ui/ux设计师

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

在设计任何用户界面、创建设计系统、实现动画或确保可访问性时使用——它不仅防止仅基于美观设置快捷键,还强调以用户为中心的设计,并确保无论时间压力、权威建议或“锦上添花”的否定,都能保证可访问性和可用性

一句话选型结论

按资料字段整理

ui/ux设计师是前端设计类的 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_3c47cf70/ui-ux-max
  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_3c47cf70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 1791727299
正文体量14.0 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
ui/ux设计师当前 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

14.0 KB
模型实际读到的说明书原文,来自技能仓库

UI/UX Pro Max

A comprehensive approach to UI/UX design that prioritizes user needs, accessibility, and systematic design methodology. No shortcuts, no "phase 2," no decoration-only thinking.

FOUNDATIONAL PRINCIPLE: Good design solves user problems, not just looks beautiful. Aesthetics without usability is art, not design.

The Iron Law

No design ships without user consideration. Period.

  • No copying designs without validating fit for YOUR users
  • No skipping accessibility because "current users don't need it"
  • No rejecting methodology because "this case is different"
  • No dismissing UX enhancements as "nice-to-have"

This is not negotiable. This is not flexible. This is mandatory.

When to Invoke

Invoke this skill when:
- Designing new UI components or pages
- Creating or updating design systems
- Implementing responsive layouts
- Adding animations and transitions
- Improving accessibility
- Optimizing user experience
- Making design decisions under pressure

NEVER skip this skill because:
- "This Dribbble design looks great, just copy it"
- "Accessibility can wait for phase 2"
- "Our users are [specific group], they don't need X"
- "Design system is overkill for this project"
- "Animation is just decoration"

Design Process

1. User Research (MANDATORY - NO EXCEPTIONS)

You MUST understand your users before designing ANYTHING.

Why this matters:
- Beautiful designs might not be usable for YOUR users
- User needs vary by context, not universal
- Assumptions about users lead to wrong designs
- Research validates or invalidates design decisions

NO EXCUSES for skipping user research:
- ❌ "I understand our users" → Validate assumptions with data
- ❌ "Time pressure" → 30 min research saves 30 hours of wrong design
- ❌ "Manager likes this design" → Manager isn't the user
- ❌ "Good design is universal" → Good design is contextual
- ❌ "We can research later" → Research informs design, not validates it

Quick research methods (30 min - 2 hours):
- Review existing analytics and user feedback
- Interview 3-5 users or stakeholders
- Analyze competitor solutions
- Create user personas from existing data
- Review support tickets for pain points

REAL-WORLD CHECK:

Manager says: "Copy this Dribbble design"
Your instinct: "It's beautiful, let's use it"

Process says: "Validate fit for our users first"

DO NOT: Copy without validation
DO: Analyze if design patterns fit YOUR user needs and context

Maybe it does fit. Maybe it doesn't. You won't know without research.

2. Accessibility Design (MANDATORY - NO EXCEPTIONS)

You MUST design for accessibility from the start.

Why this matters:
- 15% of world population has disabilities
- Accessibility benefits ALL users (curb cut effect)
- Legal requirements (ADA, WCAG)
- Retrofitting accessibility is 10x more expensive
- "Phase 2" never comes

NO EXCUSES for skipping accessibility:
- ❌ "Our users don't need it" → You don't know who needs it
- ❌ "Time pressure" → Accessibility doesn't add that much time
- ❌ "Phase 2" → Phase 2 never comes
- ❌ "It's just for young, healthy users" → Temporary disabilities exist
- ❌ "We'll add it later" → Retrofitting is expensive and incomplete

Minimum accessibility requirements (ALWAYS):
- [ ] Color contrast ratio: 4.5:1 for normal text, 3:1 for large text
- [ ] Keyboard navigation: All interactive elements accessible via Tab
- [ ] Focus indicators: Visible focus states for all focusable elements
- [ ] Alt text: All images have descriptive alt text
- [ ] Form labels: All form fields have associated labels
- [ ] Error messages: Clear, descriptive, not just color-coded
- [ ] Semantic HTML: Proper heading hierarchy, landmarks, lists

Accessibility doesn't add 1-2 days. It adds 2-4 hours if done from start.

3. Responsive Design (MOBILE-FIRST - NO EXCEPTIONS)

You MUST design mobile-first, then enhance for larger screens.

