@nerdev/skillset 0.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (567) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +351 -0
  3. package/bin/skillset.mjs +205 -0
  4. package/curations/README.md +53 -0
  5. package/curations/TEMPLATE/WHY.md +23 -0
  6. package/curations/TEMPLATE/overlay/SKILL.md +6 -0
  7. package/curations/impeccable/WHY.md +34 -0
  8. package/curations/impeccable/overlay/SKILL.md +116 -0
  9. package/package.json +43 -0
  10. package/scripts/ste-gate.mjs +39 -0
  11. package/scripts/ste-lint.py +201 -0
  12. package/scripts/sync.mjs +174 -0
  13. package/skills/ai-agent/agent-docs-writer/SKILL.md +105 -0
  14. package/skills/ai-agent/agent-docs-writer/references/principles.md +73 -0
  15. package/skills/ai-agent/agent-docs-writer/templates/AGENTS.template.md +44 -0
  16. package/skills/ai-agent/agent-docs-writer/templates/README.template.md +19 -0
  17. package/skills/ai-agent/ultra-context-engine/SKILL.md +941 -0
  18. package/skills/architecture/blueprint/SKILL.md +191 -0
  19. package/skills/architecture/code-tour/SKILL.md +204 -0
  20. package/skills/architecture/progress-guard/SKILL.md +148 -0
  21. package/skills/architecture/search-first/SKILL.md +97 -0
  22. package/skills/backend/api-design/SKILL.md +456 -0
  23. package/skills/backend/auth/SKILL.md +596 -0
  24. package/skills/backend/database/SKILL.md +431 -0
  25. package/skills/backend/realtime/SKILL.md +670 -0
  26. package/skills/backend/security/SKILL.md +590 -0
  27. package/skills/business/brag/SKILL.md +177 -0
  28. package/skills/business/brag/assets/music/README.md +20 -0
  29. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.json +3846 -0
  30. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.md +35 -0
  31. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.json +1826 -0
  32. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.md +35 -0
  33. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.json +2266 -0
  34. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.md +35 -0
  35. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.json +2806 -0
  36. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.md +35 -0
  37. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.json +2796 -0
  38. package/skills/business/brag/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.md +35 -0
  39. package/skills/business/brag/assets/music/happy-beats-business-moves-vol-1-by-ende-dot-app.mp3 +0 -0
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  41. package/skills/business/brag/assets/music/happy-beats-business-moves-vol-11-by-ende-dot-app.mp3 +0 -0
  42. package/skills/business/brag/assets/music/happy-beats-business-moves-vol-12-by-ende-dot-app.mp3 +0 -0
  43. package/skills/business/brag/assets/music/happy-beats-business-moves-vol-9-by-ende-dot-app.mp3 +0 -0
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  524. package/skills/ui/style-animaxxing/agents/openai.yaml +7 -0
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  528. package/skills/ui/style-animaxxing/references/verification.md +38 -0
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@@ -0,0 +1,345 @@
1
+ ---
2
+ name: ui
3
+ description: The whole UI job in one skill: pick the direction, design the system, build the screen, redesign or audit an existing one, verify it before ship. Use when starting a new page or project, choosing a theme or visual direction, building a screen, or upgrading an existing UI. This skill owns the quality of the interface. It makes design decisions autonomously and ships product-ready UI. house-style is the law; impeccable has the commands; this file is the process.
4
+ ---
5
+
6
+ # UI
7
+
8
+ One job, five phases. Run the phase the request matches: pick the
9
+ direction, design the system, build the screen, redesign or audit,
10
+ verify. house-style is the law and wins on conflict. impeccable has the
11
+ commands and detectors. This file is the process. If another synced
12
+ skill about visual design loads, this skill wins.
13
+
14
+ > **Skill family:** `house-style` = law (philosophy). This skill = process orchestrator. [`impeccable`](../impeccable/SKILL.md) = commands/detectors. [`motion`](../motion/SKILL.md) = motion job (name/decide/build/review). [`pick-ui-library`](../pick-ui-library/SKILL.md) = curated library picks. Load `house-style` + this skill for UI work; add `motion` for animation focus; invoke `pick-ui-library` when you need a library.
15
+
16
+ ## Product-Ready UI Standard
17
+
18
+ This is the default quality bar for every frontend/UI task. It sits
19
+ above every phase. It is the operating principle, not a checklist item.
20
+
21
+ The agent's default posture: make the reasonable design decisions
22
+ yourself. Only ask the user when the decision materially changes
23
+ product requirements or depends on missing business information.
