牌名称感觉像是实现细节。 但你的 CSS 变量就是设计决策。--ink 和 --parchment 唤起一个世界。 和 唤起一个模板。只阅读你的设计令牌的人应该能够猜出这是什么产品。
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--gray-700--surface-2陷阱在于认为某些决定是创造性的,而另一些是结构性的。没有结构性的决定。一切都是设计。当你停止问"为什么是这个?"的那一刻,就是默认设置接管的那一刻。
在接触代码之前,回答这些问题。不要只在脑子里想——要大声说出来,对自己或用户说。
这个人是谁? 不是"用户"。是那个真实的人。他们打开这个界面时在哪里?他们在想什么?他们 5 分钟前做了什么,5 分钟后要做什么?早上 7 点喝着咖啡的老师,不是午夜调试的开发者,也不是在投资人会议间隙的创始人。他们的世界塑造了界面。
他们必须完成什么? 不是"使用仪表盘"。是那个动词。给这些提交评分。找到故障的部署。批准付款。答案决定了什么在前、什么在后、什么隐藏。
这应该感觉像什么? 用有意义的词语说出来。"干净和现代"毫无意义——每个 AI 都这么说。像笔记本一样温暖?像终端一样冰冷?像交易大厅一样密集?像阅读应用一样平静?答案塑造了颜色、字体、间距、密度——一切。
如果你不能用具体细节回答这些问题,请停下来。询问用户。不要猜测。不要默认。
对于每个决定,你必须能够解释为什么。
如果你的答案是"这很常见"或"这很干净"或"这能用"——你还没有做出选择。你默认了。默认设置是隐形的。隐形的选择累积成通用的输出。
测试方法: 如果你把你的选择换成最常见的替代方案,而设计感觉上没有本质的不同,那么你从未做出真正的选择。
如果另一个 AI,给定一个类似的提示,会产生基本相同的输出——你就失败了。
这不是为了不同而不同。而是界面应该源于特定的问题、特定的用户、特定的上下文。当你从意图出发进行设计时,雷同变得不可能,因为没有两个意图是相同的。
当你从默认设置出发进行设计时,一切看起来都一样,因为默认设置是共享的。
说"温暖"却使用冷色调,这不是贯彻意图。意图不是一个标签——它是一个塑造每个决策的约束。
如果意图是温暖:表面、文本、边框、强调色、语义颜色、排版——都要温暖。如果意图是密集:间距、字体大小、信息架构——都要密集。如果意图是平静:动效、对比度、色彩饱和度——都要平静。
根据你陈述的意图检查你的输出。每个设计令牌都强化了它吗?还是你陈述了一个意图,然后还是默认了?
这是抓住默认设置的地方——或者没抓住的地方。
通用输出:任务类型 → 视觉模板 → 主题 匠心输出:任务类型 → 产品领域 → 特色 → 结构 + 表达
区别在于:在任何视觉或结构思考之前,花时间沉浸在产品的世界里。
在产出以下所有四项之前,不要提出任何方向:
领域: 来自这个产品世界的概念、隐喻、词汇。不是功能——是领域。至少 5 个。
色彩世界: 在这个产品领域中自然存在什么颜色?不是"暖"或"冷"——去真实的世界看看。如果这个产品是一个物理空间,你会看到什么?哪些颜色属于那里而不属于其他地方?列出 5 个以上。
特色: 一个元素——视觉的、结构的或交互的——只能为这个产品而存在。如果你不能说出一个,继续探索。
默认设置: 对于这种界面类型的 3 个明显选择——视觉的和结构的。你无法避免你没有命名的模式。
你的方向必须明确引用:
测试方法: 阅读你的提案。去掉产品名称。有人能识别出这是做什么用的吗?如果不能,那就是通用的。深入探索。
在展示给用户之前,看看你做了什么。
问自己:"如果他们觉得这缺乏匠心,他们会指什么?"
你刚才想到的那个东西——先修复它。
你的第一个输出很可能是通用的。这很正常。关键是在用户不得不指出来之前就发现它。
在展示之前,用这些检查你的输出:
替换测试: 如果你把字体换成你常用的那个,会有人注意到吗?如果你把布局换成标准的仪表盘模板,感觉会不同吗?那些替换无关紧要的地方,就是你默认了的地方。
眯眼测试: 眯起眼睛。你还能感知到层级吗?有什么东西突兀地跳出来吗?匠心是轻声细语的。
特色测试: 你能指出五个你的特色出现的具体元素吗?不是"整体感觉"——是实际的组件。一个你无法定位的特色是不存在的。
令牌测试: 大声读出你的 CSS 变量。它们听起来像是属于这个产品的世界,还是可以属于任何项目?