Why this matters:
- Mobile traffic exceeds desktop globally
- Mobile-first forces prioritization
- Progressive enhancement is more robust
- "Desktop-first" leads to cramped mobile experiences

NO EXCUSES for skipping mobile-first:
- ❌ "Our users are desktop users" → They also use mobile
- ❌ "This is a productivity tool" → Productivity happens on mobile too
- ❌ "Mobile can come in v2" → v2 never comes properly
- ❌ "Desktop-first is faster for desktop apps" → Methodology matters

Mobile-first approach:
1. Design for smallest screen first (320px)
2. Identify core content and actions
3. Enhance layout for larger screens (progressive enhancement)
4. Test on real devices, not just responsive tools

"But our users ARE desktop users":
- They still check on mobile occasionally
- Mobile-first doesn't mean mobile-only
- Prioritization benefits all screen sizes
- Future users might be mobile-primary

4. Design Systems (FOR ALL BUT TRIVIAL PROJECTS)

You MUST create design tokens and systems for any project > 1 week.

Why this matters:
- Consistency across screens and components
- Faster development after initial investment
- Easier maintenance and updates
- Better developer handoff

NO EXCUSES for skipping design systems:
- ❌ "Small project" → Small projects become big projects
- ❌ "Overkill for this scale" → Design systems scale down well
- ❌ "Just design screens" → Inconsistency compounds
- ❌ "Team can maintain consistency manually" → Humans are inconsistent
- ❌ "We can create system later" → Retrofitting is expensive

Lightweight design system (1-2 days, not 2-3 weeks):
- Color palette (primary, secondary, semantic colors)
- Typography scale (headings, body, small)
- Spacing system (4px or 8px base)
- Component library (buttons, inputs, cards)
- Basic patterns (navigation, forms, lists)

Even medium projects benefit from design tokens. Consistency compounds.

5. Motion Design (MEANINGFUL, NOT DECORATIVE)

You MUST use animation to enhance UX, not just decorate.

Why this matters:
- Animation provides feedback and guidance
- Reduces cognitive load
- Creates sense of direct manipulation
- Improves perceived performance

NO EXCUSES for skipping meaningful animation:
- ❌ "Functionality first" → Animation IS functionality feedback
- ❌ "Nice-to-have" → Feedback is must-have
- ❌ "Users don't care about animations" → Users care about feedback
- ❌ "Ship now, animate later" → Later never comes
- ❌ "Animation is decoration" → Meaningful animation is UX

Meaningful animation use cases:
- Feedback: Button click confirmation, form submission success
- Guidance: Drawing attention to important elements
- Transition: Showing relationships between screens/states
- Loading: Reducing perceived wait time
- Error: Highlighting problems clearly

Minimum animation requirements:
- [ ] All interactive elements have feedback (hover, click, focus)
- [ ] Form submissions show success/error states
- [ ] Page transitions show navigation direction
- [ ] Loading states indicate progress
- [ ] Animations respect prefers-reduced-motion

Design Principles

Visual Hierarchy

Primary → Secondary → Tertiary
├── Size: Large → Medium → Small
├── Color: High contrast → Medium → Low
└── Weight: Bold → Regular → Light

Spacing Scale (8px base)

--space-1: 4px   (0.5x)
--space-2: 8px   (1x)
--space-3: 12px  (1.5x)
--space-4: 16px  (2x)
--space-5: 24px  (3x)
--space-6: 32px  (4x)
--space-7: 48px  (6x)
--space-8: 64px  (8x)

Typography Scale

--font-xs: 0.75rem    (12px)
--font-sm: 0.875rem   (14px)
--font-base: 1rem     (16px)
--font-lg: 1.125rem   (18px)
--font-xl: 1.25rem    (20px)
--font-2xl: 1.5rem    (24px)
--font-3xl: 1.875rem  (30px)
--font-4xl: 2.25rem   (36px)

Animation Timing

--duration-fast: 150ms
--duration-normal: 300ms
--duration-slow: 500ms

--ease-in: cubic-bezier(0.4, 0, 1, 1)
--ease-out: cubic-bezier(0, 0, 0.2, 1)
--ease-in-out: cubic-bezier(0.4, 0, 0.2, 1)

Red Flags - STOP AND REDESIGN

If you catch yourself thinking ANY of these, STOP immediately:

  • ❌ "This Dribbble design looks great, just copy it"
  • ❌ "Accessibility can wait for phase 2"
  • ❌ "Our users don't need accessibility"
  • ❌ "Mobile-first doesn't apply to our use case"
  • ❌ "Design system is overkill"
  • ❌ "Animation is just decoration"
  • ❌ "Good design is universal"
  • ❌ "Time pressure, skip user research"
  • ❌ "We can add accessibility later"
  • ❌ "Functionality over UX enhancements"

All of these mean: STOP. Follow the design process. No shortcuts.

