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cccskills

デザインのスキル

UI/UX、ロゴ、スライド、画像生成(7,320 件)

価格や並び順で絞り込む

Own goal-first engineering outcomes: investigate, find root cause, design, plan, then delegate implementation unit-by-unit to implementation-loop with verification and honest reporting. Use to fix, build, or own an outcome end to end; investigate-and-fix; "make X work"; or plan-then-execute in one request. A request with an approved plan or equivalently precise spec that needs nothing beyond implementation belongs directly to implementation-loop. Requires implementation-loop and an authenticated backend CLI to execute.

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。

olddonkey/olddonkey-skills172026年10月16日 更新

Own goal-first engineering outcomes: investigate, find root cause, design, plan, then delegate implementation unit-by-unit to cursor-implementation-loop, this plugin's kernel skill, with verification and honest reporting. Use to fix, build, or own an outcome end to end; investigate-and-fix; "make X work"; or plan-then-execute in one request. A request with an approved plan or equivalently precise spec that needs nothing beyond implementation belongs directly to cursor-implementation-loop. Requires this plugin's cursor-implementation-loop skill; they ship together.

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。

olddonkey/olddonkey-skills172026年10月16日 更新

Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-engineer.

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。

LazyIsEfficient/agentic-os172026年10月21日 更新

Use when building games or interactive software in Godot 4 with C# — designing scenes and nodes, writing gameplay code, handling input, physics, animation, UI, rendering, save systems, performance work, WebSocket-based multiplayer, or exporting to platforms. Triggers on "Godot", "GDScript", "C# Godot", "scene tree", Godot node types (Node2D, Node3D, Control, CharacterBody), "_Process", "_PhysicsProcess", "signal", "autoload", "RPC", "WebSocketMultiplayerPeer", "shader", "export preset", or any Godot 4 project files. For game design see game-systems-designer; for balance see game-balancer; for game-specific intake see game-design-shaper.

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。

LazyIsEfficient/agentic-os172026年10月21日 更新

Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", or "design the systems". Produces a design doc plus per-system specs that game-balancer numbers, iap-manager stocks, and godot-engineer builds. Stops at design — no number tuning, pricing, or engine code. For balance numbers see game-balancer; for the engine implementation see godot-engineer.

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。

LazyIsEfficient/agentic-os172026年10月21日 更新

Decide when and how to build UI in Apple's Liquid Glass design system (WWDC25; iOS/macOS 26+, refreshed in 27) on SwiftUI, UIKit, AppKit and the web. Covers the layer model (glass is for the floating navigation/control layer, never the content layer), regular vs clear variants and the 35% dimming rule, tint only for primary actions, concentric corner radii, morphing and interactive response, Reduce Transparency / Increase Contrast / Reduce Motion fallbacks, verified API names (glassEffect, GlassEffectContainer, glassEffectID, .glass/.glassProminent, UIGlassEffect, NSGlassEffectView, scroll edge effects, backgroundExtensionEffect, tab bar minimize), and three web routes (GPU post-process inside your WebGL/WebGPU pipeline, the ybouane/liquidglass library, CSS backdrop-filter + SVG displacement) with a contrast-on-glass checker and spec auditor. NOT for generic glassmorphism/vaporwave styling, visionOS window glass, app icon design in Icon Composer, or non-Apple design systems (Material 3, Fluent).

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。

curiositech/windags-skills162026年10月19日 更新

Master dark mode UI design with atmospheric theming, WCAG accessibility, and cross-platform best practices. Specializes in weather/sky/ocean-inspired color systems that adapt to time of day and environmental conditions. Use when the user explicitly needs dark mode design expert help. NOT for unrelated tasks.

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。

curiositech/windags-skills162026年10月19日 更新

Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.

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。

Jannael/Glinter162026年8月11日 更新

Implement proven backend architecture patterns including Clean Architecture, Hexagonal Architecture, and Domain-Driven Design. Use this skill when designing clean architecture for a new microservice, when refactoring a monolith to use bounded contexts, when implementing hexagonal or onion architecture patterns, or when debugging dependency cycles between application layers.

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。

Jannael/Glinter162026年8月11日 更新

Provides comprehensive Tailwind CSS utility-first styling patterns including responsive design, layout utilities, flexbox, grid, spacing, typography, colors, and modern CSS best practices. Use when styling React/Vue/Svelte components, building responsive layouts, implementing design systems, or optimizing CSS workflow.

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。

Jannael/Glinter162026年8月11日 更新

Validate frontend design in a real browser using the anoa CLI — screenshots, interactive snapshots, responsive, dark-mode and contrast checks.