24
+
25
+ Do not ask about: colors, spacing, typography, border radius, card
26
+ layout, button styles, empty states, loading states, responsive
27
+ behavior, interaction patterns, animation, component structure. Make
28
+ those decisions.
29
+
30
+ The quality ladder:
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+
32
+ Level 1, functional: the feature works.
33
+
34
+ Level 2, usable: the workflow is understandable.
35
+
36
+ Level 3, product-ready: states, errors, responsiveness, accessibility,
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+ and content are handled.
38
+
39
+ Level 4, polished: typography, spacing, hierarchy, motion, and visual
40
+ consistency are intentional.
41
+
42
+ Level 5, distinctive: the interface has a coherent visual identity and
43
+ feels like a real product rather than generated UI.
44
+
45
+ Default target: Level 4. Level 5 emerges when the product's brand or
46
+ design system warrants it.
47
+
48
+ ### Own the interface
49
+
50
+ Treat yourself as both the implementer and the product designer.
51
+
52
+ Do not interpret "build a dashboard" as "create some cards that
53
+ resemble a dashboard." Instead determine:
54
+
55
+ - What is the user's primary goal?
56
+ - What is the primary action?
57
+ - What information matters most?
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+ - What should be visible immediately?
59
+ - What can be secondary or progressively disclosed?
60
+ - What happens when there is no data?
61
+ - What happens while loading?
62
+ - What happens when something fails?
63
+ - What happens after success?
64
+ - How does the workflow work on mobile?
65
+ - Which interactions should feel especially good?
66
+
67
+ Make those decisions yourself unless the project requirements require
68
+ user input.
69
+
70
+ ### Product-ready means more than visually polished
71
+
72
+ A UI is not complete simply because it has good colors, typography,
73
+ and spacing. A product-ready interface has:
74
+
75
+ 1. Clear product identity
76
+ 2. Clear information hierarchy
77
+ 3. A coherent interaction model
78
+ 4. Consistent component behavior
79
+ 5. Complete UI states
80
+ 6. Realistic content
81
+ 7. Responsive behavior
82
+ 8. Accessible interaction states
83
+ 9. Intentional motion
84
+ 10. A coherent visual language
85
+
86
+ Do not stop at "the page looks good." The finished result should feel
87
+ like someone deliberately designed the product.
88
+
89
+ ### Complete the states
90
+
91
+ Never design only the happy path. For every meaningful interactive
92
+ surface, consider:
93
+
94
+ - initial
95
+ - loading
96
+ - populated
97
+ - empty
98
+ - error
99
+ - disabled
100
+ - hover
101
+ - focus
102
+ - active
103
+ - selected
104
+ - success
105
+ - partial or limited
106
+ - permission denied
107
+ - offline where relevant
108
+
109
+ Empty states should explain what happened and what the user can do
110
+ next. Errors should be actionable. Loading states should preserve
111
+ layout where practical.
112
+
113
+ ### Use realistic content
114
+
115
+ Avoid lorem ipsum and obviously fake placeholder content unless the
116
+ task specifically requires placeholder data. Use realistic names,
117
+ titles, labels, descriptions, dates, statuses, numbers, file names,
118
+ and notifications. Copy is part of the interface. A polished layout
119
+ with obviously artificial content still looks unfinished.
120
+
121
+ ### Establish interaction consistency
122
+
123
+ The same interaction should behave the same way throughout the
124
+ product. Dropdowns open consistently. Menus have consistent spacing
125
+ and positioning. Destructive actions follow the same confirmation
126
+ pattern. Buttons have consistent height and feedback. Inputs have
127
+ consistent focus treatment.
128
+
129
+ ### Do not make everything a card
130
+
131
+ Cards are not a default layout primitive. Use cards when grouping
132
+ content benefits from a distinct surface. Otherwise prefer whitespace,
133
+ typography, dividers, lists, tables, inline controls, sections, and
134
+ grouped controls. If every element is boxed, nothing has hierarchy.
135
+
136
+ ### Responsive design is not an afterthought
137
+
138
+ Do not simply stack desktop elements vertically. Design mobile
139
+ intentionally. Determine what remains visible, what becomes a drawer,
140
+ what becomes sticky, what becomes horizontally scrollable, what
141
+ disappears, what changes priority, how navigation changes, and how
142
+ dense information is transformed.
143
+
144
+ ### Motion should communicate something
145
+
146
+ Animation is optional. Poor animation makes a product feel cheaper,
147
+ not better. Use motion when it explains hierarchy, communicates state,
148
+ guides attention, confirms an action, establishes spatial
149
+ relationships, makes an interaction feel natural, or reinforces product
150
+ identity. Respect prefers-reduced-motion. Do not add animation merely
151
+ because an animation library is available.
