@xgent-ai/skills 0.1.0 → 0.3.0
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.
- package/README.md +38 -2
- package/bin/xgent-skills.js +515 -4
- package/package.json +7 -3
- package/skills/dev-plan/SKILL.md +113 -93
- package/skills/dev-plan/references/architecture-quality.md +141 -0
- package/skills/dev-plan/references/execution-workflow.md +78 -0
- package/skills/dev-plan/references/plan-skeleton.md +238 -78
- package/skills/dev-plan/scripts/check_progress.sh +158 -0
- package/skills/elintp/SKILL.md +129 -0
- package/skills/grafton-view-dev/SKILL.md +195 -0
- package/skills/grafton-view-dev/references/bindings.md +120 -0
- package/skills/grafton-view-dev/references/components.md +168 -0
- package/skills/grafton-view-dev/references/recipes.md +208 -0
- package/skills/grafton-view-dev/references/schema.md +86 -0
- package/skills/grafton-view-dev/references/stores.md +310 -0
- package/skills/pardon/SKILL.md +30 -0
- package/skills/portal-app-exchange/SKILL.md +106 -0
- package/skills/portal-backend-app/SKILL.md +56 -0
- package/skills/portal-backend-app/references/gate-and-tokens.md +93 -0
- package/skills/portal-backend-app/references/wiring-and-conventions.md +71 -0
- package/skills/portal-dev-setup/SKILL.md +519 -0
- package/skills/portal-dev-setup/puller.env.example +74 -0
- package/skills/portal-dev-setup/references/troubleshooting.md +167 -0
- package/skills/portal-dev-setup/scripts/onebox.sh +966 -0
- package/skills/portal-external-app/SKILL.md +273 -0
- package/skills/portal-external-app/references/contract-doc-template.md +96 -0
- package/skills/portal-external-app/references/health-contract.md +80 -0
- package/skills/portal-external-app/references/integration-contract.md +130 -0
- package/skills/portal-external-app/references/quota-and-seats.md +213 -0
- package/skills/portal-external-app/references/registration-and-onebox.md +259 -0
- package/skills/portal-external-app/scripts/health-verdict.ts +22 -0
- package/skills/portal-external-app/scripts/verify-health.ts +27 -0
- package/skills/portal-logging/SKILL.md +139 -0
- package/skills/portal-logging/references/collectors.md +285 -0
- package/skills/portal-logging/references/contract.md +95 -0
- package/skills/portal-logging/scripts/smoke-ingest.sh +72 -0
- package/skills/portal-micro-app/SKILL.md +83 -0
- package/skills/portal-micro-app/references/manifest-and-acl.md +79 -0
- package/skills/portal-micro-app/references/open-api-and-extensions.md +86 -0
- package/skills/portal-micro-app/references/sdk-reference.md +208 -0
- package/skills/prd/SKILL.md +212 -0
- package/skills/prd/references/prd-skeleton.md +244 -0
- package/skills/prd/references/spms-mapping.md +148 -0
- package/skills/react/SKILL.md +103 -0
- package/skills/react/references/component-patterns.md +275 -0
- package/skills/react/references/data-fetching.md +255 -0
- package/skills/react/references/effect-patterns.md +407 -0
- package/skills/react/references/js-performance.md +432 -0
- package/skills/react/references/rendering-performance.md +351 -0
- package/skills/react/references/rerender-optimization.md +578 -0
- package/skills/rust/SKILL.md +103 -0
- package/skills/rust/references/chapter_01.md +564 -0
- package/skills/rust/references/chapter_02.md +117 -0
- package/skills/rust/references/chapter_03.md +209 -0
- package/skills/rust/references/chapter_04.md +183 -0
- package/skills/rust/references/chapter_05.md +390 -0
- package/skills/rust/references/chapter_06.md +142 -0
- package/skills/rust/references/chapter_07.md +226 -0
- package/skills/rust/references/chapter_08.md +257 -0
- package/skills/rust/references/chapter_09.md +261 -0
- package/skills/rust/references/chapter_10.md +554 -0
- package/skills/story-points/SKILL.md +219 -0
- package/skills/story-points/references/factors.md +367 -0
- package/skills/summarize/SKILL.md +79 -0
- package/skills/swarm/SKILL.md +263 -0
- package/skills/swarm/evals/evals.json +55 -0
- package/skills/swarm/references/agent-types.md +260 -0
- package/skills/swarm/references/teams/code-audit.md +81 -0
- package/skills/swarm/references/teams/debug-race.md +70 -0
- package/skills/swarm/references/teams/feature-dev.md +71 -0
- package/skills/swarm/references/teams/product.md +114 -0
- package/skills/swarm/references/teams/refactor-migration.md +73 -0
- package/skills/swarm/references/teams/research-debate.md +73 -0
- package/skills/test-plan/SKILL.md +136 -0
- package/skills/test-plan/references/case-taxonomy.md +141 -0
- package/skills/working-with-mbx/SKILL.md +343 -0
- package/skills/working-with-mbx/references/acknowledgements.md +37 -0
- package/skills/working-with-mbx/references/benchmarks.md +140 -0
- package/skills/working-with-mbx/references/cache-results.md +153 -0
- package/skills/working-with-mbx/references/cache-server.md +151 -0
- package/skills/working-with-mbx/references/cli/adopt.md +29 -0
- package/skills/working-with-mbx/references/cli/cache/dir.md +24 -0
- package/skills/working-with-mbx/references/cli/cache/export.md +31 -0
- package/skills/working-with-mbx/references/cli/cache/import.md +27 -0
- package/skills/working-with-mbx/references/cli/cache/largest.md +26 -0
- package/skills/working-with-mbx/references/cli/cache/projects.md +23 -0
- package/skills/working-with-mbx/references/cli/cache/remove.md +30 -0
- package/skills/working-with-mbx/references/cli/cache/stats.md +24 -0
- package/skills/working-with-mbx/references/cli/cache/trace.md +27 -0
- package/skills/working-with-mbx/references/cli/cache/verify.md +23 -0
- package/skills/working-with-mbx/references/cli/cache.md +35 -0
- package/skills/working-with-mbx/references/cli/clean.md +27 -0
- package/skills/working-with-mbx/references/cli/completion.md +27 -0
- package/skills/working-with-mbx/references/cli/doctor.md +24 -0
- package/skills/working-with-mbx/references/cli/exec.md +28 -0
- package/skills/working-with-mbx/references/cli/explain.md +29 -0
- package/skills/working-with-mbx/references/cli/gc.md +28 -0
- package/skills/working-with-mbx/references/cli/prefetch.md +27 -0
- package/skills/working-with-mbx/references/cli/setup.md +28 -0
- package/skills/working-with-mbx/references/cli/stats.md +24 -0
- package/skills/working-with-mbx/references/cli/tui.md +24 -0
- package/skills/working-with-mbx/references/cli.md +58 -0
- package/skills/working-with-mbx/references/compared.md +67 -0
- package/skills/working-with-mbx/references/configuration.md +724 -0
- package/skills/working-with-mbx/references/cookbook/fork-prs.md +82 -0
- package/skills/working-with-mbx/references/cookbook/local-development.md +127 -0
- package/skills/working-with-mbx/references/cookbook/migrate.md +67 -0
- package/skills/working-with-mbx/references/dashboard.md +89 -0
- package/skills/working-with-mbx/references/faq.md +75 -0
- package/skills/working-with-mbx/references/getting-started.md +147 -0
- package/skills/working-with-mbx/references/github-action.md +254 -0
- package/skills/working-with-mbx/references/guide.md +59 -0
- package/skills/working-with-mbx/references/how-it-works.md +86 -0
- package/skills/working-with-mbx/references/incremental.md +78 -0
- package/skills/working-with-mbx/references/index.md +57 -0
- package/skills/working-with-mbx/references/installation.md +101 -0
- package/skills/working-with-mbx/references/limits.md +182 -0
- package/skills/working-with-mbx/references/linkers.md +75 -0
- package/skills/working-with-mbx/references/managed-targets.md +197 -0
- package/skills/working-with-mbx/references/protocol-compatibility.md +103 -0
- package/skills/working-with-mbx/references/remote-cache.md +190 -0
- package/skills/working-with-mbx/references/scheduling.md +65 -0
- package/skills/working-with-mbx/references/setup.md +157 -0
- package/skills/working-with-mbx/references/stability.md +43 -0
- package/skills/working-with-mbx/references/standalone-builds.md +102 -0
- package/skills/working-with-mbx/references/stats.md +49 -0
- package/skills/working-with-mbx/references/troubleshooting.md +136 -0
- package/skills/working-with-mbx/references/tui.md +163 -0
- package/skills/working-with-mbx/update-docs.sh +49 -0
- package/skills/working-with-mise/SKILL.md +297 -0
- package/skills/working-with-mise/references/cli/activate-html.md +90 -0
- package/skills/working-with-mise/references/cli/alias-html.md +30 -0
- package/skills/working-with-mise/references/cli/backends-html.md +40 -0
- package/skills/working-with-mise/references/cli/bin-paths-html.md +37 -0
- package/skills/working-with-mise/references/cli/bootstrap-html.md +109 -0
- package/skills/working-with-mise/references/cli/cache-html.md +40 -0
- package/skills/working-with-mise/references/cli/completion-html.md +76 -0
- package/skills/working-with-mise/references/cli/config-html.md +44 -0
- package/skills/working-with-mise/references/cli/daemons-html.md +48 -0
- package/skills/working-with-mise/references/cli/deactivate-html.md +47 -0
- package/skills/working-with-mise/references/cli/deps-html.md +89 -0
- package/skills/working-with-mise/references/cli/doctor-html.md +46 -0
- package/skills/working-with-mise/references/cli/dotfiles-html.md +57 -0
- package/skills/working-with-mise/references/cli/edit-html.md +48 -0
- package/skills/working-with-mise/references/cli/en-html.md +62 -0
