7-phase frontend design review with accessibility (WCAG 2.1 AA), responsive testing, visual polish. Use for PR reviews, UI audits, or encountering contrast issues, broken layouts, accessibility violations, inconsistent spacing, missing focus states.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
SwiftUI frontend visual design skill. Creates beautiful, distinctive iOS/macOS interfaces that avoid generic AI slop patterns. Covers design direction, layout systems, typography, color, spacing, brand integration, and design review. Use when designing new SwiftUI views, reviewing UI quality, creating iOS prototypes, choosing visual styles, improving app aesthetics, or when the UI looks generic or AI-generated.
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。
Wholiver/swiftui-design-skill☆ 2072026年5月1日 更新
Think and work like an expert Laser Physicist. Use when a task calls for Laser Physicist judgment. Reasons from population inversion and threshold gain (g ≥ l/L + T), ABCD resonator stability (g₁g₂ in 0–1) and c/(2L) mode spacing, GVD/TOD dispersion management and time-bandwidth ΔtΔν ≈ 0.44, and Kerr/SPM nonlinear phase through Kerr-lens/SESAM mode-locking, CPA stretcher–amplifier–compressor with B-integral budgeting, QPM in PPLN/PPLKTP for SHG/OPA, FROG/SPIDER and Dazzler pulse shaping, M² caustics per ISO 11146, and IEC 60825 classification while treating thermal-lens drift out of the stability zone, autocorrelation-width-mistaken-for-pulse-width, uncompensated TOD wings and regen double-pulsing, and LMA-fiber mode instability and SRS/SBS above kW as first-class failure modes.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Produce, direct, integrate, and quality-control ElevenLabs text-to-speech for narration, character performance, multilingual media, long-form voiceover, and streamed or batch AI-content audio. Use when selecting ElevenLabs models or voices; preparing spoken text; controlling pronunciation, pacing, emotion, and code-switching; using TTS APIs; cloning or designing a voice with consent; repairing artifacts; mastering deliverables; or evaluating generated speech. Excludes music, sound-effect generation, conversational-agent design, and general speech recognition except transcription used to verify TTS.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
Provider-independent editing and montage direction for AI agents producing generated videos, ads, trailers, social clips, explainers, product videos, documentary-style pieces, and music- or beat-driven cuts. Use when planning, revising, QAing, or handing off an edit: story structure, shot selection, continuity, montage theory, rhythm and pacing, J/L cuts, match cuts, cutaways, transitions, beat sync, platform timing, source/generated asset management, revision workflow, and composition handoff.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
Provider-independent cinematic trailer production for AI agents creating movie-style trailers, teaser trailers, launch trailers, game trailers, documentary trailers, series promos, and high-impact generated-media previews. Use for trailer strategy, structure, shot planning, voiceover/title-card copy, music and sound-design direction, generated-video prompt translation, edit pacing, platform/runtime choices, delivery handoff, rights/claims caveats, and trailer QA.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
Provider-independent explainer video production for AI agents creating educational, product, concept, nonprofit/public-service, onboarding, training, animated, mixed-media, and short social explainers. Use when an agent must turn a topic, brief, research corpus, product, process, policy, dataset, or complex idea into a factual, accessible, narrated, captioned, storyboarded, generated-media-ready explainer video with claim review, localization, pacing, variants, and QA.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
Define and organize design tokens (color, spacing, typography, elevation) with naming conventions and usage guidance.
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。
skillmds/skillmd☆ 1982026年10月9日 更新
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI 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。
skillmds/skillmd☆ 1982026年10月9日 更新
Token architecture, component specifications, and slide generation. Three-layer tokens (primitive→semantic→component), CSS variables, spacing/typography scales, component specs, strategic slide creation. Use for design tokens, systematic design, brand-compliant presentations.
