Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.
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。
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概要と使いどころ
Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.
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。
Use for design thinking, or when a product or service problem needs user understanding before solutions: "what do users really need?", "how might we...", "plan a discovery sprint", "validate this concept". Skip when the spec is frozen or the task is code maintenance.
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。
Use for prioritization, or when there are more tasks than capacity: "what should we do first?", "rank this backlog", "cut scope for the MVP", "RICE score these". Picks a method (RICE, ICE, MoSCoW, impact-effort), scores items and sets a cut line. Skip for choosing between two designs.
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。
Pixel-faithful clone of any web UI into the user's existing stack, using whatever sources are available — a screenshot alone, a live URL, raw HTML/CSS, or any combination. Use this skill whenever the user wants to recreate, match, replicate, or "clone" a design from a screenshot, image, URL, Figma export, or HTML dump. Trigger on phrases like "clone this", "match this design", "build this from screenshot", "recreate this page", "make it look like this", "rebuild this UI", "copy this layout", or any time the user provides a visual reference and asks for a faithful implementation. Do not undertrigger — even if the user just drops a screenshot without explicit phrasing, this skill applies.
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。
Use when building a frontend and the user wants a distinctive / animated / "wow" UI element in React + Tailwind - e.g. a laptop-opening-on-scroll, 3D tilt card, spotlight hero, animated beams/background, marquee, bento grid, interactive globe, meteor/particle background, shimmer button, or scroll/reveal motion. Fetches the showpiece component LIVE at build time from code libraries (Aceternity, Magic UI, Cult UI, ReactBits, 21st.dev) via their shadcn registry command (or WebFetch fallback), then adapts it to brand tokens. Also covers plain components (button, form, modal, table, etc.) as a fallback. Triggers on "make it pop", "something flashy", "animated [X]", "like [cool site]", "build a [showpiece] section". NOT for non-React stacks. Inspiration galleries (Dribbble/godly) are visual reference only - never 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。
**未導入プロジェクト向け**の sparkle-design 初期導入・セットアップを支援するスキル。 npm インストール、sparkle-design-cli による初回 CSS 生成、sparkle.config.json の 新規作成、AI ガード(Sparkle Design Guard)の導入、コンポーネント選択ガイドまでをカバー。 **導入済みプロジェクトでテーマ(primary / font / radius)を変えたい場合は `change-sparkle-config` スキルを使うこと** — この setup スキルは初期導入専用。 「Sparkle Design を導入」「sparkle-design をインストール」「デザインシステムをセットアップ」 「コンポーネントライブラリを追加」「どのコンポーネントを使えばいい」で発動。 English: "install sparkle-design", "add sparkle design", "set up sparkle design", "which component should I use"
**導入済みの sparkle-design プロジェクト**で、ユーザーが目指したい「雰囲気」を 自然言語で伝えたら、`sparkle.config.json` の primary / font-pro / font-mono / radius を 書き換えて `sparkle-design-cli generate` まで実行するスキル。選択肢は Theme Settings Figma プラグインが扱える範囲(primary 7 色 / radius 8 段階 / fonts 11 種)に揃えて おり、Figma と CLI の見た目がずれません。**未導入プロジェクトの初期セットアップは `setup-sparkle-design`(internal 環境では `install-sparkle-design`)を使うこと。** 「雰囲気を変えたい」「もっとポップに」「ビジネスライクに」「高級感を出したい」 「primary を変えたい」「角丸をもっと丸く」「フォントを変えたい」「テーマを提案して」 「テナントごとに配色を変えたい」「役割ごとに色を出し分けたい」(後者2つは複数 バリアント要望として範囲外に誘導するために発動) で発動。English: "change the vibe", "make it more playful", "make it more business-like", "adjust the theme", "change primary color".
sparkle-design(公開 npm パッケージ)の新バージョンをリリースするための手順スキル。 package.json の version bump、CHANGELOG.md の更新、リリース PR 作成、PR マージ後の npm への stage、メンテナーによる 2FA 承認(npm stage approve)、承認後の git tag・ GitHub Release 作成までを一連の手順で実行する。 CHANGELOG 更新漏れと GitHub Release 作成漏れを防ぐためのチェックリストを含む。 「sparkle-design をリリース」「sparkle-design の新バージョンを切る」「vX.Y.Z をリリース」 「sparkle-design の CHANGELOG を更新」で発動。 English: "release sparkle-design", "cut a new sparkle-design version", "publish sparkle-design", "bump sparkle-design version".
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。
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。
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。
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。
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。
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。
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。
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。
Dr. Kaia Chen - AI Architect, mentor, and strategic advisor for Marcus. Use when the user says "Kaia", "Dr. Chen", "ask Kaia", "/kaia", or wants architectural advice, trade-off analysis, production readiness guidance, mentorship, a voice of reason, or a second opinion on design decisions. Kaia grounds her advice in the actual codebase (via Chen MCP tools) and research literature, and logs important decisions and insights via Simon.
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 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。
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。
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。
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。
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。
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。
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。