- package/skills/working-with-mise/references/cli/env-html.md +57 -0
- package/skills/working-with-mise/references/cli/exec-html.md +79 -0
- package/skills/working-with-mise/references/cli/exec.md +79 -0
- package/skills/working-with-mise/references/cli/fmt-html.md +44 -0
- package/skills/working-with-mise/references/cli/generate-html.md +43 -0
- package/skills/working-with-mise/references/cli/implode-html.md +35 -0
- package/skills/working-with-mise/references/cli/install-html.md +83 -0
- package/skills/working-with-mise/references/cli/install-into-html.md +47 -0
- package/skills/working-with-mise/references/cli/latest-html.md +62 -0
- package/skills/working-with-mise/references/cli/link-html.md +57 -0
- package/skills/working-with-mise/references/cli/lock-html.md +114 -0
- package/skills/working-with-mise/references/cli/ls-html.md +95 -0
- package/skills/working-with-mise/references/cli/ls-remote-html.md +61 -0
- package/skills/working-with-mise/references/cli/mcp-html.md +57 -0
- package/skills/working-with-mise/references/cli/oci-html.md +41 -0
- package/skills/working-with-mise/references/cli/outdated-html.md +79 -0
- package/skills/working-with-mise/references/cli/packslip-html.md +38 -0
- package/skills/working-with-mise/references/cli/patrons-html.md +45 -0
- package/skills/working-with-mise/references/cli/plugins-html.md +46 -0
- package/skills/working-with-mise/references/cli/prune-html.md +56 -0
- package/skills/working-with-mise/references/cli/registry-html.md +59 -0
- package/skills/working-with-mise/references/cli/reshim-html.md +46 -0
- package/skills/working-with-mise/references/cli/run-html.md +152 -0
- package/skills/working-with-mise/references/cli/search-html.md +69 -0
- package/skills/working-with-mise/references/cli/self-update-html.md +42 -0
- package/skills/working-with-mise/references/cli/set-html.md +116 -0
- package/skills/working-with-mise/references/cli/settings-html.md +78 -0
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- package/skills/working-with-mise/references/cli/shell-html.md +53 -0
- package/skills/working-with-mise/references/cli/skills-html.md +39 -0
- package/skills/working-with-mise/references/cli/sponsors-html.md +31 -0
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- package/skills/working-with-mise/references/cli/sync-html.md +37 -0
- package/skills/working-with-mise/references/cli/tasks-html.md +61 -0
- package/skills/working-with-mise/references/cli/test-tool-html.md +49 -0
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Start your response with:
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```
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──────────── ⚡ OVERDRIVE ─────────────
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》》》 Entering overdrive mode...
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```
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Push an interface past conventional limits. This isn't just about visual effects. It's about using the full power of the browser to make any part of an interface feel extraordinary: a table that handles a million rows, a dialog that morphs from its trigger, a form that validates in real-time with streaming feedback, a page transition that feels cinematic.
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**EXTRA IMPORTANT FOR THIS COMMAND**: Context determines what "extraordinary" means. A particle system on a creative portfolio is impressive. The same particle system on a settings page is embarrassing. But a settings page with instant optimistic saves and animated state transitions? That's extraordinary too. Understand the project's personality and goals before deciding what's appropriate.
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### Propose Before Building
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This command has the highest potential to misfire. Do NOT jump straight into implementation. You MUST:
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1. **Think through 2-3 different directions**: consider different techniques, levels of ambition, and aesthetic approaches. For each direction, briefly describe what the result would look and feel like.
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2. **Get the user's pick before writing any code.** STOP and call the `question` tool to clarify. Carry each direction's description and its trade-offs (browser support, performance cost, complexity) inside the option itself, so the user is choosing between things they can read. A structured question blocks the message it rides in until the user answers, so directions written alongside the question stay invisible while the user is being asked to choose between them.
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3. Only proceed with the direction the user confirms.
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Skipping this step risks building something embarrassing that needs to be thrown away.
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### Iterate with Browser Automation
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Technically ambitious effects almost never work on the first try. You MUST actively use browser automation tools to preview your work, visually verify the result, and iterate. Do not assume the effect looks right, check it. Expect multiple rounds of refinement. The gap between "technically works" and "looks extraordinary" is closed through visual iteration, not code alone.
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---
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## Assess What "Extraordinary" Means Here
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The right kind of technical ambition depends entirely on what you're working with. Before choosing a technique, ask: **what would make a user of THIS specific interface say "wow, that's nice"?**
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### For visual/marketing surfaces
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Pages, hero sections, landing pages, portfolios: the "wow" is often sensory: a scroll-driven reveal, a shader background, a cinematic page transition, generative art that responds to the cursor.
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### For functional UI
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Tables, forms, dialogs, navigation: the "wow" is in how it FEELS: a dialog that morphs from the button that triggered it via View Transitions, a data table that renders 100k rows at 60fps via virtual scrolling, a form with streaming validation that feels instant, drag-and-drop with spring physics.
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### For performance-critical UI
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The "wow" is invisible but felt: a search that filters 50k items without a flicker, a complex form that never blocks the main thread, an image editor that processes in near-real-time. The interface just never hesitates.
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### For data-heavy interfaces
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Charts and dashboards: the "wow" is in fluidity: GPU-accelerated rendering via Canvas/WebGL for massive datasets, animated transitions between data states, force-directed graph layouts that settle naturally.
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**The common thread**: something about the implementation goes beyond what users expect from a web interface. The technique serves the experience, not the other way around.
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## The Toolkit
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Organized by what you're trying to achieve, not by technology name.
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### Make transitions feel cinematic
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- **View Transitions API** (same-document: all browsers; cross-document: no Firefox): shared element morphing between states. A list item expanding into a detail page. A button morphing into a dialog. This is the closest thing to native FLIP animations.
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- **`@starting-style`** (all browsers): animate elements from `display: none` to visible with CSS only, including entry keyframes
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- **Spring physics**: natural motion with mass, tension, and damping instead of cubic-bezier. Libraries: motion (formerly Framer Motion), GSAP, or roll your own spring solver.
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### Tie animation to scroll position
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- **Scroll-driven animations** (`animation-timeline: scroll()`): CSS-only, no JS. Parallax, progress bars, reveal sequences all driven by scroll position. (Chrome/Edge/Safari; Firefox: flag only; always provide a static fallback)
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### Render beyond CSS
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- **WebGL** (all browsers): shader effects, post-processing, particle systems. Libraries: Three.js, OGL (lightweight), regl. Use for effects CSS can't express.
