frontend-design-direction

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Frontend Design Direction

前端设计方向

Use this skill when the work is not just making UI function, but making it feel purposeful, polished, and appropriate to the product domain.
Source: salvaged from stale community PR #1659 by
linus707
.
Note: ECC intentionally does not rebundle the canonical Anthropic
frontend-design
skill. Install that from
anthropics/skills
when you want the official upstream skill. This skill is the ECC-specific design-direction salvage of the useful local guidance from #1659.
当工作不仅是让UI实现功能,还要使其具备明确目的性、精致感,且契合产品领域特性时,可使用此技能。
来源:由
linus707
从陈旧的社区PR #1659中整理而来。
注意:ECC不会重新打包Anthropic官方的
frontend-design
技能。若需要官方上游技能,请从
anthropics/skills
安装。本技能是从PR #1659中提炼出的、针对ECC的专属设计方向指导内容。

When to Use

使用场景

  • The user asks to build a web page, app, dashboard, artifact, component, or UI.
  • The user asks to make an interface more polished, distinctive, beautiful, or less generic.
  • The implementation needs visual hierarchy, typography, color, motion, layout, and interaction choices.
  • The current UI works but reads as flat, generic, templated, or mismatched to the audience.
  • 用户要求构建网页、应用、仪表盘、制品、组件或UI。
  • 用户要求让界面更精致、独特、美观,或减少通用感。
  • 实现过程需要涉及视觉层级、排版、色彩、动效、布局和交互选择。
  • 当前UI功能正常,但显得平淡、通用、模板化,或与目标受众不匹配。

Design Direction

设计方向

Before coding, choose a specific direction:
  1. Purpose: what job does the interface do?
  2. Audience: who repeats this workflow, and what do they need to scan first?
  3. Tone: utilitarian, editorial, playful, industrial, refined, technical, maximal, minimal, dense, calm, or another explicit direction.
  4. Memorable detail: one design idea that makes the result feel intentional.
  5. Constraints: framework, accessibility, performance, responsiveness, and existing design system.
Match the direction to the domain. A SaaS operations tool should usually be dense, quiet, and scannable. A portfolio, launch page, game, or editorial piece can be more expressive. Do not force a landing-page composition onto a tool that needs repeated daily use.
编码前,先确定具体方向:
  1. 用途:该界面要完成什么任务?
  2. 受众:谁会重复使用此工作流,他们需要优先浏览哪些内容?
  3. 风格基调:实用主义、编辑风格、趣味化、工业风、精致感、技术感、繁复风、极简风、密集型、沉稳感,或其他明确方向。
  4. 记忆点:一个能让成果显得具有设计感的创意点。
  5. 约束条件:框架、无障碍要求、性能、响应式设计,以及现有设计系统。
让设计方向契合产品领域。SaaS运维工具通常应设计得密集、简洁、便于快速浏览。作品集、启动页、游戏或编辑类内容则可以更具表现力。不要将落地页的布局强制应用于需要日常重复使用的工具。

Implementation Guidance

实施指导

  • Build the actual usable experience as the first screen unless the user explicitly asks for marketing copy.
  • Use existing project components, tokens, icon libraries, and routing patterns before introducing a new visual system.
  • Use real or generated visual assets when the interface depends on images, products, places, people, gameplay, charts, or inspectable media.
  • Prefer contextual typography and spacing over generic oversized hero text.
  • Keep palettes multi-dimensional: avoid a UI dominated by one hue family.
  • Use CSS variables or existing design tokens so the direction remains coherent across states.
  • Design responsive constraints explicitly: grids, aspect ratios, min/max sizes, stable toolbars, and fixed-format controls should not shift when labels or hover states appear.
  • Use motion sparingly but deliberately. Prefer high-signal transitions that clarify state over decorative animation.
  • Verify text fit on mobile and desktop. Long labels must wrap or resize cleanly rather than overflowing.
  • 除非用户明确要求营销文案,否则首屏应构建实际可用的体验。
  • 在引入新视觉系统前,优先使用项目现有组件、设计令牌、图标库和路由模式。
  • 当界面依赖图片、产品、地点、人物、游戏画面、图表或可检查媒体时,使用真实或生成的视觉资产。
  • 优先选择符合上下文的排版和间距,而非通用的超大标题文本。
  • 采用多维调色板:避免UI被单一色调主导。
  • 使用CSS变量或现有设计令牌,确保不同状态下的设计方向保持一致。
  • 明确设计响应式约束:网格、宽高比、最小/最大尺寸、稳定工具栏和固定格式控件不应因标签或悬停状态出现而移位。
  • 动效要少而精。优先选择能明确状态的高信号过渡效果,而非装饰性动画。
  • 验证文本在移动端和桌面端的适配情况。长标签应清晰换行或调整大小,而非溢出。

Anti-Patterns

反模式

  • Do not default to common generated patterns: purple gradients, decorative blobs, oversized cards, vague hero copy, or stock-like atmospheric media.
  • Do not add UI cards inside other cards.
  • Do not use a single decorative style everywhere when the domain calls for restraint.
  • Do not hide the primary product, tool, object, or workflow behind generic marketing sections.
  • Do not add a new dependency for a design flourish unless it clearly pays for itself.
  • Do not describe the UI's features inside the UI when the controls can speak for themselves.
  • 不要默认使用常见的生成式设计模式:紫色渐变、装饰性 blob、超大卡片、模糊的标题文案,或类似库存素材的氛围媒体。
  • 不要在卡片内部嵌套UI卡片。
  • 当产品领域需要克制时,不要在所有地方使用单一装饰风格。
  • 不要将核心产品、工具、对象或工作流隐藏在通用营销板块之后。
  • 不要为了一个设计亮点引入新依赖,除非其价值明确大于成本。
  • 当控件本身能说明功能时,不要在UI内描述其特性。

Review Checklist

审查清单

  • The first viewport immediately communicates the product, workflow, or object.
  • The visual hierarchy supports scanning and repeated use.
  • Typography fits the container and does not overlap adjacent content.
  • Color choices have contrast and do not collapse into a one-note palette.
  • Icons are used for familiar tool actions where available.
  • Responsive layout has stable dimensions for boards, grids, toolbars, controls, tiles, and counters.
  • Assets render and carry the subject matter instead of acting as filler.
  • Motion improves orientation and does not mask sluggishness.
  • The result matches the repo's existing frontend conventions unless there is a clear reason to depart.
  • 首屏视窗能立即传达产品、工作流或对象的核心信息。
  • 视觉层级支持快速浏览和重复使用。
  • 排版适配容器,不会与相邻内容重叠。
  • 色彩选择具备对比度,不会沦为单一色调。
  • 在可用情况下,图标用于常见工具操作。
  • 响应式布局中,看板、网格、工具栏、控件、磁贴和计数器的尺寸保持稳定。
  • 资产能正常渲染并承载主题内容,而非作为填充素材。
  • 动效提升方向感,而非掩盖卡顿问题。
  • 成果符合仓库现有的前端规范,除非有明确理由偏离。