Perceptual UI Design

SKILL前端设计
前端设计 未标注权限 许可证不明确
安装这个技能

用光学平衡、负空间、感知分组、统一形状语言和真实尺寸验证,设计或评审高完成度 UI 界面与紧凑控件。

一句话选型结论

按资料字段整理

Perceptual UI Design是前端设计类的 Agent Skill,安装方式未标注,权限级别未标注,许可证不明确,有可直接复制的安装命令。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类前端设计 安装方式未标注 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 未标注
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

未标注
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
skillhub install user_7a55e39e/perceptual-ui-design-epoch2018
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    执行上面的命令安装;也可以把仓库里的 SKILL.md 手动放进客户端的 skills 目录。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

前端设计
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方user_7a55e39e仓库 未标注 · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式未标注安装包 community
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 1791622725
正文体量5.5 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
出页面与组件

按描述生成页面结构和组件草稿。

调整样式与布局

改间距、配色与响应式布局。

生成设计说明

把设计稿整理成开发能接的说明。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 有可直接复制的安装命令,不用自己翻文档找入口。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在前端设计场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
Perceptual UI Design当前 未标注权限 未标注 未标注 未标注 有
前端设计 只读 GitHub 仓库 882.3 万 Codex、Claude、Cursor 有
Vercel 组合模式 联网访问 GitHub 仓库 385.9 万 Codex、Claude、Cursor 有
Vercel React native skills 前端 只读 GitHub 仓库 246.9 万 Codex、Claude、Cursor 有
adapt 搜索 浏览器控制 GitHub 仓库 202.7 万 Codex、Claude、Cursor 有
使用我的浏览器 浏览器控制 GitHub 仓库 184.8 万 Codex、Claude、Cursor 有

SKILL.md 全文

5.5 KB
模型实际读到的说明书原文,来自技能仓库

Perceptual UI Design

Create interfaces that are visually stable and legible in their real context, not merely geometrically tidy in an enlarged canvas.

Establish the design problem

Before choosing a visual treatment, identify or reasonably infer:

  • platform, viewport, input method, and target rendering density;
  • user goal and primary action;
  • the primary/default state and lower-frequency variants;
  • real content constraints, including long text, localization, numbers, and empty data;
  • accessibility requirements, including text scaling, contrast, and reduced motion;
  • existing product tokens and conventions that should be preserved.

Do not block on missing details that can be represented as explicit assumptions. Ask only when a missing choice would materially change the product or visual direction.

Design from hierarchy to optics

  1. Define a specific visual direction tied to the product's purpose. Avoid an interchangeable “clean modern” default.
  2. Establish information hierarchy and semantic grouping before decoration.
  3. Use a small, coherent family of typography, spacing, radius, stroke, cap, join, color, and motion decisions. Reuse existing product tokens when available.
  4. Make group relationships visible through proximity: spacing within a group should read as tighter than spacing between groups.
  5. Treat negative space as an active shape. Check whether empty regions create unintended holes, crowding, or top-/side-heavy composition.
  6. Optimize the primary state first, then adapt secondary states deliberately. Do not force every state into identical geometry when content changes its visual weight.
  7. Apply optical corrections only after the structure works. Typical candidates include asymmetric icons, triangles, circular marks, mixed text and icons, small counters, strokes beside fills, and compact status displays.

For icons, dense controls, small type, stateful compact UI, or high-fidelity visual critique, read references/optical-qa.md before finalizing.

Validate perception in context

Inspect the result at actual output size, not only zoomed in. Use the checks that fit the artifact:

  • silhouette or monochrome check for visual weight;
  • grayscale check for hierarchy independent of hue;
  • slight-blur or squint check for dominant masses and grouping;
  • light and dark backgrounds, plus nearby UI context;
  • measured contrast for meaningful text, glyphs, strokes, component boundaries, and focus indicators against every adjacent surface; visual inspection alone is insufficient;
  • primary, selected, disabled, loading, empty, error, and dynamic-content states;
  • longest plausible copy, localization expansion, and accessibility text sizes;
  • keyboard focus, pointer/hover, touch target, and reduced-motion behavior where applicable.

If implementation is requested, verify the rendered artifact with screenshots or the project's normal visual test loop. Fix issues found in the render rather than defending the source geometry.

Separate evidence from interpretation

Label important design claims when the distinction matters:

  • Standard — platform guidance, an established design system, or an accessibility requirement.
  • Heuristic — a generally useful perceptual or composition principle.
  • Inference — a plausible explanation of an observed design without creator confirmation.
  • To validate — a choice that depends on real content, device rendering, or user testing.

Golden ratio, Fibonacci circles, and the golden angle may be used as optional exploratory constraints. Never present them as proof of quality or as the construction method of an existing design without primary evidence. A reconstruction grid can explain a shape; it does not prove how the shape was made.

Deliver the result

Lead with the design outcome. Include only the supporting material that helps the user evaluate or continue the work:

  • the intended visual direction and hierarchy;
  • key tokens or reusable decisions;
  • meaningful state differences;
  • optical corrections and why they were made;
  • validation performed and remaining assumptions.

Prefer a small number of purposeful alternatives over many cosmetic variants. When showing alternatives, change a consequential design decision and explain the tradeoff.

Guardrails

  • Do not copy Apple assets or use “Apple-like” as a substitute for a product-specific direction.
  • Do not equate mathematical centering with visual centering.
  • Do not add construction grids or arbitrary ratios merely to make the rationale look rigorous.
  • Do not sacrifice accessibility, error clarity, or long-content behavior to perfect a hero state.
  • Do not invent universal optical-offset numbers; judge corrections in the target size and context.
  • Do not reuse one accent palette across light and dark surfaces without measuring each meaningful foreground/background pair. Create surface-specific state tokens when needed.
  • Do not replace a working product design system unless the request calls for redesign.

常见问题

5 问
答案由本站依据条目字段整理
Perceptual UI Design怎么安装?

在支持 Skills 的客户端里执行:skillhub install user_7a55e39e/perceptual-ui-design-epoch2018。安装方式为未标注。装完刷新技能列表或重开客户端。

Perceptual UI Design支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

Perceptual UI Design权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

Perceptual UI Design收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

Perceptual UI Design用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。