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- **WebGPU** (Chrome/Edge; Safari 26+; Firefox on Windows/macOS; flag only on Firefox Linux/Android): next-gen GPU compute, more powerful than WebGL. Always fall back to WebGL2.
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- **Canvas 2D / OffscreenCanvas**: custom rendering, pixel manipulation, or moving heavy rendering off the main thread entirely via Web Workers + OffscreenCanvas.
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- **SVG filter chains**: displacement maps, turbulence, morphology for organic distortion effects. CSS-animatable.
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### Make data feel alive
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- **Virtual scrolling**: render only visible rows for tables/lists with tens of thousands of items. No library required for simple cases; TanStack Virtual for complex ones.
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- **GPU-accelerated charts**: Canvas or WebGL-rendered data visualization for datasets too large for SVG/DOM. Libraries: deck.gl, regl-based custom renderers.
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- **Animated data transitions**: morph between chart states rather than replacing. D3's `transition()` or View Transitions for DOM-based charts.
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### Animate complex properties
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- **`@property`** (all browsers): register custom CSS properties with types, enabling animation of gradients, colors, and complex values that CSS can't normally interpolate.
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- **Web Animations API** (all browsers): JavaScript-driven animations with the performance of CSS. Composable, cancellable, reversible. The foundation for complex choreography.
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### Push performance boundaries
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- **Web Workers**: move computation off the main thread. Heavy data processing, image manipulation, search indexing: anything that would cause jank.
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- **OffscreenCanvas**: render in a Worker thread. The main thread stays free while complex visuals render in the background.
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- **WASM**: near-native performance for computation-heavy features. Image processing, physics simulations, codecs.
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### Interact with the device
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- **Web Audio API**: spatial audio, audio-reactive visualizations, sonic feedback. Requires user gesture to start.
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- **Device APIs**: orientation, ambient light, geolocation. Use sparingly and always with user permission.
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**NOTE**: This command is about enhancing how an interface FEELS, not changing what a product DOES. Adding real-time collaboration, offline support, or new backend capabilities are product decisions, not UI enhancements. Focus on making existing features feel extraordinary.
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## Implement with Discipline
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### Progressive enhancement is non-negotiable
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Every technique must degrade gracefully. The experience without the enhancement must still be good.
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```css
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@supports (animation-timeline: scroll()) {
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.hero { animation-timeline: scroll(); }
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}
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```
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```javascript
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if ('gpu' in navigator) { /* WebGPU */ }
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else if (canvas.getContext('webgl2')) { /* WebGL2 fallback */ }
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/* CSS-only fallback must still look good */
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```
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### Performance rules
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- Target 60fps. If dropping below 50, simplify.
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- Lazy-initialize heavy resources (WebGL contexts, WASM modules) only when near viewport.
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- Pause off-screen rendering. Kill what you can't see.
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- Test on real mid-range devices, not just your development machine.
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### Polish is the difference
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The gap between "cool" and "extraordinary" is in the last 20% of refinement: the easing curve on a spring animation, the timing offset in a staggered reveal, the subtle secondary motion that makes a transition feel physical. Don't ship the first version that works; ship the version that feels inevitable.
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**NEVER**:
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- Ship effects that cause jank on mid-range devices
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- Use bleeding-edge APIs without a functional fallback
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- Add sound without explicit user opt-in
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- Use technical ambition to mask weak design fundamentals; fix those first with other commands
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- Layer multiple competing extraordinary moments. Focus creates impact, excess creates noise
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## Verify the Result
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- **The wow test**: Show it to someone who hasn't seen it. Do they react?
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- **The removal test**: Take it away. Does the experience feel diminished, or does nobody notice?
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- **The device test**: Run it on a phone, a tablet, a Chromebook. Still smooth?
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- **The context test**: Does this make sense for THIS brand and audience?
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"Technically extraordinary" isn't about using the newest API. It's about making an interface do something users didn't think a website could do.
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> **Additional context needed**: which section is the target, and what must stay untouched.
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An open direction round owns the word first: "bolder" said while a direction decision is on the table is the Bolder hand register steer, a fresh deal of foreign forms (see new-work.md), not this command. This command refines a surface whose world already shipped.
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"Bolder" is an amplification request, and almost always it is scoped to something that already exists. The surrounding page, its system, and its conventions are the given. Your job is to raise one part to the conviction the rest already implies, without rebuilding anything the brief did not name. The reflex answer, reaching for more effects, is the opposite of bold; reject it first.
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## Scope is sovereign
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"Everything else stays" is a literal instruction. Touch only the named target. Do not restyle its neighbors, do not migrate the page to a new idea, do not add colors, fonts, radii, shadows, or system primitives the surface does not already own. If the existing system genuinely cannot express the direction, do not expand it on your own. Ask the user directly to clarify what you cannot infer. Name the exact addition and the job it would do.
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## Why it reads flat
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A section usually reads flat for reasons its neighbors have already solved. Look at what the rest of the page does that this section does not: the display type at full strength, the structural devices that carry meaning, the signature motif, the density and pacing. A flat section is typically one that quietly opts out of the system's own strongest moves. The most reliable bolder pass brings the target up to the expressive level its neighbors already reach, in the system's own vocabulary rather than a new one.
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## The amplification
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- **Amplify what the system already owns.** Reuse its motif and its type scale at full strength, turned up for this section rather than invented for it. The bolder version should look more like the same brand, not less.
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- **Keep content true.** Existing claims are part of the scope: preserve them unless the user supplies replacements. If real evidence is essential to the direction but absent, ask for it.
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- **Commit, then clarify.** Half-measures read as noise. Make the one decisive move completely, then quiet everything around it so the move is legible. If every element got louder, the section got flatter.
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- **Give it its own rhythm.** The target should read as a peak in the scroll, a shift in density or pace from what surrounds it, not simply more of the same.
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## The skeleton test
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Strip the copy out of your planned section and study the bare structure. Does the skeleton still say what this section is and why it matters, through hierarchy and the system's devices alone? If it only works once the words return, the boldness is in the text size, not the design. A placeholder for an image or artifact names a job, an anchor and a piece of evidence, not a cue to drop in a decorative photo; fill that job with whatever the subject actually has.
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## Before you finish
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- Everything outside the named target is unchanged.
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- No new color, font, or system primitive appeared without being asked for.
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- The conventions the section carried, including anything that drives an action, still work the same way.
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- The section is unmistakably the same brand, only more sure of itself.
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When the target holds its own without pulling the page apart, hand off to `/impeccable polish` for the final pass.
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---
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name: impeccable-documenter
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description: Records DESIGN.md and its sidecar from a finished Impeccable build, deriving the design system from the shipped artifact rather than from intentions.
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model: inherit
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is_background: false
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---
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# Impeccable Documenter
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You record a project's design system after the build is done. Ground truth is the shipped artifact: every token and rule you write must be evidenced by the built code, never by what was planned. Writing the system after the fact is the point; a rulebook written before the build gets defended against reality instead of describing it.
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Complete the check within your turn ceiling. Batch Reads, take `reference/document.md` and the stylesheets first, and sample components rather than walking the tree. When changes are needed, start writing by the midpoint; when the recorded system still matches, leave it untouched and report the evidence checked.
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## Input Contract
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Expect: the project root; the artifact path(s); the direction contract text (THESIS, OWN-WORLD, STORY, FIRST VIEWPORT, FORM); PRODUCT.md path; the path to the skill's `reference/document.md`; and the boundary to write at (project or app root). An existing DESIGN.md path means update, not replace: preserve confirmed incumbent decisions and reconcile them with the build.
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## Workflow
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1. Read `reference/document.md` in full; it is the operating spec for DESIGN.md's format, token schema, sidecar, and section order. Follow it exactly.
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2. Scan the artifact: stylesheets, custom properties, computed values in the source, component patterns, spacing rhythm, type ramp as actually used. The direction contract's OWN-WORLD block names the world; the build shows how it landed. Where they diverge, the build wins and the prose may note the divergence.
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3. For a new world or approved system change, write DESIGN.md and its sidecar from durable, reused rules in the build. Ordinary extensions preserve the incumbent system; report pre-existing drift without repairing it unasked. Do not write merely to prove this pass ran.