152
+
153
+ ### Visual restraint
154
+
155
+ Avoid decoration without purpose. Do not automatically use gradients,
156
+ glows, glassmorphism, excessive shadows, giant rounded cards, floating
157
+ blobs, particles, excessive borders, or excessive animation. These
158
+ techniques can be excellent when they belong to the product. They
159
+ should never be the default definition of "modern." A simple interface
160
+ with excellent hierarchy is better than a visually busy interface
161
+ trying to appear sophisticated.
162
+
163
+ ### Autonomous productization pass
164
+
165
+ Before declaring the UI complete, stop and review it as a product
166
+ designer. Ask:
167
+
168
+ - Does this feel like a specific product or a generic AI-generated
169
+ interface?
170
+ - Can a new user understand what matters within a few seconds?
171
+ - Is the primary action obvious?
172
+ - Is information organized without becoming cluttered?
173
+ - Do similar controls behave and look the same?
174
+ - Are loading, empty, error, disabled, hover, focus, selected, and
175
+ success states handled?
176
+ - Does the copy feel real?
177
+ - Does mobile feel intentionally designed?
178
+ - Can keyboard users understand and operate the interface?
179
+ - Does animation improve comprehension or interaction?
180
+ - Can anything be removed without reducing usability?
181
+ - Could this screenshot be mistaken for a generic template?
182
+
183
+ If the answer to the last question is yes, continue refining. Do not
184
+ merely report the problems. Fix them.
185
+
186
+ ### The final quality rule
187
+
188
+ Do not finish when "the requested components exist." Finish when "the
189
+ requested workflow works and the interface feels like a coherent
190
+ product."
191
+
192
+ The user should not have to provide a second round of instructions
193
+ saying "make it look more polished," "add empty states," "make mobile
194
+ better," "fix the spacing," "add hover states," or "make it feel less
195
+ generic." Anticipate these requirements and handle them during the
196
+ initial implementation.
197
+
198
+ ## The rules that never bend
199
+
200
+ - Bought, not generated. If the screen could pass for default AI output,
201
+ it is wrong.
202
+ - One clear action per screen. Color in small doses. Whitespace does the
203
+ separating, not borders and shadows.
204
+ - Clean typography: one family, a tight scale, real hierarchy.
205
+ - Tailwind strictly: component-based, tokens first. Raw CSS only when
206
+ Tailwind cannot do it, with a reason.
207
+ - Feedback matches the action: a visual state for manipulation, a quiet
208
+ status for done, confirmation only for destructive.
209
+ - No em dashes in any visible text. One em dash fails review.
210
+ - The finish gate is mandatory before anything ships.
211
+ See references/verify.md.
212
+ - You decide what feels right. Do not ask permission for design
213
+ decisions. Make them.
214
+
215
+ ## Phase 1: Pick the direction
216
+
217
+ For new projects, pages, or components with no theme yet.
218
+ Details in references/direction.md.
219
+
220
+ 1. Determine the context: what it is, who it is for, the vibe, the
221
+ constraints, the animation dial. If the user provided these, use
222
+ them. If not, infer from the project and make a call.
223
+ 2. Determine the identity. These turn generic UI into something that
224
+ feels like this product, not any product. Ask only what the user
225
+ has not already told you.
226
+ 3. Match to a style family. Shortlist 2-3 candidates with a one-line
227
+ feel and a concrete anchor.
228
+ 4. Output tokens: palette, type pairing, spacing, radius, shadow or no
229
+ shadow, motion character in one line.
230
+ 5. Refine mode: when a theme already exists, audit first, extract
231
+ principles not pixels, output a token diff.
232
+
233
+ ### Identity questions (ask only what is missing)
234
+
235
+ Skip questions the user already answered. Ask only what genuinely
236
+ requires product input. These separate "looks good" from "feels like
237
+ us."
238
+
239
+ 1. What is the one word you want people to feel after using this?
240
+ Trust, speed, calm, power, fun. If you can infer it, infer it.
241
+ 2. What is your signature color? One color that is yours. If the user
242
+ has one, use it. If not, make a decision based on the product.
243
+ 3. What font feels like your voice? Technical and precise, warm and
244
+ friendly, sharp and editorial. Match that to a typeface.
245
+ 4. What is the one thing competitors all do that you refuse to do?
246
+ This defines visual contrast.
247
+ 5. What is the one interaction you want people to remember? One. Not
248
+ ten. Everything else should be invisible.
249
+ 6. Show me a site that feels like what you are going for. If the user
250
+ provides one, extract principles. If not, pick references yourself.
