Propose a new change with all artifacts generated in one step. Use when the user wants to quickly describe what they want to build and get a complete proposal with design, specs, and tasks ready for implementation.
日本語の概要は準備中です。原文の説明を表示しています。
UI/UX、ロゴ、スライド、画像生成(7,320 件)
Propose a new change with all artifacts generated in one step. Use when the user wants to quickly describe what they want to build and get a complete proposal with design, specs, and tasks ready for implementation.
日本語の概要は準備中です。原文の説明を表示しています。
Phase B of a WinForms-to-Avalonia migration: extract UI-independent application behavior, state rules, use cases, and boundary contracts with TDD and no WinForms/Avalonia references. Use only when an explicit migration still has business behavior in Forms or UI helpers, or when the orchestrator routes here. Do not build Avalonia XAML in this phase.
日本語の概要は準備中です。原文の説明を表示しています。
UI/UX design intelligence. 67 styles, 96 palettes, 57 font pairings, 25 charts, 13 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient. Integrations: shadcn/ui MCP for component search and examples.
日本語の概要は準備中です。原文の説明を表示しています。
High-end visual design like a premium agency. Defines exact fonts, spacing, shadows, card structures, and animations that make a website feel expensive. Blocks common defaults that make AI designs look cheap or generic. Based on taste-skill by Leon Lin & blueemi, improved by shokunin.
日本語の概要は準備中です。原文の説明を表示しています。
Clean editorial-style interfaces. Warm monochrome palette, typographic contrast, flat bento grids, muted pastels. No gradients, no heavy shadows. Based on taste-skill by Leon Lin & blueemi, improved by shokunin.
日本語の概要は準備中です。原文の説明を表示しています。
Encode Emil Kowalski's philosophy on UI polish, component design, animation decisions, and the invisible details that make software feel great. From the creator of Sonner (13M+ weekly npm downloads), Vaul, animations.dev, and Linear's web team. Use when user wants to polish UI, audit animations, review component interactions, add micro-feedback, or elevate motion quality.
日本語の概要は準備中です。原文の説明を表示しています。
Build production-grade components for React, Vue 3, and Svelte 5 with all states (loading, empty, error, success, idle), TypeScript strict, WCAG 2.2 accessibility, server components (RSC), and compound component patterns. Includes scaffold script, reference patterns, and template files for React and Vue. Use when user asks to create a UI component, frontend module, or design system component. Do NOT use for page layouts (use landing-craft), routing, or state management architecture (global stores).
日本語の概要は準備中です。原文の説明を表示しています。
Generate brand guidelines, design systems with design tokens (W3C format), creative direction (SCAMPER, Design Thinking, TRIZ), and design briefs with scope and success criteria.
日本語の概要は準備中です。原文の説明を表示しています。
Apply professional, premium UI/UX design standards when building or styling web interfaces. Use this skill when the user asks to create a website, landing page, web app, dashboard, UI component, or any visual interface — or when they ask to make something look better, more professional, or more beautiful. Covers visual hierarchy, typography, color systems, layout, spacing, motion, dark mode, responsive design, and conversion patterns. Activate even when the user doesn't say "design" — if they're building a web frontend, these standards apply.
日本語の概要は準備中です。原文の説明を表示しています。
Design GPU-accelerated animations with Web Animations API (WAAPI), Scroll-Driven Animations (ScrollTimeline/ViewTimeline), FLIP technique, easing systems, and accessibility (prefers-reduced-motion). Use when user asks to create animations, transitions, scroll effects, page transitions, or interactive motion for web UIs. Do NOT use for canvas-based animations (Three.js, PixiJS), video editing, or non-web (native mobile) motion design.
日本語の概要は準備中です。原文の説明を表示しています。
Planning agent for task breakdown and implementation planning. Use via spawn_subagent with skill='plan' when you need to explore a codebase and design an implementation approach before writing code.
日本語の概要は準備中です。原文の説明を表示しています。
Design multi-device layouts with Container Queries, clamp() fluid typography, :has() selector, subgrid, and modern CSS units (dvh/svh/lvh). Use when user asks to make a layout responsive, handle mobile/tablet/desktop breakpoints, create fluid typography, or use Container Queries. Do NOT use for full-page layouts (use landing-craft), component design (use component-forge), or animation-specific responsive (use motion-craft).
日本語の概要は準備中です。原文の説明を表示しています。
UI/UX design intelligence with searchable style, palette, typography, and chart databases. Use when designing UI components, choosing colors/fonts, reviewing code for UX issues, building landing pages, or implementing responsive layouts.
日本語の概要は準備中です。原文の説明を表示しています。
Design RPC-style APIs with layered architecture (Controller → Manager → Repository). Use when creating new API endpoints, designing API contracts, or reviewing API patterns.
日本語の概要は準備中です。原文の説明を表示しています。
Design system bootstrapping and token generation. Takes project context and outputs ready-to-use design tokens, Tailwind config, and CSS variables.
日本語の概要は準備中です。原文の説明を表示しています。
Anti-AI-generic design guidelines. Use when creating UI prototypes, reviewing designs for generic AI patterns, or setting up a project design system.
日本語の概要は準備中です。原文の説明を表示しています。
Design and validate texture-state transitions for Blender animations without ugly whole-image crossfades, texture popping, misregistered morphs, or target-engine-incompatible Python-only swaps. Use when animating between multiple source textures, mascot/logo states, style states, lightmaps, decals, or UI skins.
日本語の概要は準備中です。原文の説明を表示しています。
Segment overlapping visual parts from source images, wireframes, texture atlases, and decals before mesh reconstruction. Use when a mascot/logo/template contains touching or overlapping components and exact structural part masks are needed before contour-to-mesh, UV fitting, or landmark repair.
日本語の概要は準備中です。原文の説明を表示しています。
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires Blender MCP plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export.
日本語の概要は準備中です。原文の説明を表示しています。
Measure and validate supplied reference images, wireframes, texture atlases, and Blender renders before declaring a reconstruction 1:1. Use when an asset must match a template, when visual feedback says the output is off, when part counts must be exact, or before exporting a brand mascot/logo reconstruction. Pairs with reference-to-3d, contour-to-mesh, orthographic-registration, atlas-uv-fitting, and Blender MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
日本語の概要は準備中です。原文の説明を表示しています。
Validate Blender animation attempts before accepting them by rendering contact sheets, checking silhouette stability, flicker, framing, subject dominance, layer separation, export compatibility, and motion-design coherence. Use after animation renders or when the user says motion/morph/outside elements look bad.
日本語の概要は準備中です。原文の説明を表示しています。
Orchestrate a fail-gated, source-locked Blender reconstruction of mascots, logos, brand avatars, and stylized flat characters from wireframes, texture packs, and orthographic views. Use when the user requires a 1:1 brand/model match rather than a plausible stylized interpretation.
日本語の概要は準備中です。原文の説明を表示しています。
Create tasteful circular/orbital HUD and aura animations around a Blender subject using source-derived arcs, dots, dashes, opacity, parallax, and restrained motion. Use when decorative circles, halos, orbit markers, scanner rings, or HUD effects must correlate with a logo/mascot rather than looking like random oversized rings.
日本語の概要は準備中です。原文の説明を表示しています。