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4. Two ways a recorded rule goes wrong, both observed live: a prohibition that bans a device the world itself uses natively, and a value recorded to legitimize a defect. Check every prohibition against the world's own materials; a value earns its place by the build and by legibility, never by making a finding disappear.
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5. Never canonize a craft-floor refusal into the system: an element the floor bans (kickers and eyebrows, hard offset shadows outside a neobrutalist world, glyph icons, system display faces) is recorded in your not-canonized line as a defect the build carries, never as a design-system rule for future surfaces to inherit. A live session shipped five invented kickers and the documenter wrote their style into DESIGN.md; that is how one violation becomes the house style.
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## Output Contract
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Return: paths written, or “No changes” with the source and system files checked; a five-line system summary (palette, type ramp, named rules); and one line naming defects or drift not canonized or repaired, and why. No other prose.
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Strip a design to its essence. Remove anything that doesn't earn its place: redundant elements, repeated information, decorative noise, cosmetic complexity.
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---
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## Assess Current State
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Analyze what makes the design feel complex or cluttered:
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1. **Identify complexity sources**:
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- **Too many elements**: Competing buttons, redundant information, visual clutter
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- **Excessive variation**: Too many colors, fonts, sizes, styles without purpose
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- **Information overload**: Everything visible at once, no progressive disclosure
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- **Visual noise**: Unnecessary borders, shadows, backgrounds, decorations
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- **Confusing hierarchy**: Unclear what matters most
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- **Feature creep**: Too many options, actions, or paths forward
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2. **Find the essence**:
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- What's the primary user goal? (There should be ONE)
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- What's actually necessary vs nice-to-have?
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- What can be removed, hidden, or combined?
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- What's the 20% that delivers 80% of value?
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If any of these are unclear from the codebase, do not guess. STOP and call the ask_user_question tool to clarify.
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**CRITICAL**: Simplicity is not about removing features. It's about removing obstacles between users and their goals. Every element should justify its existence.
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## Plan Simplification
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Create a ruthless editing strategy:
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- **Core purpose**: What's the ONE thing this should accomplish?
|
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- **Essential elements**: What's truly necessary to achieve that purpose?
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- **Progressive disclosure**: What can be hidden until needed?
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- **Consolidation opportunities**: What can be combined or integrated?
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+
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**IMPORTANT**: Simplification is hard. It requires saying no to good ideas to make room for great execution. Be ruthless.
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+
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## Simplify the Design
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40
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+
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Systematically remove complexity across these dimensions:
|
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+
|
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+
### Information Architecture
|
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- **Reduce scope**: Remove secondary actions, optional features, redundant information
|
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45
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+
- **Progressive disclosure**: Hide complexity behind clear entry points (accordions, modals, step-through flows)
|
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+
- **Combine related actions**: Merge similar buttons, consolidate forms, group related content
|
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+
- **Clear hierarchy**: ONE primary action, few secondary actions, everything else tertiary or hidden
|
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+
- **Remove redundancy**: If it's said elsewhere, don't repeat it here
|
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+
|
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50
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+
### Visual Simplification
|
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- **Reduce color palette**: Use 1-2 colors plus neutrals, not 5-7 colors
|
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+
- **Limit typography**: One font family, 3-4 sizes maximum, 2-3 weights
|
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53
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+
- **Remove decorations**: Eliminate borders, shadows, backgrounds that don't serve hierarchy or function
|
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54
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+
- **Flatten structure**: Reduce nesting, remove unnecessary containers; never nest cards inside cards
|
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55
|
+
- **Remove unnecessary cards**: Cards aren't needed for basic layout; use spacing and alignment instead
|
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56
|
+
- **Consistent spacing**: Use one spacing scale, remove arbitrary gaps
|
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+
|
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58
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+
### Layout Simplification
|
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59
|
+
- **Linear flow**: Replace complex grids with simple vertical flow where possible
|
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60
|
+
- **Remove sidebars**: Move secondary content inline or hide it
|
|
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|
+
- **Full-width**: Use available space generously instead of complex multi-column layouts
|
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62
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+
- **Consistent alignment**: Pick left or center, stick with it
|
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63
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+
- **Generous white space**: Let content breathe, don't pack everything tight
|
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64
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+
|
|
65
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+
### Interaction Simplification
|
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66
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+
- **Reduce choices**: Fewer buttons, fewer options, clearer path forward (paradox of choice is real)
|
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+
- **Smart defaults**: Make common choices automatic, only ask when necessary
|
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+
- **Inline actions**: Replace modal flows with inline editing where possible
|
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69
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+
- **Remove steps**: Can the flow lose a step?
|
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70
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+
- **Clear next action**: ONE obvious next action, not five competing ones
|
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71
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+
|
|
72
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+
### Content Simplification
|
|
73
|
+
- **Shorter copy**: Cut every sentence in half, then do it again
|
|
74
|
+
- **Active voice**: "Save changes" not "Changes will be saved"
|
|
75
|
+
- **Remove jargon**: Plain language always wins
|
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76
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+
- **Scannable structure**: Short paragraphs, bullet points, clear headings
|
|
77
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+
- **Essential information only**: Remove marketing fluff, legalese, hedging
|
|
78
|
+
- **Remove redundant copy**: No headers restating intros, no repeated explanations, say it once
|
|
79
|
+
|
|
80
|
+
### Code Simplification
|
|
81
|
+
- **Remove unused code**: Dead CSS, unused components, orphaned files
|
|
82
|
+
- **Flatten component trees**: Reduce nesting depth
|
|
83
|
+
- **Consolidate styles**: Merge similar styles, use utilities consistently
|
|
84
|
+
- **Reduce variants**: Does that component need 12 variations, or can 3 cover 90% of cases?
|
|
85
|
+
|
|
86
|
+
**NEVER**:
|
|
87
|
+
- Remove necessary functionality (simplicity ≠ feature-less)
|
|
88
|
+
- Sacrifice accessibility for simplicity (clear labels and ARIA still required)
|
|
89
|
+
- Make things so simple they're unclear (mystery ≠ minimalism)
|
|
90
|
+
- Remove information users need to make decisions
|
|
91
|
+
- Eliminate hierarchy completely (some things should stand out)
|
|
92
|
+
- Oversimplify complex domains (match complexity to actual task complexity)
|
|
93
|
+
|
|
94
|
+
## Verify Simplification
|
|
95
|
+
|
|
96
|
+
Ensure simplification improves usability:
|
|
97
|
+
|
|
98
|
+
- **Faster task completion**: Can users accomplish goals more quickly?
|
|
99
|
+
- **Reduced cognitive load**: Is it easier to understand what to do?
|
|
100
|
+
- **Still complete**: Are all necessary features still accessible?
|
|
101
|
+
- **Clearer hierarchy**: Is it obvious what matters most?
|
|
102
|
+
- **Better performance**: Does simpler design load faster?
|
|
103
|
+
|
|
104
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+
## Document Removed Complexity
|
|
105
|
+
|
|
106
|
+
If you removed features or options:
|
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107
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+
- Document why they were removed
|
|
108
|
+
- Consider if they need alternative access points
|
|
109
|
+
- Note any user feedback to monitor
|
|
110
|
+
|
|
111
|
+
When the cuts feel right, hand off to `/impeccable polish` for the final pass. As Antoine de Saint-Exupéry put it: "Perfection is achieved not when there is nothing more to add, but when there is nothing left to take away."