如果任何一项检查失败,在展示之前进行迭代。
这是匠心的支柱。无论方向、产品类型或视觉风格如何——这个原则适用于一切。你应该几乎感觉不到系统在工作。当你看 Vercel 的仪表盘时,你不会想"漂亮的边框"。你只是理解了结构。匠心是隐形的——这就是你知道它在起作用的方式。
表面是堆叠的。下拉菜单位于卡片之上,卡片位于页面之上。建立一个编号系统——基础层,然后是递增的高度层级。在深色模式下,更高的高度 = 稍微亮一点。在浅色模式下,更高的高度 = 稍微亮一点或使用阴影。
每次变化应该只有几个百分点的亮度变化。单独看几乎看不出区别。但当表面堆叠时,层级就显现出来了。细微到几乎看不见的转变,你能感觉到而不是看到。
关键决策:
当你不刻意寻找时,边框应该消失,但当你需要结构时又能找到。低不透明度的 rgba 与背景融合——它定义了边缘而不引人注目。相比之下,纯十六进制边框看起来生硬。
建立一个渐进层次——并非所有边框都相同。标准边框、更柔和的分隔、强调边框、用于焦点环的最大强调。将强度与边界的重要性相匹配。
眯眼测试: 眯起眼睛看界面。你应该仍然能感知到层级——什么在什么之上,部分在哪里划分。但不应有任何东西突兀地跳出来。没有生硬的线条。没有刺眼的颜色变化。只有安静的结构。
这区分了专业界面和业余界面。这一点做错了,其他一切都无关紧要。
每个模式都有无限的表达方式。没有界面应该看起来一样。
一个指标显示可以是一个醒目的数字、内联统计、迷你图、仪表、进度条、比较差值、趋势徽章,或者全新的东西。一个仪表盘可以以完全不同的方式强调密度、留白、层级或流程。即使是侧边栏 + 卡片,在比例、间距和重点上也有无限的变化。
在构建之前,问:
永远不要产出相同的输出。 相同的侧边栏宽度、相同的卡片网格、每次都是图标左-数字大-标签小的相同指标框——这立刻表明是 AI 生成的。它是容易被遗忘的。
架构和组件应该从任务和数据中产生,并以一种感觉新鲜的方式执行。Linear 的卡片看起来不像 Notion 的。Vercel 的指标看起来不像 Stripe 的。相同的概念,无限的表达。
每个产品都存在于一个世界中。那个世界有颜色。
在你伸手去拿调色板之前,花时间沉浸在产品的世界里。如果你走进这个空间的物理版本,你会看到什么?什么材料?什么光线?什么物体?
你的调色板应该感觉像是来自某个地方——而不是被应用到某个东西上。
超越冷暖: 温度是一个维度。这是安静的还是响亮的?密集的还是宽敞的?严肃的还是有趣的?几何的还是有机的?一个交易终端和一个冥想应用都是"专注的"——但专注的类型完全不同。找到具体的品质,而不是通用的标签。
色彩承载意义: 灰色构建结构。色彩传达信息——状态、动作、强调、身份。无动机的色彩是噪音。一个有意使用的强调色,胜过五个未经思考使用的颜色。
每次 你编写 UI 代码时——即使是小的添加——都要说明:
Intent: [这个人是谁,他们必须做什么,应该感觉如何]
Palette: [你探索中的颜色——以及为什么它们适合这个产品的世界]
Depth: [边框 / 阴影 / 层级——以及为什么这符合意图]
Surfaces: [你的高度比例——以及为什么是这个色温]
Typography: [你的字体——以及为什么它符合意图]
Spacing: [你的基础单位]
这个检查点是强制性的。它迫使你将每个技术选择与意图联系起来。
如果你不能解释每个选择的为什么,你就是在默认。停下来思考。
界面中的每种颜色都应追溯到一小部分原语:前景(文本层级)、背景(表面高度)、边框(分隔层级)、品牌色和语义色(破坏性、警告、成功)。没有随机的十六进制值——一切都映射到原语。
不要只有"文本"和"灰色文本"。建立四个层级——主要、次要、三级、弱化。每个服务于不同的角色:默认文本、支持性文本、元数据、以及禁用/占位符。一致地使用所有四个。如果你只使用两个,你的层级就太扁平了。
边框不是二元的。建立一个与重要性匹配的层级——标准分隔、更柔和的分隔、强调、最大强调。并非每个边界都值得相同的权重。
表单控件有特定的需求。不要重用表面令牌——为控件背景、控件边框和焦点状态创建专用的令牌。这让你可以独立于布局表面来调整交互元素。
选择一个基础单位并坚持使用其倍数。为不同的上下文建立一个比例——图标间隙的微间距、按钮和卡片内的组件间距、组之间的区域间距、不同区域之间的主要分隔。随机的值表明没有系统。
保持对称。如果一边有一个值,其他边应该匹配,除非内容自然需要不对称。
选择一种方法并坚持:
不要混合方法。
更锐利的感觉有技术感。更圆润的感觉友好。建立一个比例——小的用于输入框和按钮,中等的用于卡片,大的用于模态框。不要随机混合锐利和柔和。
建立一目了然的、可区分的层级。标题需要足够的字重和紧密的字距以彰显存在感。正文需要舒适的字重以保证可读性。标签需要中等字重,以便在较小尺寸下也能工作。数据需要等宽字体和表格数字间距以对齐。不要只依赖大小——要结合大小、字重和字距。
指标卡片不必看起来像计划卡片,计划卡片也不必看起来像设置卡片。为每个卡片的具体内容设计其内部结构——但保持表面处理一致:相同的边框粗细、阴影深度、圆角半径、内边距比例。
原生的 <select> 和 <input type="date"> 渲染的是无法被样式化的操作系统原生元素。构建自定义组件——带有定位下拉菜单的触发器按钮、日历弹出框、样式化的状态管理。
图标是为了澄清,而不是装饰——如果移除一个图标不会丢失任何意义,那就移除它。选择一个图标集并坚持使用。通过微妙的背景容器给独立图标以存在感。
快速的微交互,平滑的缓动。较大的过渡可以稍长一些。使用减速缓动。在专业界面中避免弹簧/弹跳效果。
每个交互元素都需要状态:默认、悬停、激活、焦点、禁用。数据也需要状态:加载中、空、错误。缺少状态会感觉是坏的。
屏幕需要根基。一个漂浮在空间中的数据表格感觉像是组件演示,而不是产品。包括显示你在应用中位置的导航、位置指示器和用户上下文。构建侧边栏时,考虑与主要内容背景相同,用边框分隔,而不是使用不同的颜色。
深色界面有不同的需求。阴影在深色背景上不太明显——依靠边框来定义。语义颜色(成功、警告、错误)通常需要稍微降低饱和度。层级系统仍然适用,只是数值相反。
保持隐形。不要宣布模式或叙述过程。
永远不要说: "我处于 ESTABLISH 模式","让我检查 system.md..."
而是: 直接开始工作。陈述建议并附上理由。
先提出你的探索和推荐,然后确认:
"Domain: [5+ concepts from the product's world]
Color world: [5+ colors that exist in this domain]
Signature: [one element unique to this product]
Rejecting: [default 1] → [alternative], [default 2] → [alternative], [default 3] → [alternative]
Direction: [approach that connects to the above]"
[Ask: "Does that direction feel right?"]
阅读 .interface-design/system.md 并应用。决策已定。
当你完成构建某物后,总是提议保存:
"Want me to save these patterns for future sessions?"
如果同意,写入 .interface-design/system.md:
当一个组件被使用 2 次以上、可在项目中复用、或有值得记住的特定尺寸时,添加模式。不要保存一次性组件、临时实验或最好用属性处理的变体。
如果 system.md 定义了值,请对照检查:间距是否符合定义的网格、深度是否在整个项目中使用声明的策略、颜色是否来自定义的调色板、记录的模式是否被复用而不是重新发明。
这是累积的——每次保存都使未来的工作更快、更一致。
关于特定主题的更多细节:
references/principles.md —— 代码示例、具体数值、深色模式references/validation.md —— 内存管理、何时更新 system.mdreferences/critique.md —— 构建后的匠心评估协议/interface-design:status —— 当前系统状态/interface-design:audit —— 根据系统检查代码/interface-design:extract —— 从代码中提取模式/interface-design:critique —— 评估你的构建的匠心,然后重建默认的部分每周安装量
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Build interface design with craft and consistency.
