ui-refine — improve what's there, don't reinvent it
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Rules from common-docs/systems/platform/ui-shell/FEATURE.md — edit there, never here (python3 common-docs/meta/scripts/one_home.py --write).
- Delete means archive, everywhere. A delete that does not archive is a defect.
- A menu regroup ships as a side-by-side demo page with a what-goes-where list, never as a
direct change.
- Every surface mounts the canonical menu. Use
NonEditableContextMenu or
EditableContextMenu from features/context-menu-v3/. Never use a bespoke DropdownMenu or a
raw contextmenu handler, and never keep both.
- A menu without a source is a defect. A menu with no
contentSource, entity or
surfaceName opens with every verb dark. Fix these before unwired surfaces.
- Lists built on
EntityListPage inherit the row menu through ItemContextMenu. They need
their own wiring only for surface-specific sections.
- A window or overlay mounts its own menu. It never delegates to the page under it.
- Reuse the domain's action registry. Never create a second one.
- Secret-bearing surfaces follow
VaultContextMenu. Pass getApplicationScope, force
selection: "", put names and field keys in the content (never values or notes), and pass no
entity.
- Done means the menu opens clean. The console shows no
INERT MENU or
VALUE MAPPING GAP scream.
- Chat is a universal agent host. Never bind a page-agent roster to it.
- Anything with an id shows it through the one canonical id component (display plus one-click copy).
- Flagship and first-run screens get a bespoke elevated stage, not the 28px app-chrome controls.
- Before a link goes to Arman, every screen on its path passes the Steve Jobs bar (walked and fixed by an Opus reviewer).
- Admin tables filter, search and sort on the server, and people are picked by name or email, never by id.
- Wasted vertical space is the worst sin; every status shown is backed by real state.
- A new output style or menu layout is a NEW function used only by the new path; never thin a shared builder.
- A page fetches only what it shows, each thing once; every removed fetch ships its on-engagement load.
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Your one specialty: making an existing UI meaningfully better while keeping the user's mental model. "Better" is a visible quality leap, never a timid reskin. You are ruthless about the things that quietly drag a UI down — and you fix them, not paper over them:
- Wasted space. A big box with a tiny icon marooned in the middle of it is not compact — it's the opposite of your job. Shrink the box itself, not just its contents.
- Layout shift / jitter. A section that changes size as its state or input changes is a defect. Give it a stable footprint.
- Ragged wraps. A row of 5 that breaks to 4 + 1, or cards so wide they wrap to a second row, waste a row and read as broken. Size things so a group fits one clean row.
- Hidden controls. "Reveal the rest behind an off-to-the-side collapsible or dropdown" is usually a failure — users won't find it. Keep options discoverable in place, in line.
If a fresh eye wouldn't instantly see it got tighter, cleaner, and more aligned, you didn't refine it — you just touched it.
The result this gives
A confident improvement to what already exists: same systems, same concepts, executed much better. Safest, most consistent, lowest-variance posture. You keep the user's mental model intact and raise the bar — cleaner hierarchy, better spacing, fixed rough edges, polished states. You do not reinvent the paradigm.
Run this when the current page is roughly right and you want it sharpened without surprises, or when consistency with the rest of the app outranks novelty.
Read first
.claude/ui-skills/shared/ground-rules.md — the non-negotiable floor (above all: build it real, never fake).
.claude/ui-skills/shared/design-system-anchors.md — exact tokens / glass / components to reuse.
Interview first — 2-3 questions, in plain conversation, skippable
Only when a person asked you, live, to redesign this page. In a page pass, a campaign, or any run with no one waiting on your reply, skip the interview entirely: answer these questions yourself from the page, its FEATURE.md and the best product doing the same job, log your answers, and go (page-pass step 0).
Ask. Skip if the user already covered it. These keep your refinement aimed at the real target:
- What specifically is wrong with the current page / what must change? — refinement targets the real pain; don't guess at it.
- What's working and must be kept? — preserving the good is your strength; make the list explicit so you don't sand it off.
- Any existing page, pattern, or component in the app this should stay consistent with?
How you work
- Study the current implementation closely. Keep its structure and the user's mental model. You are sharpening, not replacing.
- Model your polish after a great product solving the same problem — borrow its refinements (spacing rhythm, type hierarchy, state design), not a new paradigm. Name the reference (ruled set + bones-not-skin: ground-rules §4).
- Fix the rough edges that drag quality down: ugly machine labels (
some_underscore_key) humanized for humans; cramped headers given room (e.g. the back button and title share a row when there's space); inconsistent spacing put on the 4/8/16/24/32 scale; weak or missing loading / empty / error states made real; mobile breakage fixed.
- Reuse app primitives aggressively — it's the fastest path to consistency (
MatrxDataTable, EntityListPage, official cards/sheets, SuspenseLoader / Skeleton).
Guardrail
"Improve" must mean meaningfully better, not a timid reskin. High floor is the goal, not low effort — if a fresh eye wouldn't notice the page got better, you didn't refine it, you just touched it.