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# Visualize: Direction Comps & Asset Production
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3
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+
Load this from [new-work.md](new-work.md) on a comp-led build, when image generation is available (a harness-native tool or the API fallback `impeccable context` reports). A code-led contract skips this file by design, not by drift; do not load it then. PRODUCT.md and DESIGN.md are preconditions. New-work has already resolved the visual world; this file must not reopen it. A surface-scope structure round that already put three visualized cards before the user (new-work.md, established world) has discharged this round: the locked card's comp is the approved comp, so record the approval and continue at After approval; generate nothing new.
|
|
4
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+
|
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5
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+
A probe tests composition, narrative, hierarchy, density, focal moment, signature use, and image requirements. It is not a second identity workshop. Keep DESIGN.md's palette, typography direction, material language, component character, imagery stance, and motion grammar fixed.
|
|
6
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+
|
|
7
|
+
## Generate three compositional options
|
|
8
|
+
|
|
9
|
+
The comp round runs inside the build's phase state: `impeccable build-phase start --direction <seed key> --kind <...>` has already run (the roll's output names the command) and its `comps` phase is open before the first comp is generated; a comp rendered before that sits outside the state, and a session resumed from that point has no phases to follow. `impeccable generate-image` refuses to write under `.impeccable/mocks/` until start has run; a harness-native image tool is bound by the same order.
|
|
10
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+
|
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11
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+
Render three distinct high-fidelity north-star comps of the requested surface, saved under `.impeccable/mocks/` so they survive the session. Comp at the surface's own viewport: portrait at device size for a native app or mobile-first surface, desktop landscape otherwise; a phone screen comped landscape misstates the composition before anything is built against it. Comps are the build thread's own work, never delegated: the thread that writes the prompts holds the direction's full context and has seen every comp when the build starts. Open every image by its workspace-relative path; sandboxed viewers reject absolute paths, and everything under the project root has a relative one. Base the comps on real content and the surface concepts already developed with the user. On an established world, anchor every comp on the real identity: capture a screenshot of a representative existing page and pass it as a reference image (the harness image tool's input image, or `impeccable generate-image --ref`); the prompt leads with the new surface's structure while the reference carries palette, type, and component character, because DESIGN.md words alone drift where a pixel reference does not. Name what the reference contributes and what it must not: chrome, palette, type, and component character carry over; the reference page's own content does not, and a banner, hero, or card lifted verbatim is the reference leaking, not fidelity. Three is the number: one comp invites rubber-stamping; the spread between three surfaces the composition worth building. The chosen card's decision comp is the first of the three: it already renders this direction at full fidelity under this discipline, so generate two more that vary what the first held fixed, and send all three to the approval point together. Only a round arriving with no decision comp (a degraded roll, an identity-mode page, a direction pinned without the decision round) renders all three here.
|
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12
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+
|
|
13
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+
- A comp is a designed surface, not a picture of the subject. Lead the prompt with the surface's own structure: the regions this design has, named in order with their scale relationships; a page with no navigation says so instead of inventing one, and an unconventional surface states its unconventional skeleton. A prompt that leads with atmosphere gets a vignette back: the model paints the fish market instead of the fish market's website. Self-check every render: if it could hang as a poster, or reads as a photograph with some text on it, it is not a comp; regenerate with the layout scaffold stated more literally.
|
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14
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+
- The inverse is also a failure: a surface with none of its subject in it. The subject appears as the content the regions hold; the world dresses the frame and never displaces what the frame shows. The deletion usually rides in on the prompt's exclusion list, so exclusions bind invented claims, and a medium ban belongs to the committed imagery stance, never to caution. Before accepting a render, point at the subject; a render that depicts everything about the world and nothing of the subject fails however faithful its atmosphere. Regenerate with the subject's content named region by region.
|
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15
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+
- Judge a comp as the shipped screen: the visitor's job must be readable from the image alone. Name the surface's mode from the render with no caption; a render whose mode cannot be read back is art direction without a surface. Regenerate with the visitor's job as the prompt's spine.
|
|
16
|
+
- Commitment is depth, not coverage. The world enters through one dominant move plus the material, type, and spacing that support it; the remaining regions hold still so that move can be read. A region that simply does its job in the world's grammar carries the direction further than a region performing the concept. The check cuts competition, never content: a quieted region keeps its information and stops performing. A second element competing with the named focal moment at the same scale means the comp is shouting; with no named focal moment, several regions performing the concept at once is the same shout. Regenerate keeping the strongest move and quieting the rest. Busy is louder, not bolder.
|
|
17
|
+
- When the user shortlisted multiple concepts, spread the three across them.
|
|
18
|
+
- When one direction is committed, vary the structural uncertainty an image can resolve: topology, sequence, density, hierarchy, focal composition, or interaction framing.
|
|
19
|
+
- Show enough beyond the opening moment to prove the concept can govern the whole surface.
|
|
20
|
+
- Do not generate a palette artifact, ask new atmosphere questions, introduce a different type voice, or invent a new motif. If the committed world cannot support the concept, return to the concept shortlist rather than changing the world.
|
|
21
|
+
|
|
22
|
+
Each comp is a direction test, not a screenshot specification. Core UI text, responsive behavior, accessibility, semantics, and interaction states remain implementation responsibilities.
|
|
23
|
+
|
|
24
|
+
## One approval point
|
|
25
|
+
|
|
26
|
+
Show the three together on the decision page (`impeccable serve-question`, one option per comp with the comp as its hero), or in the harness only when it renders images inline; a text-only surface does not count as display. Ask what should carry forward, what feels false to the world, and whether the selected concept should be approved, combined, revised, or rejected. Then stop and wait. A structured simulated user counts as attended and receives the same question.
|
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27
|
+
|
|
28
|
+
Do not begin code until the user approves a direction or explicitly delegates the choice. If they delegate, choose using the task brief, PRODUCT.md, and DESIGN.md, and state the evidence. Approval refines the task concept; it does not modify DESIGN.md.
|
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29
|
+
|
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30
|
+
This approval point has no substitute and no skip condition. When the structured question tool errors, fall back to the decision page; only after both fail may you treat the choice as delegated, and a delegated pick is recorded exactly as an approval is and disclosed in your first reply, not your last. The finish reviewer treats comp-round comps with no recorded approval as a material finding; decision comps under `.impeccable/mocks/decision/` are the direction round's hand, not comp-round output, and imply no approval on their own.
|
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31
|
+
|
|
32
|
+
After approval, record the choice where tools can find it: the approved comp's path goes in the surface brief, and its `.json` prompt sidecar gains `"approved": true` (every comp generated through `impeccable generate-image` has one; create it if a native tool didn't). The sidecar travels with the mocks folder, so the approval survives sessions and machines that never see the brief, and it is what `impeccable build-phase advance` reads to close the comps phase. Summarize the composition and the parts of the comp that must not be literalized, return to new-work.md, record the direction contract from the approved concept, and build.
|
|
33
|
+
|
|
34
|
+
## After approval: the comp becomes a spec
|
|
35
|
+
|
|
36
|
+
The approved comp is a north star for translation into semantic, responsive, accessible code, never a license to recompose: keeping the palette and mood while redrawing the topology is a second art direction. Do not rasterize core UI text or controls. Do not substitute a different visual driver after approval without asking.
|
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37
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+
|
|
38
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What the comp shows is measured, not remembered. new-work.md section 6 runs the build as phases (`impeccable build-phase`): the spec phase turns the comp into region boxes with sampled palettes (`impeccable comp-spec`), and the medium of every region follows from what the pixels are, never from what feels buildable: a figure, a product object, machinery, any illustration with perspective, shading, or drawing skill in it, and any texture by name (woven cloth, paper grain, fabric, leather, brushed metal) is a `plate` / `image` / `texture` region and ships as a raster; text, controls, chrome, diagrams with countable elements, flat shape systems, and anything that must move, scale, or respond are semantic. Writing "CSS" for a sculpted panel's finish, or a many-vertex `clip-path` for a torn edge, is the quiet deletion of the approved design; the detector's organic-clip-path and buried-raster rules and the hero gate's region scores catch it. Dropping an image-native region is a scope decision the user makes at the approval point, never a silent flattening after it. Generated imagery is a material, not a claim: evidence rules bind assertions, specs, testimonials, and photographs presented as real, never render fidelity.
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## Plates and provenance
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Every raster region's plate is produced in the plates phase, before any page code, by the shipped asset producer or in the current thread (use `impeccable comp-spec --crop <id>` and save `impeccable comp-spec --plate-prompt <id>` to a prompt file; pass the crop and prompt to the harness image tool, or use `impeccable generate-image --ref <crop.png> --prompt-file <prompt.txt> --out <plate.png> --size <WxH> --quality high`). For isolated cutouts, add `--background transparent` to both the plate-prompt and API generation commands; use native PNG alpha and preserve white paint and clear gaps. Use `--background opaque` for full-frame imagery. Create output directories first and inspect alpha on light and dark grounds. Generation context is part of the asset: after generating any image with any tool, run `.qoder/skills/impeccable/scripts/impeccable embed-prompt <image> --prompt "<prompt>"` with the exact string the tool received (`impeccable generate-image` does this itself), so the intent lives inside the file; `--read` recovers it, `--scan <dir>` lists rasters still missing one. The embedded prompt plus the region's row in the spec is the raster's **provenance**, and every raster the artifact references carries it; a sourced, stock, or pre-existing raster embeds its origin instead. A raster created or replaced later, in a fix batch or a reviewer's rebuild, is produced the same way; a raster a fix abandons is deleted in the same batch.
