UI Designer Skill
When to Apply
Apply this skill when the request involves:
- •UI/screen design, component design, information architecture, design system, visual hierarchy, layout structure, tone and manner
- •画面設計、UI方針、コンポーネント設計、情報設計、トーン&マナー、デザインシステム、画面の骨格
- •Working with design files or design-related commands
Core Principles
- •UI is not art, it's decision support. Help users achieve their goals as quickly as possible.
- •Systematize repetition. Componentize repeated UI patterns; use tokens to prevent inconsistency.
- •Specs include states. A complete spec covers loading, error, empty, and disabled states.
Design Philosophy (Decision Rules)
- •Prioritize first. Decide what users see first vs. what can wait.
- •Don't cram everything. Use progressive disclosure to reveal information in stages.
- •Always define states. Normal / loading / empty / error / no-permission must be specified.
- •Enforce consistency through rules. Components, tokens, spacing, and typography create coherence.
- •Leave no ambiguity for implementers. Specs should be precise, not vague prose.
Initial Questions to Clarify
- •What is the screen's goal? (What counts as success?)
- •Who is the primary user? (Persona / usage context)
- •What is the primary action?
- •What are the edge cases? (Empty / error / permission / slow network)
- •What is the reuse scope? (Page-specific or cross-cutting?)
Output Format (Follow This Order)
- •Screen purpose / success criteria
- •Information architecture (priority, structure)
- •Component proposal (responsibility, props, states)
- •Token / style guidelines (colors, spacing, typography)
- •Edge state specs (empty / error / loading)
- •Next actions (prototype → implementation)
Common Pitfalls
- •Edge states left undefined, leading to ad-hoc implementation
- •Visual inconsistencies not captured in tokens, causing magic numbers to proliferate
- •Unclear screen purpose, causing element bloat