251
+
252
+ The families we keep: clean SaaS (the default, Apple and Google calm),
253
+ minimalist, brutalist. Recipes in references/styles.md, used only when
254
+ asked.
255
+
256
+ ## Phase 2: Design the system
257
+
258
+ Tokens first, components second. Details in references/system.md.
259
+
260
+ - Constraint budget: one accent, one gray family, one radius scale, one
261
+ icon family, one stroke weight, one motion curve family. To add
262
+ somewhere, remove elsewhere.
263
+ - Type: display scale with tight tracking, body under 65ch. Tabular
264
+ figures for data. Modular scale, weight ladder, tracking/leading
265
+ rules. See Type scale system in build.md.
266
+ - Buttons: flat or barely rounded, solid contrast, no glow. Pressed
267
+ state is tactile: scale 0.98.
268
+ - Cards only when elevation earns them. Never cards in cards.
269
+ - Icon system: stroke weight, sizing, filled vs outline, duo-tone,
270
+ triple-tone. See Icon system in build.md.
271
+ - When a design system doc is asked for, emit DESIGN.md with the ten
272
+ mandatory sections from references/system.md.
273
+ - Dark mode is designed, not inverted: CSS variable architecture, one
274
+ token set per surface, saturation and shadow adjusted per theme.
275
+ Details in references/dark-mode.md.
276
+ - Every layout decision is made at the breakpoint tiers, not just
277
+ checked there after the fact. Details in references/responsive.md.
278
+
279
+ ## Phase 3: Build the screen
280
+
281
+ The anti-slop discipline. Details in references/build.md.
282
+
283
+ - Kill the tells: purple gradients, glowing buttons, oversized rounded
284
+ cards, three equal cards, the same five icons as everyone.
285
+ - Hero: fits the viewport, headline under 8 words and 2 lines, one
286
+ primary CTA, no trust strips or badges.
287
+ - Layout: one family per section, max two consecutive image-text
288
+ splits, grid over flex math, bento with as many cells as content.
289
+ - Eyebrows: max one per three sections.
290
+ - Content: real words, real numbers, real names. Lists over paragraphs.
291
+ - Accessibility is built in, not audited after: contrast, focus
292
+ management, ARIA, and keyboard paths per references/accessibility.md.
293
+ - Copy follows references/copy.md: imperative CTAs, sentence case,
294
+ error messages that say what happened and what to do.
295
+ - Motion follows the motion skill: restraint first, every animation
296
+ answers "what happened".
297
+ - Verify at 7 viewports where hierarchy restructures, not shrinks.
298
+
299
+ ## Phase 4: Redesign or audit
300
+
301
+ Never rewrite from scratch. Details in references/redesign.md.
302
+
303
+ 1. Scan, diagnose, fix, in that order.
304
+ 2. Write the feel contract first: temperament, beliefs, anti-goals,
305
+ two reference products and why they feel good.
306
+ 3. Audit by category: typography, color, layout, interactivity, content,
307
+ components, icons, code.
308
+ 4. Fix in order: P0 broken, P1 unfinished, P2 quality, P3 polish. Font
309
+ first, then color, then states, then layout.
310
+ 5. Preserve: IA, slugs, nav labels, copy voice, accessibility,
311
+ analytics.
312
+
313
+ ## Phase 5: Verify (the finish gate)
314
+
315
+ Nothing ships without it. Details in references/verify.md.
316
+
317
+ - Seven viewports: 1440, 1280, 1024, 768, 640, 390, 375. No overflow.
318
+ Hierarchy changes per class.
319
+ - Every surface has empty, loading, and error states.
320
+ - Feedback matches the mechanism table.
321
+ - Keyboard: no traps, no mouse-only controls, Escape exits.
322
+ - Reduced motion respected.
323
+ - Accessibility gate: contrast AA at both themes, focus order matches
324
+ visual order, every custom widget matches its ARIA pattern.
325
+ - Dark mode gate: both themes hit AA, no literal white/black classes,
326
+ theme persists and matches system on first load.
327
+ - The 10-minute journey runs clean at every step.
328
+ - Lint and build pass.
329
+ - Evidence, not assertions: capture, dom, code. Never silently skip.
330
+
331
+ ## Working with you
332
+
333
+ - One round of questions at a time. Build in the smallest real step.
334
+ - You own the taste. I propose, you decide. But I make most design
335
+ decisions myself. I ask only when it matters.
336
+ - Never ship a screen that fails the gate. Say exactly what fails and
337
+ why, with the fix.
338
+
339
+ ## Origin
340
+
341
+ Merged from nine skills that were one job in nine voices: taste-skill,
342
+ taste-skill-v1, redesign-skill, soft-skill, gpt-tasteskill,
343
+ minimalist-skill, brutalist-skill, stitch-skill, and ui-theme-picker.