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Convert images with a converter `impeccable context` reported at boot (the IMAGE_TOOLS line); probe only when it reported none, at most once per session, never per image.
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Return to [new-work.md](new-work.md) for the direction contract, the phased build, and the finishing pass.
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---
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name: impeccable
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description: Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
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version: 4.3.1
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user-invocable: true
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argument-hint: "[shape · audit|critique · animate|bolder|colorize|delight|layout|overdrive|quieter|typeset · adapt|clarify|distill · harden|onboard|optimize|polish · init|document|extract|live] [target]"
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license: Apache 2.0
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---
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This skill gives you the tools and permission to create design that earns to be called out-of-distribution craft: Whereas before, your design work would have been safe, timid and measured, you now approach every design task as an award-winning design director with impeccable understanding for what makes exceptional design work: production-grade code, peak creativity, a clear POV, deep understanding of the needs of the client and users, and exceptional craft.
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Core principles:
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- Go all out. No hedging, no shortcuts. The deliverable must be complete (except assets the user must provide).
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- Dream big and bold. Distinct, beautiful, outstanding and highly inspiring work.
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- Verify in bounded passes, not a loop, and the ceiling covers the whole cycle: screenshots, defect scans, micro-edits, and rebuilds alike. Build fully, inspect once with a batched round (desktop and mobile together on the web; the shipped device classes on a native platform), fix everything it shows in one batch, confirm with at most one more round, and stop polishing. Open-ended self-QA burns the user's money doing worse what the finish handoffs do better.
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## Setup
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1. Run `<skill-base-dir>/scripts/impeccable context` once per session, where `<skill-base-dir>` is the directory that contains this SKILL.md (the skill folder, not a plugin root two levels above it); keep cwd at the user's project. That base directory resolves every `.claude/skills/impeccable/scripts/impeccable <verb>` command in this skill and its references, and `.claude/skills/impeccable/scripts` is the fallback only when the runtime reports no base directory. On a Windows shell without `sh`, call `.claude/skills/impeccable/scripts/impeccable.cmd` instead. The launcher runs a self-contained binary that ships next to it or is downloaded once on first run; no Node or other runtime is required. Pass a named source file or route as `--target <path>`. It loads PRODUCT.md, DESIGN.md, the matching surface brief, and native-platform guidance when applicable; follow its directives and do not rerun it.
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2. Load the request's playbook: its Commands-table reference for an explicit/implied sub-command, or [reference/new-work.md](reference/new-work.md) for a new surface or replacement visual world. Inspect target and incumbent visual truth before editing. When the app cannot run, start with committed visual-regression goldens or screenshot fixtures; verify target and freshness against current tokens, CSS, components, or assets, resolve conflicts, and compare theme/variant captures.
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3. After resolving analysis and direction, read [reference/craft-floor.md](reference/craft-floor.md) immediately before any UI edit, including small refinements. It carries the quality floor, the absolute bans, and the reflexes no detector catches. Do not load it for planning-only work.
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**Launcher unavailable:** On refusal or failure, send a separate message **before the next tool call**: “Context loading did not run; I’ll read the existing project context directly.” Then read existing PRODUCT.md and DESIGN.md without inventing missing context, follow applicable steps 2–3, and continue through permitted tools. This applies to planning and editing; launcher failure alone does not block either.
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## How to design
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- **The brief wins.** Honor pinned aesthetics, eras, materials, fonts, and palettes even when they conflict with a saturated-pattern warning. Redirecting a clear brief toward your taste is failure.
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- **Refinement preserves; redesign replaces.** Refinement keeps the incumbent identity, behavior, copy, and everything outside scope. Ask before replacing factual copy or adding claims. Redesign keeps product truth, content, function, native affordances, and constraints, but treats the old look as evidence and anti-reference; choose a replacement world in new-work and replace DESIGN.md. Never split the difference into polish on the discarded look.
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- **Visual authority is evidence, not a filename.** Missing DESIGN.md alone does not make a project greenfield; new-work decides whether to preserve, expand, or replace the incumbent world.
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## Modes
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The mode names what the visitor's success looks like on this surface.
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- **Persuade:** the visitor decides and acts; design is the product. Landing pages, marketing, campaigns, pricing. Earn attention and action. Ship real imagery when the brief needs it; follow the committed world, not category habit.
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- **Operate:** the visitor completes a task. App UI, dashboards, editors, admin, settings, tools. Scanability, consistency, native expectations, and the real usage scene outrank expression. Brand lives in precise details.
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- **Read:** the visitor understands something. Docs, articles, guides, help, changelogs. Structure for comprehension, then make the reading experience worth staying in.
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- **Experience:** the visitor is inside the work itself. Portfolios, galleries, showcases. Let the artifact lead from the first viewport; the interface recedes.
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Choose the mode from the requested surface, not the product, and persist it only in that surface brief. A tool's landing page is still Persuade; a fashion house's documentation is still Read; a docs index is Read, not Persuade. See [new-work.md](reference/new-work.md) for new surfaces and [operate.md](reference/operate.md) for deeper Operate/Read guidance.
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## Commands
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| Command | Category | Description | Reference |
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|---|---|---|---|
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| `craft [feature]` | Build | Deprecated alias for an ordinary new-work request | [reference/craft.md](reference/craft.md) |
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| `shape [feature]` | Build | Plan UX/UI before writing code | [reference/shape.md](reference/shape.md) |
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| `init` | Build | Capture durable product context in PRODUCT.md | [reference/init.md](reference/init.md) |
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| `document` | Build | Generate DESIGN.md from existing project code | [reference/document.md](reference/document.md) |
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| `extract [target]` | Build | Pull reusable tokens and components into design system | [reference/extract.md](reference/extract.md) |
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| `critique [target]` | Evaluate | UX design review with heuristic scoring | [reference/critique.md](reference/critique.md) |
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| `audit [target]` | Evaluate | Technical quality checks (a11y, perf, responsive) | [reference/audit.md](reference/audit.md) · native: [reference/audit.native.md](reference/audit.native.md) |
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| `polish [target]` | Refine | Final quality pass before shipping | [reference/polish.md](reference/polish.md) |
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| `bolder [target]` | Refine | Amplify safe or bland designs | [reference/bolder.md](reference/bolder.md) |
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| `quieter [target]` | Refine | Tone down aggressive or overstimulating designs | [reference/quieter.md](reference/quieter.md) |
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| `distill [target]` | Refine | Strip to essence, remove complexity | [reference/distill.md](reference/distill.md) |
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| `harden [target]` | Refine | Production-ready: errors, i18n, edge cases | [reference/harden.md](reference/harden.md) |
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| `onboard [target]` | Refine | Design first-run flows, empty states, activation | [reference/onboard.md](reference/onboard.md) |
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| `animate [target]` | Enhance | Add purposeful animations and motion | [reference/animate.md](reference/animate.md) |
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| `colorize [target]` | Enhance | Add strategic color to monochromatic UIs | [reference/colorize.md](reference/colorize.md) |
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| `typeset [target]` | Enhance | Improve typography hierarchy and fonts | [reference/typeset.md](reference/typeset.md) |
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| `layout [target]` | Enhance | Fix spacing, rhythm, and visual hierarchy | [reference/layout.md](reference/layout.md) |
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| `delight [target]` | Enhance | Add personality and memorable touches | [reference/delight.md](reference/delight.md) |
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| `overdrive [target]` | Enhance | Push past conventional limits | [reference/overdrive.md](reference/overdrive.md) |
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| `clarify [target]` | Fix | Improve UX copy, labels, and error messages | [reference/clarify.md](reference/clarify.md) |
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| `adapt [target]` | Fix | Adapt for different devices and screen sizes | [reference/adapt.md](reference/adapt.md) · native: [reference/adapt.native.md](reference/adapt.native.md) |
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| `optimize [target]` | Fix | Diagnose and fix UI performance | [reference/optimize.md](reference/optimize.md) |
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| `live` | Iterate | Visual variant mode: pick elements in the browser, generate alternatives | [reference/live.md](reference/live.md) |
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Routing:
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- **No argument:** read [routing.md](reference/routing.md) and present its context-aware menu; never auto-run a command.