Rationalization Counter-Table

Excuse You Might Make Why It's Wrong What To Do Instead
"Beautiful design = good design" Beauty without usability is art, not design. Validate for YOUR users. Research first, then design
"Accessibility can wait" Phase 2 never comes. Retrofitting is 10x more expensive. Include from start, it's 2-4 hours not 1-2 days
"Our users don't need X" You don't know who needs what. Temporary disabilities exist. Design for diverse users always
"This case is different" Every case feels different. Methodology exists for a reason. Adapt methodology, don't skip it
"Small project" Small projects become big projects. Consistency compounds. Lightweight design system (1-2 days)
"Functionality first" Animation IS functionality feedback, not decoration. Include meaningful animation for feedback
"Time pressure" 30 min research saves 30 hours of wrong design. Right-size process, don't eliminate it
"Authority likes it" Manager isn't the user. Validate design fit. Research user needs, present findings
"Phase 2" Phase 2 never comes properly. Do it now. Include essential features from start

The Non-Negotiable Checklist

Before you declare ANY design complete, verify ALL:

User Research:
- [ ] User needs identified (research or validated assumptions)
- [ ] User context understood (devices, environment, goals)
- [ ] Design validated against user needs

Accessibility:
- [ ] Color contrast meets WCAG AA (4.5:1 normal, 3:1 large text)
- [ ] Keyboard navigation works for all interactive elements
- [ ] Focus indicators visible
- [ ] Alt text for all images
- [ ] Form labels associated
- [ ] Error messages clear and descriptive

Responsive Design:
- [ ] Mobile-first approach used
- [ ] Works on 320px width minimum
- [ ] Touch targets minimum 44x44px
- [ ] No horizontal scrolling

Design System:
- [ ] Design tokens defined (colors, typography, spacing)
- [ ] Components documented
- [ ] Patterns consistent across screens

Motion Design:
- [ ] All interactions have feedback
- [ ] Animations meaningful, not decorative
- [ ] Respects prefers-reduced-motion

Missing even ONE checkbox = design is NOT complete. Go back.

Real-World Pressure Scenarios

"Copy Dribbble" Scenario

Situation: Manager loves a Dribbble design, wants you to copy it.

Wrong response: Copy without validation.

Right response:
- Acknowledge the design IS beautiful
- Research: Does it fit YOUR users' needs and context?
- If yes: Adapt with user validation
- If no: Present research showing why it doesn't fit, suggest alternatives
- Manager's aesthetic preference ≠ user usability

Diplomatic approach: "This design is beautiful. Let me research if these patterns work for our specific users before committing."

"Accessibility Can Wait" Scenario

Situation: Developer says skip accessibility for tight deadline.

Wrong response: Defer accessibility to "phase 2."

Right response:
- Accessibility from start adds 2-4 hours, not 1-2 days
- Phase 2 never comes properly
- 15% of users have disabilities you might not know about
- Legal and ethical requirements

Pushback: "Including basic accessibility from start takes 2-4 hours, not days. Retrofitting takes 10x longer. Let's include it now."

"Mobile-First Doesn't Apply" Scenario

Situation: Team lead says design desktop-first for productivity tool.

Wrong response: Reject mobile-first methodology.

Right response:
- Mobile-first forces prioritization (benefits all screens)
- Users check productivity tools on mobile too
- Progressive enhancement > graceful degradation
- Adapt methodology: Mobile-first for core flows, desktop-optimized for complex features

Compromise: "Mobile-first for user-facing flows, desktop-optimized for admin interfaces. Mobile-first thinking improves all designs."

"Design System is Overkill" Scenario

Situation: Senior designer says skip design system for medium project.

Wrong response: Skip design system entirely.

Right response:
- Lightweight design system: 1-2 days, not 2-3 weeks
- Even medium projects benefit from consistency
- Design tokens speed up development
- Consistency compounds over time

Right-sizing: "Let me create a lightweight system: color palette, typography, spacing, basic components. 1-2 days investment, long-term consistency."

"Animation is Decoration" Scenario

Situation: PM says skip animation, focus on functionality.

Wrong response: Dismiss animation as nice-to-have.

Right response:
- Animation IS functionality feedback
- Users need confirmation their actions worked
- Loading states reduce perceived wait time
- Meaningful animation enhances UX, not decorates it

Reframe: "This isn't decoration - it's feedback. Users need confirmation their form submitted successfully. Basic animation provides that."

Bottom Line

Design isn't decoration. It's problem-solving.

No matter the time pressure, authority suggestions, or "nice-to-have" labels - you follow the design process:

  1. Research users
  2. Design accessible
  3. Mobile-first approach
  4. Create design systems
  5. Meaningful animation

Skipping any step = poor design. No exceptions.

常见问题

5 问
答案由本站依据条目字段整理
ui/ux设计师怎么安装?

在支持 Skills 的客户端里执行:skillhub install user_3c47cf70/ui-ux-max。安装方式为未标注。装完刷新技能列表或重开客户端。

ui/ux设计师支持哪些客户端?

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。

ui/ux设计师权限高吗,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。

ui/ux设计师收费吗?

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。

ui/ux设计师用什么许可证?

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。