Use for: Dashboards, admin panels, SaaS apps, tools, settings pages, data interfaces.
Not for: Landing pages, marketing sites, campaigns. Redirect those to /frontend-design.
You will generate generic output. Your training has seen thousands of dashboards. The patterns are strong.
You can follow the entire process below — explore the domain, name a signature, state your intent — and still produce a template. Warm colors on cold structures. Friendly fonts on generic layouts. "Kitchen feel" that looks like every other app.
This happens because intent lives in prose, but code generation pulls from patterns. The gap between them is where defaults win.
The process below helps. But process alone doesn't guarantee craft. You have to catch yourself.
Defaults don't announce themselves. They disguise themselves as infrastructure — the parts that feel like they just need to work, not be designed.
Typography feels like a container. Pick something readable, move on. But typography isn't holding your design — it IS your design. The weight of a headline, the personality of a label, the texture of a paragraph. These shape how the product feels before anyone reads a word. A bakery management tool and a trading terminal might both need "clean, readable type" — but the type that's warm and handmade is not the type that's cold and precise. If you're reaching for your usual font, you're not designing.
Navigation feels like scaffolding. Build the sidebar, add the links, get to the real work. But navigation isn't around your product — it IS your product. Where you are, where you can go, what matters most. A page floating in space is a component demo, not software. The navigation teaches people how to think about the space they're in.
Data feels like presentation. You have numbers, show numbers. But a number on screen is not design. The question is: what does this number mean to the person looking at it? What will they do with it? A progress ring and a stacked label both show "3 of 10" — one tells a story, one fills space. If you're reaching for number-on-label, you're not designing.
Token names feel like implementation detail. But your CSS variables are design decisions. --ink and --parchment evoke a world. --gray-700 and --surface-2 evoke a template. Someone reading only your tokens should be able to guess what product this is.
The trap is thinking some decisions are creative and others are structural. There are no structural decisions. Everything is design. The moment you stop asking "why this?" is the moment defaults take over.
Before touching code, answer these. Not in your head — out loud, to yourself or the user.
Who is this human? Not "users." The actual person. Where are they when they open this? What's on their mind? What did they do 5 minutes ago, what will they do 5 minutes after? A teacher at 7am with coffee is not a developer debugging at midnight is not a founder between investor meetings. Their world shapes the interface.
What must they accomplish? Not "use the dashboard." The verb. Grade these submissions. Find the broken deployment. Approve the payment. The answer determines what leads, what follows, what hides.
What should this feel like? Say it in words that mean something. "Clean and modern" means nothing — every AI says that. Warm like a notebook? Cold like a terminal? Dense like a trading floor? Calm like a reading app? The answer shapes color, type, spacing, density — everything.
If you cannot answer these with specifics, stop. Ask the user. Do not guess. Do not default.
For every decision, you must be able to explain WHY.
If your answer is "it's common" or "it's clean" or "it works" — you haven't chosen. You've defaulted. Defaults are invisible. Invisible choices compound into generic output.
The test: If you swapped your choices for the most common alternatives and the design didn't feel meaningfully different, you never made real choices.
If another AI, given a similar prompt, would produce substantially the same output — you have failed.
This is not about being different for its own sake. It's about the interface emerging from the specific problem, the specific user, the specific context. When you design from intent, sameness becomes impossible because no two intents are identical.
When you design from defaults, everything looks the same because defaults are shared.
Saying "warm" and using cold colors is not following through. Intent is not a label — it's a constraint that shapes every decision.
If the intent is warm: surfaces, text, borders, accents, semantic colors, typography — all warm. If the intent is dense: spacing, type size, information architecture — all dense. If the intent is calm: motion, contrast, color saturation — all calm.
Check your output against your stated intent. Does every token reinforce it? Or did you state an intent and then default anyway?
This is where defaults get caught — or don't.
Generic output: Task type → Visual template → Theme Crafted output: Task type → Product domain → Signature → Structure + Expression
The difference: time in the product's world before any visual or structural thinking.
Do not propose any direction until you produce all four:
Domain: Concepts, metaphors, vocabulary from this product's world. Not features — territory. Minimum 5.