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- **Explicit or clearly implied request to run a command:** load its reference (native variant on native platforms) and follow it. Ask once if two commands fit.
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- **Workflow or command-selection question:** read [Workflow questions](reference/routing.md#workflow-questions).
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- **Otherwise:** treat the request as general design work. Missing PRODUCT.md routes a new surface or replacement world through init, then new-work; a narrow refinement of existing code proceeds on the incumbent implementation as `impeccable context` directs, offering init afterward rather than blocking on it.
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- `teach` aliases `init`. `craft` is a deprecated alias for ordinary new-work and adds nothing. `shape` owns task discovery, then enters new-work only for visual-world and surface-concept decisions.
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After init writes PRODUCT.md, resume without rerunning `impeccable context`; init loads the native platform reference itself when the platform it recorded is `ios`, `android`, or `adaptive`.
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**Pin / Unpin:** `.claude/skills/impeccable/scripts/impeccable pin <pin|unpin> <command>` creates or removes a standalone `/<command>` shortcut. Report the script's result concisely; relay stderr verbatim on error.
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**Hooks:** `/impeccable hooks <on|off|status|ignore-rule|ignore-file|ignore-value|reset>` manages the design detector hook for this project (auto-runs the detector after UI file edits and surfaces findings). Load [reference/hooks.md](reference/hooks.md) when the user invokes it with any argument.
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**Doctor:** `/impeccable doctor` reports and repairs drift between this project's Impeccable artifacts (PRODUCT.md, DESIGN.md and its sidecar, config, surface briefs, the hook) and what this version reads. Load [reference/doctor.md](reference/doctor.md) when the user invokes it, or when they ask what is out of date, stale, or needs refreshing. A `CONTEXT_STALE` directive in Setup's output is the cheap subset of the same report; act on it there per its own instructions rather than running doctor unasked.
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**Never repair drift as a side effect of a design task.** A `CONTEXT_STALE` finding is reported, not acted on, unless the user asks. The one exception is a finding marked `auto`, which the next write to that file performs anyway.
|
|
@@ -0,0 +1,84 @@
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1
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+
---
|
|
2
|
+
name: impeccable
|
|
3
|
+
description: Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
|
|
4
|
+
metadata:
|
|
5
|
+
version: 4.3.1
|
|
6
|
+
---
|
|
7
|
+
|
|
8
|
+
This skill gives you the tools and permission to create design that earns to be called out-of-distribution craft: Whereas before, your design work would have been safe, timid and measured, you now approach every design task as an award-winning design director with impeccable understanding for what makes exceptional design work: production-grade code, peak creativity, a clear POV, deep understanding of the needs of the client and users, and exceptional craft.
|
|
9
|
+
|
|
10
|
+
Core principles:
|
|
11
|
+
- Go all out. No hedging, no shortcuts. The deliverable must be complete (except assets the user must provide).
|
|
12
|
+
- Dream big and bold. Distinct, beautiful, outstanding and highly inspiring work.
|
|
13
|
+
- Verify in bounded passes, not a loop, and the ceiling covers the whole cycle: screenshots, defect scans, micro-edits, and rebuilds alike. Build fully, inspect once with a batched round (desktop and mobile together on the web; the shipped device classes on a native platform), fix everything it shows in one batch, confirm with at most one more round, and stop polishing. Open-ended self-QA burns the user's money doing worse what the finish handoffs do better.
|
|
14
|
+
|
|
15
|
+
## Setup
|
|
16
|
+
|
|
17
|
+
1. Run `<skill-base-dir>/scripts/impeccable context` once per session, where `<skill-base-dir>` is the directory that contains this SKILL.md (the skill folder, not a plugin root two levels above it); keep cwd at the user's project. That base directory resolves every `.agents/skills/impeccable/scripts/impeccable <verb>` command in this skill and its references, and `.agents/skills/impeccable/scripts` is the fallback only when the runtime reports no base directory. On a Windows shell without `sh`, call `.agents/skills/impeccable/scripts/impeccable.cmd` instead. The launcher runs a self-contained binary that ships next to it or is downloaded once on first run; no Node or other runtime is required. Pass a named source file or route as `--target <path>`. It loads PRODUCT.md, DESIGN.md, the matching surface brief, and native-platform guidance when applicable; follow its directives and do not rerun it.
|
|
18
|
+
2. Load the request's playbook: its Commands-table reference for an explicit/implied sub-command, or [reference/new-work.md](reference/new-work.md) for a new surface or replacement visual world. Inspect target and incumbent visual truth before editing. When the app cannot run, start with committed visual-regression goldens or screenshot fixtures; verify target and freshness against current tokens, CSS, components, or assets, resolve conflicts, and compare theme/variant captures.
|
|
19
|
+
3. After resolving analysis and direction, read [reference/craft-floor.md](reference/craft-floor.md) immediately before any UI edit, including small refinements. It carries the quality floor, the absolute bans, and the reflexes no detector catches. Do not load it for planning-only work.
|
|
20
|
+
|
|
21
|
+
**Launcher unavailable:** On refusal or failure, send a separate message **before the next tool call**: “Context loading did not run; I’ll read the existing project context directly.” Then read existing PRODUCT.md and DESIGN.md without inventing missing context, follow applicable steps 2–3, and continue through permitted tools. This applies to planning and editing; launcher failure alone does not block either.
|
|
22
|
+
|
|
23
|
+
## How to design
|
|
24
|
+
|
|
25
|
+
- **The brief wins.** Honor pinned aesthetics, eras, materials, fonts, and palettes even when they conflict with a saturated-pattern warning. Redirecting a clear brief toward your taste is failure.
|
|
26
|
+
- **Refinement preserves; redesign replaces.** Refinement keeps the incumbent identity, behavior, copy, and everything outside scope. Ask before replacing factual copy or adding claims. Redesign keeps product truth, content, function, native affordances, and constraints, but treats the old look as evidence and anti-reference; choose a replacement world in new-work and replace DESIGN.md. Never split the difference into polish on the discarded look.
|
|
27
|
+
- **Visual authority is evidence, not a filename.** Missing DESIGN.md alone does not make a project greenfield; new-work decides whether to preserve, expand, or replace the incumbent world.
|
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28
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+
|
|
29
|
+
## Modes
|
|
30
|
+
|
|
31
|
+
The mode names what the visitor's success looks like on this surface.
|
|
32
|
+
|
|
33
|
+
- **Persuade:** the visitor decides and acts; design is the product. Landing pages, marketing, campaigns, pricing. Earn attention and action. Ship real imagery when the brief needs it; follow the committed world, not category habit.
|
|
34
|
+
- **Operate:** the visitor completes a task. App UI, dashboards, editors, admin, settings, tools. Scanability, consistency, native expectations, and the real usage scene outrank expression. Brand lives in precise details.
|
|
35
|
+
- **Read:** the visitor understands something. Docs, articles, guides, help, changelogs. Structure for comprehension, then make the reading experience worth staying in.
|
|
36
|
+
- **Experience:** the visitor is inside the work itself. Portfolios, galleries, showcases. Let the artifact lead from the first viewport; the interface recedes.
|
|
37
|
+
|
|
38
|
+
Choose the mode from the requested surface, not the product, and persist it only in that surface brief. A tool's landing page is still Persuade; a fashion house's documentation is still Read; a docs index is Read, not Persuade. See [new-work.md](reference/new-work.md) for new surfaces and [operate.md](reference/operate.md) for deeper Operate/Read guidance.