344
+ Their folders do not come back on sync. Their best content lives in the
345
+ references.
@@ -0,0 +1,85 @@
1
+ # Accessibility
2
+
3
+ Built into Phase 3 (build), not just checked in Phase 5 (verify).
4
+ "Keyboard, ARIA, focus visible, contrast AA" is not a rule until it is
5
+ specific. This file is the specific version.
6
+
7
+ ## Color contrast
8
+
9
+ - Body text vs background: 4.5:1 minimum (AA). Large text (24px+, or
10
+ 19px+ bold): 3:1 minimum.
11
+ - UI components and graphical objects (icons, input borders, focus
12
+ rings): 3:1 minimum against adjacent colors.
13
+ - Never encode meaning in color alone: error states get an icon or
14
+ text, not just a red border. Same for success, warning, required.
15
+ - Check contrast at both the accent's saturation cap (system.md: under
16
+ 80%) and in dark mode separately. The same hex pair often passes
17
+ light and fails dark, or vice versa.
18
+ - Disabled-state text is exempt from AA, but if a "disabled" control is
19
+ actually informative (for example, shows why it's disabled on hover),
20
+ that hover content is not exempt.
21
+
22
+ ## Focus management
23
+
24
+ - Every interactive element has a visible focus state. Never
25
+ `outline: none` without a replacement ring or equivalent contrast
26
+ shift.
27
+ - Focus ring: 2px minimum, offset from the element, uses the accent or
28
+ a dedicated focus color. Never the same color as a hover state, or
29
+ keyboard users can't tell the two apart.
30
+ - On route change or tab/panel switch, focus moves to the new content's
31
+ heading or first interactive element. It never silently stays on a
32
+ now-invisible trigger.
33
+ - On modal/drawer open: focus moves inside, is trapped inside (Tab
34
+ cycles within), and returns to the trigger on close.
35
+ - On item delete (from a list, table, etc.): focus moves to the next
36
+ logical item, not lost to `<body>`.
37
+ - Skip-to-content link for any page with a nav longer than about 5 items.
38
+
39
+ ## ARIA and semantics
40
+
41
+ - Real elements first: `<button>` not `<div onClick>`, `<a>` for
42
+ navigation not action. ARIA patches what HTML can't express, it is
43
+ not a first resort.
44
+ - Icon-only controls get `aria-label`. Decorative icons get
45
+ `aria-hidden="true"`.
46
+ - Custom widgets (combobox, tabs, accordion, menu) follow the WAI-ARIA
47
+ APG pattern for that widget. Role, `aria-expanded`,
48
+ `aria-controls`, `aria-selected` as specified, not invented ad hoc.
49
+ - Live regions (`aria-live="polite"`) for async status that is not
50
+ focus-driven: toast confirmations, save indicators, search result
51
+ counts. `assertive` only for errors that block progress.
52
+ - Form fields: label programmatically associated (`<label for>` or
53
+ wrapping), not just visually adjacent. Error text linked via
54
+ `aria-describedby`.
55
+
56
+ ## Keyboard
57
+
58
+ - Every mouse action has a keyboard equivalent. No hover-only reveals
59
+ for functionality. A hover-only "more info" that is never reachable by
60
+ keyboard is a failure, not a nice-to-have.
61
+ - Tab order follows visual/reading order. `tabindex` values above 0 are
62
+ banned. Use DOM order instead.
63
+ - Escape closes the topmost transient layer (modal, drawer, menu,
64
+ tooltip) and nothing else.
65
+ - Arrow keys navigate within composite widgets (menus, tabs, radio
66
+ groups, comboboxes) per the APG pattern for that widget.
67
+
68
+ ## Screen reader considerations
69
+
70
+ - Page and route changes get an announced title change (`document.title`
71
+ or a live region), since screen reader users don't see the visual nav.
72
+ - Truncated text (`text-overflow: ellipsis`) keeps the full string
73
+ available to assistive tech via `title` or visually-hidden text, not
74
+ silently cut.
75
+ - Images: meaningful images get real `alt`. Purely decorative images
76
+ get `alt=""`, never omitted `alt`.
77
+ - Icon fonts are banned for meaningful content. Screen readers may read
78
+ the glyph's private-use codepoint or nothing. Use SVG or an
79
+ accessible icon component.
80
+
81
+ ## Verify additions
82
+
83
+ Add to the Phase 5 gate: contrast checked at both themes [dom], focus
84
+ order matches visual order [dom], every custom widget matches its APG
85
+ pattern [code], skip link present on nav-heavy pages [dom].