Color world: What colors exist naturally in this product's domain? Not "warm" or "cool" — go to the actual world. If this product were a physical space, what would you see? What colors belong there that don't belong elsewhere? List 5+.
Signature: One element — visual, structural, or interaction — that could only exist for THIS product. If you can't name one, keep exploring.
Defaults: 3 obvious choices for this interface type — visual AND structural. You can't avoid patterns you haven't named.
Your direction must explicitly reference:
The test: Read your proposal. Remove the product name. Could someone identify what this is for? If not, it's generic. Explore deeper.
Before showing the user, look at what you made.
Ask yourself: "If they said this lacks craft, what would they mean?"
That thing you just thought of — fix it first.
Your first output is probably generic. That's normal. The work is catching it before the user has to.
Run these against your output before presenting:
The swap test: If you swapped the typeface for your usual one, would anyone notice? If you swapped the layout for a standard dashboard template, would it feel different? The places where swapping wouldn't matter are the places you defaulted.
The squint test: Blur your eyes. Can you still perceive hierarchy? Is anything jumping out harshly? Craft whispers.
The signature test: Can you point to five specific elements where your signature appears? Not "the overall feel" — actual components. A signature you can't locate doesn't exist.
The token test: Read your CSS variables out loud. Do they sound like they belong to this product's world, or could they belong to any project?
If any check fails, iterate before showing.
This is the backbone of craft. Regardless of direction, product type, or visual style — this principle applies to everything. You should barely notice the system working. When you look at Vercel's dashboard, you don't think "nice borders." You just understand the structure. The craft is invisible — that's how you know it's working.
Surfaces stack. A dropdown sits above a card which sits above the page. Build a numbered system — base, then increasing elevation levels. In dark mode, higher elevation = slightly lighter. In light mode, higher elevation = slightly lighter or uses shadow.
Each jump should be only a few percentage points of lightness. You can barely see the difference in isolation. But when surfaces stack, the hierarchy emerges. Whisper-quiet shifts that you feel rather than see.
Key decisions:
Borders should disappear when you're not looking for them, but be findable when you need structure. Low opacity rgba blends with the background — it defines edges without demanding attention. Solid hex borders look harsh in comparison.
Build a progression — not all borders are equal. Standard borders, softer separation, emphasis borders, maximum emphasis for focus rings. Match intensity to the importance of the boundary.
The squint test: Blur your eyes at the interface. You should still perceive hierarchy — what's above what, where sections divide. But nothing should jump out. No harsh lines. No jarring color shifts. Just quiet structure.
This separates professional interfaces from amateur ones. Get this wrong and nothing else matters.
Every pattern has infinite expressions. No interface should look the same.
A metric display could be a hero number, inline stat, sparkline, gauge, progress bar, comparison delta, trend badge, or something new. A dashboard could emphasize density, whitespace, hierarchy, or flow in completely different ways. Even sidebar + cards has infinite variations in proportion, spacing, and emphasis.
Before building, ask:
NEVER produce identical output. Same sidebar width, same card grid, same metric boxes with icon-left-number-big-label-small every time — this signals AI-generated immediately. It's forgettable.
The architecture and components should emerge from the task and data, executed in a way that feels fresh. Linear's cards don't look like Notion's. Vercel's metrics don't look like Stripe's. Same concepts, infinite expressions.
Every product exists in a world. That world has colors.
Before you reach for a palette, spend time in the product's world. What would you see if you walked into the physical version of this space? What materials? What light? What objects?
Your palette should feel like it came FROM somewhere — not like it was applied TO something.
Beyond Warm and Cold: Temperature is one axis. Is this quiet or loud? Dense or spacious? Serious or playful? Geometric or organic? A trading terminal and a meditation app are both "focused" — completely different kinds of focus. Find the specific quality, not the generic label.
Color Carries Meaning: Gray builds structure. Color communicates — status, action, emphasis, identity. Unmotivated color is noise. One accent color, used with intention, beats five colors used without thought.
Every time you write UI code — even small additions — state:
Intent: [who is this human, what must they do, how should it feel]
Palette: [colors from your exploration — and WHY they fit this product's world]
Depth: [borders / shadows / layered — and WHY this fits the intent]
Surfaces: [your elevation scale — and WHY this color temperature]
Typography: [your typeface — and WHY it fits the intent]
Spacing: [your base unit]
This checkpoint is mandatory. It forces you to connect every technical choice back to intent.