|
|
39
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+
|
|
40
|
+
## Commands
|
|
41
|
+
|
|
42
|
+
| Command | Category | Description | Reference |
|
|
43
|
+
|---|---|---|---|
|
|
44
|
+
| `craft [feature]` | Build | Deprecated alias for an ordinary new-work request | [reference/craft.md](reference/craft.md) |
|
|
45
|
+
| `shape [feature]` | Build | Plan UX/UI before writing code | [reference/shape.md](reference/shape.md) |
|
|
46
|
+
| `init` | Build | Capture durable product context in PRODUCT.md | [reference/init.md](reference/init.md) |
|
|
47
|
+
| `document` | Build | Generate DESIGN.md from existing project code | [reference/document.md](reference/document.md) |
|
|
48
|
+
| `extract [target]` | Build | Pull reusable tokens and components into design system | [reference/extract.md](reference/extract.md) |
|
|
49
|
+
| `critique [target]` | Evaluate | UX design review with heuristic scoring | [reference/critique.md](reference/critique.md) |
|
|
50
|
+
| `audit [target]` | Evaluate | Technical quality checks (a11y, perf, responsive) | [reference/audit.md](reference/audit.md) · native: [reference/audit.native.md](reference/audit.native.md) |
|
|
51
|
+
| `polish [target]` | Refine | Final quality pass before shipping | [reference/polish.md](reference/polish.md) |
|
|
52
|
+
| `bolder [target]` | Refine | Amplify safe or bland designs | [reference/bolder.md](reference/bolder.md) |
|
|
53
|
+
| `quieter [target]` | Refine | Tone down aggressive or overstimulating designs | [reference/quieter.md](reference/quieter.md) |
|
|
54
|
+
| `distill [target]` | Refine | Strip to essence, remove complexity | [reference/distill.md](reference/distill.md) |
|
|
55
|
+
| `harden [target]` | Refine | Production-ready: errors, i18n, edge cases | [reference/harden.md](reference/harden.md) |
|
|
56
|
+
| `onboard [target]` | Refine | Design first-run flows, empty states, activation | [reference/onboard.md](reference/onboard.md) |
|
|
57
|
+
| `animate [target]` | Enhance | Add purposeful animations and motion | [reference/animate.md](reference/animate.md) |
|
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58
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| `colorize [target]` | Enhance | Add strategic color to monochromatic UIs | [reference/colorize.md](reference/colorize.md) |
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| `typeset [target]` | Enhance | Improve typography hierarchy and fonts | [reference/typeset.md](reference/typeset.md) |
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60
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| `layout [target]` | Enhance | Fix spacing, rhythm, and visual hierarchy | [reference/layout.md](reference/layout.md) |
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| `delight [target]` | Enhance | Add personality and memorable touches | [reference/delight.md](reference/delight.md) |
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| `overdrive [target]` | Enhance | Push past conventional limits | [reference/overdrive.md](reference/overdrive.md) |
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| `clarify [target]` | Fix | Improve UX copy, labels, and error messages | [reference/clarify.md](reference/clarify.md) |
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| `adapt [target]` | Fix | Adapt for different devices and screen sizes | [reference/adapt.md](reference/adapt.md) · native: [reference/adapt.native.md](reference/adapt.native.md) |
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| `optimize [target]` | Fix | Diagnose and fix UI performance | [reference/optimize.md](reference/optimize.md) |
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| `live` | Iterate | Visual variant mode: pick elements in the browser, generate alternatives | [reference/live.md](reference/live.md) |
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Routing:
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- **No argument:** read [routing.md](reference/routing.md) and present its context-aware menu; never auto-run a command.
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- **Explicit or clearly implied request to run a command:** load its reference (native variant on native platforms) and follow it. Ask once if two commands fit.
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- **Workflow or command-selection question:** read [Workflow questions](reference/routing.md#workflow-questions).
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- **Otherwise:** treat the request as general design work. Missing PRODUCT.md routes a new surface or replacement world through init, then new-work; a narrow refinement of existing code proceeds on the incumbent implementation as `impeccable context` directs, offering init afterward rather than blocking on it.
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- `teach` aliases `init`. `craft` is a deprecated alias for ordinary new-work and adds nothing. `shape` owns task discovery, then enters new-work only for visual-world and surface-concept decisions.
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After init writes PRODUCT.md, resume without rerunning `impeccable context`; init loads the native platform reference itself when the platform it recorded is `ios`, `android`, or `adaptive`.
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**Pin / Unpin:** `.agents/skills/impeccable/scripts/impeccable pin <pin|unpin> <command>` creates or removes a standalone `$<command>` shortcut. Report the script's result concisely; relay stderr verbatim on error.
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**Hooks:** `$impeccable hooks <on|off|status|ignore-rule|ignore-file|ignore-value|reset>` manages the design detector hook for this project (auto-runs the detector after UI file edits and surfaces findings). Load [reference/hooks.md](reference/hooks.md) when the user invokes it with any argument.
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**Doctor:** `$impeccable doctor` reports and repairs drift between this project's Impeccable artifacts (PRODUCT.md, DESIGN.md and its sidecar, config, surface briefs, the hook) and what this version reads. Load [reference/doctor.md](reference/doctor.md) when the user invokes it, or when they ask what is out of date, stale, or needs refreshing. A `CONTEXT_STALE` directive in Setup's output is the cheap subset of the same report; act on it there per its own instructions rather than running doctor unasked.
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**Never repair drift as a side effect of a design task.** A `CONTEXT_STALE` finding is reported, not acted on, unless the user asks. The one exception is a finding marked `auto`, which the next write to that file performs anyway.
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@@ -0,0 +1,24 @@
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# Command guidance
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## Workflow questions
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Give advice without executing commands; the menu below is only for bare invocations. Consult relevant command references as needed for prerequisites and scope. Link to the [docs](https://impeccable.style/docs/) for the broader workflow guide. If the user also requests execution, follow that request.
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## No-argument routing: the context-aware menu
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Read this when the user invokes `/impeccable` with no argument. They are asking "what should I do?" Make the menu context-aware instead of static.
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Setup has already run `impeccable context`. If that reported `NO_PRODUCT_MD`, the project has no captured context yet: lead the menu with `/impeccable init` as the top recommendation (one line on why) and still show the rest below; don't silently jump into init. Otherwise run `.agent/skills/impeccable/scripts/impeccable signals` once and read its JSON, then lead with the **2-3 highest-value next commands**, each with a one-line reason pulled from the signals, followed by the full menu (the Commands table in SKILL.md, grouped by category). **Never auto-run a command; the recommendation is a suggestion the user confirms.**
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Reason over the signals; there is no score to obey:
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- `setup.hasDesign` false while `setup.hasCode` true → `document` (capture the visual system).
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- `critique.latest` is `null` → the project has never been critiqued; for a set-up project with a real surface, offering `/impeccable critique <surface>` is a strong default.
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- `critique.latest` with a low `score` or non-zero `p0` / `p1` → `polish` (it reads that snapshot as its backlog and closes it when stale or cleared).
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- `git.changedFiles` pointing at one surface → scope `audit` or `polish` to those files specifically, naming them.
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- `devServer.running` true → `live` is available for in-browser iteration; if false, don't lead with `live`. **`live` and the bundled `impeccable detect` are web-only.** If `setup.platform` is `ios`, `android`, or `adaptive`, don't lead with either; the browser overlay and the HTML rule engine don't apply to native app code.
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- Otherwise group by intent (build new / improve what's there / iterate visually), tailored to the current surface and `setup.platform`.
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**If `scan.targets` is non-empty and `setup.platform` is not `ios`/`android`/`adaptive`, run `.agent/skills/impeccable/scripts/impeccable detect --json <scan.targets joined by spaces>` once** (the bundled detector over local files: no network, no npx; it reads HTML/CSS, so skip it for native projects). `scan.via` tells you what they are: `git-changes` (the markup/style files in your dirty tree, the most relevant set), `source-dir` (e.g. `src`, `app`), `html`, or `root`. Fold the hits into your picks: many quality / contrast hits → `audit` or `polish`; a specific slop family → the matching command (gradient text or eyebrows → `quieter` / `typeset`, flat or gray palette → `colorize`, and so on). It's a real, current signal that beats guessing. If detect errors or the tree is large and slow, skip it and recommend the user run `audit` themselves; never block the suggestion on it.
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Keep it to 2-3 pointed picks with the exact command to type. The menu stays the fallback; the recommendation is the lede.
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