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。

porcupine-md/jonggrang162026年9月15日 更新

anoa

無料

Drive a real browser from the command line — open pages, snapshot the interactive elements as refs, click and fill by ref, read text, run JS, screenshot. Use when a task needs a live browser: checking a page renders, walking a login or checkout flow, scraping something that only exists after JavaScript runs, or reproducing a UI bug.

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。

porcupine-md/jonggrang162026年9月15日 更新

Used by the Developer agent during Phase 8 (Implement) when building web components, pages, or UI features. Provides strict aesthetic guidelines to create distinctive, production-grade frontend interfaces that avoid generic 'AI slop' aesthetics.

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。

porcupine-md/jonggrang162026年9月15日 更新

release

無料

Create a new zen-ui release with proper version bump, build, tag, and GitHub release with HACS-compatible asset. Use when the user says "make a release", "cut a release", "bump version", "publish a new version", "release X.Y.Z", or anything about releasing/publishing zen-ui.

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。

shashanktomar/zen-ui162026年3月26日 更新

Create, extend, or review dygo Studio design tokens, Tailwind v4 styles, primitives, components, and interaction patterns. Use when visual consistency or a reusable Studio UI pattern is the main task.

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。

hapyco/dygo162026年10月18日 更新

Design or implement reusable capability in the dygo framework, Core App, Studio App, runtime, or public SDK. Use when changing dygo itself rather than building a Business App.

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。

hapyco/dygo162026年10月18日 更新

Implement or review dygo Studio behavior in Vue, TypeScript, Pinia, TanStack Query, Vue Router, the dygo design system, and framework renderers. Use for Studio application logic, navigation, state, API integration, and shared components.

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。

hapyco/dygo162026年10月18日 更新

Design, implement, or review dygo roles, Entity access metadata, Permissions, and permission-aware Business App behavior. Use when access to Records or business actions is central to the task.

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。

hapyco/dygo162026年10月18日 更新

Use when writing prose humans will read—documentation, commit messages, error messages, explanations, reports, or UI text. Applies Strunk's timeless rules for clearer, stronger, more professional writing.

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。

manu14357/zskills162026年7月24日 更新

shadcn

無料

Complete shadcn/ui component management for adding, searching, fixing, styling, and composing UI in any React project. Use this skill whenever the user mentions shadcn, shadcn/ui, adding UI components, building forms or dashboards with Radix, working with component registries (@shadcn, @magicui, @tailark), or any task involving npx shadcn CLI commands. Also trigger when the user asks to fix styling issues, build a settings page, dashboard, or modal flow in a project that uses shadcn/ui — even if they don't say "shadcn" explicitly. This skill manages the full component lifecycle: search, add, view, diff, smart-merge upstream updates, and enforce critical rules for forms, composition, styling, and icons.

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。

manu14357/zskills162026年7月24日 更新

Turn a product idea into a repeatable manual process you can start delivering today. Use to design manual-first products before writing any 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。

manu14357/zskills162026年7月24日 更新

Design and configure Microsoft Entra app registrations for secure authentication and authorization. Use this skill when users need OAuth, OpenID Connect, API permissions, app roles, or multi-tenant identity. Covers auth flows, credentials, API permissions, consent models, and zero-trust 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。

manu14357/zskills162026年7月24日 更新

Comprehensive guide for creating software diagrams using Mermaid syntax. Use when users need to create, visualize, or document software through diagrams including class diagrams (domain modeling, object-oriented design), sequence diagrams (application flows, API interactions, code execution), flowcharts (processes, algorithms, user journeys), entity relationship diagrams (database schemas), C4 architecture diagrams (system context, containers, components), state diagrams, git graphs, pie charts, gantt charts, or any other diagram type. Triggers include requests to "diagram", "visualize", "model", "map out", "show the flow", or when explaining system architecture, database design, code structure, or user/application flows.

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。

manu14357/zskills162026年7月24日 更新

Create distinctive, production-ready frontend interfaces with high visual quality. Use this skill whenever the user asks to build, design, or improve any web UI — including landing pages, dashboards, components, app screens, forms, or interactive widgets. Also trigger when the user says "make this look better", "redesign this", "add polish", "build a UI", "create a page", "style this", or references HTML/CSS/JS, React, Vue, Svelte, or any frontend framework. If the request involves any visible output rendered in a browser, use this skill — even if the user hasn't explicitly said "design." This skill produces intentional, memorable interfaces that avoid generic AI 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。

manu14357/zskills162026年7月24日 更新