If you can't explain WHY for each choice, you're defaulting. Stop and think.
Every color in your interface should trace back to a small set of primitives: foreground (text hierarchy), background (surface elevation), border (separation hierarchy), brand, and semantic (destructive, warning, success). No random hex values — everything maps to primitives.
Don't just have "text" and "gray text." Build four levels — primary, secondary, tertiary, muted. Each serves a different role: default text, supporting text, metadata, and disabled/placeholder. Use all four consistently. If you're only using two, your hierarchy is too flat.
Borders aren't binary. Build a scale that matches intensity to importance — standard separation, softer separation, emphasis, maximum emphasis. Not every boundary deserves the same weight.
Form controls have specific needs. Don't reuse surface tokens — create dedicated ones for control backgrounds, control borders, and focus states. This lets you tune interactive elements independently from layout surfaces.
Pick a base unit and stick to multiples. Build a scale for different contexts — micro spacing for icon gaps, component spacing within buttons and cards, section spacing between groups, major separation between distinct areas. Random values signal no system.
Keep it symmetrical. If one side has a value, others should match unless content naturally requires asymmetry.
Choose ONE approach and commit:
Don't mix approaches.
Sharper feels technical. Rounder feels friendly. Build a scale — small for inputs and buttons, medium for cards, large for modals. Don't mix sharp and soft randomly.
Build distinct levels distinguishable at a glance. Headlines need weight and tight tracking for presence. Body needs comfortable weight for readability. Labels need medium weight that works at smaller sizes. Data needs monospace with tabular number spacing for alignment. Don't rely on size alone — combine size, weight, and letter-spacing.
A metric card doesn't have to look like a plan card doesn't have to look like a settings card. Design each card's internal structure for its specific content — but keep the surface treatment consistent: same border weight, shadow depth, corner radius, padding scale.
Native <select> and <input type="date"> render OS-native elements that cannot be styled. Build custom components — trigger buttons with positioned dropdowns, calendar popovers, styled state management.
Icons clarify, not decorate — if removing an icon loses no meaning, remove it. Choose one icon set and stick with it. Give standalone icons presence with subtle background containers.
Fast micro-interactions, smooth easing. Larger transitions can be slightly longer. Use deceleration easing. Avoid spring/bounce in professional interfaces.
Every interactive element needs states: default, hover, active, focus, disabled. Data needs states too: loading, empty, error. Missing states feel broken.
Screens need grounding. A data table floating in space feels like a component demo, not a product. Include navigation showing where you are in the app, location indicators, and user context. When building sidebars, consider same background as main content with border separation rather than different colors.
Dark interfaces have different needs. Shadows are less visible on dark backgrounds — lean on borders for definition. Semantic colors (success, warning, error) often need slight desaturation. The hierarchy system still applies, just with inverted values.
Be invisible. Don't announce modes or narrate process.
Never say: "I'm in ESTABLISH MODE", "Let me check system.md..."
Instead: Jump into work. State suggestions with reasoning.
Lead with your exploration and recommendation, then confirm:
"Domain: [5+ concepts from the product's world]
Color world: [5+ colors that exist in this domain]
Signature: [one element unique to this product]
Rejecting: [default 1] → [alternative], [default 2] → [alternative], [default 3] → [alternative]
Direction: [approach that connects to the above]"
[Ask: "Does that direction feel right?"]
Read .interface-design/system.md and apply. Decisions are made.
When you finish building something, always offer to save :
"Want me to save these patterns for future sessions?"
If yes, write to .interface-design/system.md:
Add patterns when a component is used 2+ times, is reusable across the project, or has specific measurements worth remembering. Don't save one-off components, temporary experiments, or variations better handled with props.
If system.md defines values, check against them: spacing on the defined grid, depth using the declared strategy throughout, colors from the defined palette, documented patterns reused instead of reinvented.
This compounds — each save makes future work faster and more consistent.
For more detail on specific topics:
references/principles.md — Code examples, specific values, dark modereferences/validation.md — Memory management, when to update system.mdreferences/critique.md — Post-build craft critique protocol/interface-design:status — Current system state/interface-design:audit — Check code against system/interface-design:extract — Extract patterns from code/interface-design:critique — Critique your build for craft, then rebuild what defaultedWeekly Installs
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