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。
skillmds/skillmd☆ 1982026年10月9日 更新
One-time autonomous design context discovery. Scans the codebase to extract design tokens, typography, colors, spacing, brand patterns, and tech stack, then writes a Design Context section to CLAUDE.md. Zero questions asked. Use when: 'setup design', 'design context', 'design tokens', 'brand discovery', 'design system scan', 'initialize design', 'teach 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。
skillmds/skillmd☆ 1982026年10月9日 更新
Implement or refactor Formax tool transcript UI using the Tool UI Blocks (C-lite) pattern (ToolUiBlocks renderer + blocks presenters) to avoid touching many tool presenter files; use when adjusting ⏺/⎿ spacing, indent rules, or migrating additional tools to blocks presenters with targeted Ink/Vitest tests and Codex review before commit.
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。
yusifeng/formax☆ 1942026年7月25日 更新
Extract any website's design system into an agent-ready DESIGN.md using Firecrawl scrape evidence. Use when the user wants colors, fonts, spacing, components, layout patterns, or brand/UI guidance from a website so AI agents can create new websites, clone a look, or build pages inspired by that 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。
firecrawl/firecrawl-workflows☆ 1922026年8月21日 更新
Design engineering principles for making TUI interfaces feel polished. Use when building Textual widgets, reviewing TUI code, implementing transitions, focus states, alignment, spacing, or any visual detail work. Triggers on TUI polish, design details, "make it feel better", "feels off", layout alignment, color consistency, responsive sizing.
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。
dedalus-labs/wingman☆ 1812026年4月25日 更新
Design and implement high-quality blog post and article page layouts with professional typography, spacing, and visual hierarchy. Use when building blog pages, article templates, technical documentation readers, use-case pages, or long-form content layouts. Covers dark and light themes.
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Explain CSS layout issues and propose fixes. Use when a junior developer is struggling with alignment or spacing.
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。
proflead/codex-skills-library☆ 1572026年7月29日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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。
swaylq/master-skill☆ 1552026年9月6日 更新
Establish clear visual hierarchy through size, weight, color, spacing, and positioning.
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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
UI/UX design intelligence for web and mobile. Includes 50+ styles, 161 color palettes, 57 font pairings, 161 product types, 99 UX guidelines, and 25 chart types across 10 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui, and HTML/CSS). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, and check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, and mobile app. Elements: button, modal, navbar, sidebar, card, table, form, and chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, and flat design. Topics: color systems, accessibility, animation, layout, typography, font pairing, spacing, interaction states, shadow, and 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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
Define and organize design tokens (color, spacing, typography, elevation) with naming conventions and usage guidance.
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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
Direct choreography and Viktor-style pacing.
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。
TheGoat395/Codex-Skills☆ 1272026年9月11日 更新
Suede-owned marketing video planning and production discipline. Use when choosing a format, scripting, storyboarding, generating, editing, reverse-engineering pacing, building a repeatable video pipeline, or repurposing one source into multiple cuts. NOT FOR: deciding the social calendar (use suede-social), paid ad concepts (use suede-ad-creative), image-only assets (use suede-image), or publishing unapproved media.
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Suede AI design skill for making an interface feel intentional instead of templated: design tokens, color strategy, OKLCH ramps, type scale, fluid type, visual hierarchy, dark mode, spacing, component laws, motion, and source-to-implementation visual QA. Use when asked to design, restyle, polish, or audit a screen; pick colors or fonts; define, fix, or document design tokens; build or repair a dark mode; review a component or a whole design system; or compare a mock, Figma frame, or reference screenshot against a rendered implementation. NOT FOR: a full design-plus-copy build, launch surface, or reference-to-target restyle (use johnny-suede-design); conversion and funnel architecture (use suede-site-alchemy); writing the words themselves (use suede-copy).
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Suede-owned paid-acquisition operating system for channel choice, campaign structure, audiences, bidding, budget pacing, negative keywords, retargeting, and kill-or-scale decisions. Use when planning, auditing, or optimizing paid campaigns on Google, Meta, LinkedIn, X, or comparable platforms. NOT FOR: producing creative variants (use suede-ad-creative), implementing measurement (use suede-analytics), or optimizing the landing page (use suede-site-alchemy).
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新