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「aesthetics」の検索結果

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概要と使いどころ

World-class color theory expertise combining the scientific precision of Josef Albers' "Interaction of Color," the systematic thinking of color systems from Pantone and RAL, and the perceptual psychology insights from researchers like Bevil Conway. Color is not just aesthetics - it's communication, emotion, and usability compressed into wavelengths. Great color work is invisible when done right. Users don't notice "nice colors" - they notice when they can't read text, when buttons don't look clickable, when errors don't feel urgent, or when the interface feels "off" without knowing why. Color theory is the science of making the right thing feel obvious. Use when "color theory, color palette, color scheme, color harmony, complementary colors, analogous colors, contrast ratio, dark mode colors, light mode, color tokens, semantic colors, color accessibility, color blindness, color psychology, color system, brand colors, data visualization colors, color, design, accessibility, contrast, dark-mode, theming, tokens, wcag, palette, harmony" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

产品设计 / UX 设计 (产品设计 / UX 设计 (Product Design / UX Design) — 数字产品的用户体验设计:从用户研究 → 信息架构 → 交互设计 → 视觉/UI → 可用性测试 → 设计系统的认知操作系统,面向 UX designer / product designer / interaction designer / UX researcher / design systems engineer / design lead,以及想入行、转岗、服务这行(设计外包、设计工具厂商、研究平台)的视角。覆盖: (a) 第一性张力 — **用户中心/研究驱动 (user-centered, 'you are not the user', research before pixels, observe behavior not opinions) ⇄ 商业目标/约束/交付 (business goals, north-star metrics, ship it, designer 服务于产品成功不是个人作品集)**; **设计直觉/品味/craft (taste, aesthetics, 'attractive things work better' — Norman 情感化设计) ⇄ 数据/实验/A-B 测试 (data-driven, metrics, experimentation, 'opinions are not data')**; **用户说的 (stated preference, 访谈里说喜欢) ⇄ 用户做的 (revealed behavior, 行为观察 > 自陈, usability test 看人真实卡在哪)**; **一致性/设计系统/规范 (consistency, design system, Jakob's law 用户带着别处的习惯来, 复用组件) ⇄ 创新/打破模式 (innovation, 该不该破规范)**; **减法/简化 (simplicity, Krug 'Don't Make Me Think', less but better — Dieter Rams) ⇄ 功能丰富/利益相关者塞需求 (feature creep, stakeholder pressure)**; **UX(体验/流程/研究) ⇄ UI(视觉/像素/组件)** 的职责之争, **designer 该不该写代码 (design engineer / 'should designers code')**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — Double Diamond (发现 discover → 定义 define → 开发 develop → 交付 deliver) / Design Thinking (共情 empathize → 定义 → 构思 ideate → 原型 prototype → 测试 test) / Design Sprint (Jake Knapp 5 天冲刺); 完整链: 用户研究 (访谈/问卷/可用性测试/卡片分类) → persona / journey map / JTBD → 信息架构 IA + 用户流 user flow → 线框 wireframe (低保真) → 交互/原型 prototype (高保真) → 视觉 UI / 设计系统落地 → 可用性测试 usability testing → handoff 给开发 → 度量迭代 (北极星 / HEART 框架); (c) 工具栈 — 设计/原型 (Figma 绝对主导 / Sketch 衰退 / Adobe XD 已停更 / Framer 高保真+建站 / Penpot 开源 / Principle / ProtoPie 微交互); 协作白板 (FigJam / Miro / Mural); 用户研究 (Maze / UserTesting / Lookback / Dovetail 研究库 / Optimal Workshop 卡片分类树测试 / Hotjar / Microsoft Clarity 热图); 设计系统/交付 (Storybook / 蓝湖(中) / Zeplin / design tokens / Tokens Studio); 度量 (Amplitude / Mixpanel / 北极星指标); AI 新兴 (Figma AI / v0 by Vercel / Galileo AI / Uizard / Cursor 给 design engineer); (d) 知识正典 — Don Norman《The Design of Everyday Things》(affordance/signifier/mapping 圣经)、Steve Krug《Don't Make Me Think》(可用性入门)、Alan Cooper《About Face》《The Inmates Are Running the Asylum》(交互设计/persona 起源)、Jakob Nielsen 10 Usability Heuristics + NN/g 文章库、Jake Knapp《Sprint》、Jeff Gothelf《Lean UX》、Teresa Torres《Continuous Discovery Habits》、Erika Hall《Just Enough Research》、Julie Zhuo《The Making of a Manager》、《Refactoring UI》(Adam Wathan/Steve Schoger)、《Universal Principles of Design》、Laws of UX (Jon Yablonski)、《100 Things Every Designer Needs to Know About People》(Susan Weinschenk)、IDEO/Stanford d.school 设计思维材料; (e) figures/流派 — 认知心理/人因派 (Don Norman 认知科学奠基、Susan Weinschenk 行为心理、Kathryn Whitenton); 可用性工程派 (Jakob Nielsen 启发式/折扣可用性、Steve Krug、Jared Spool UIE); 交互设计/目标导向派 (Alan Cooper goal-directed/persona、Kim Goodwin); 设计思维派 (IDEO Tim Brown、David Kelley d.school); 精益/持续探索派 (Jeff Gothelf Lean UX、Teresa Torres continuous discovery、Marty Cagan《Inspired》产品发现); 设计系统/系统化派 (Brad Frost Atomic Design、Nathan Curtis design tokens、Alla Kholmatova); 视觉/UI craft 派 (Adam Wathan & Steve Schoger Refactoring UI、Dieter Rams 'less but better' 工业设计遗产); 设计领导/职业派 (Julie Zhuo、Aarron Walter 情感化设计、John Maeda); 移动优先 (Luke Wroblewski 'Mobile First'); (f) 行业话术/黑话 — affordance 可供性 / signifier 意符 / mental model 心智模型 / IA 信息架构 / heuristic evaluation 启发式评估 / usability 可用性 / a11y accessibility 无障碍 / WCAG / persona 用户画像 / journey map 用户旅程 / JTBD jobs-to-be-done / north-star metric 北极星 / HEART 框架 / wireframe 线框 / mockup / prototype 原型 / fidelity 保真度 (lo-fi/hi-fi) / design system 设计系统 / design token 设计令牌 / atomic design 原子设计 / component library 组件库 / handoff 交付 / red routes 关键路径 / dark pattern 暗黑模式 / Fitts's law / Hick's law / Jakob's law / Miller 7±2 / progressive disclosure 渐进披露 / above the fold / hamburger menu / skeuomorphism vs flat / micro-interaction / empty state / edge case / happy path / design debt 设计债 / dogfooding / dot voting / affinity mapping 亲和图 / card sorting 卡片分类 / tree testing / A/B test / NPS / SUS (System Usability Scale); (

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-skill1552026年9月6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-skill1552026年9月6日 更新

Build production-grade frontend interfaces with distinctive aesthetics and working code. Use for UI components, pages, or frontend features. Don't use for backend/API work or usability-only audits.

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。

luongnv89/skills1312026年10月11日 更新

Builds distinctive, production-grade UIs that avoid generic AI aesthetics. Use whenever the user wants to build, restyle, or give visual direction to any interface — pages, dashboards, landing pages, components, onboarding flows, mobile screens, or design systems — even without an explicit 'design' request. Also triggers for: picking an aesthetic direction, improving the look of a dull/generic existing page, adding visual personality, or choosing colors/typography. Includes a bundled design intelligence database for concrete guidance across web (React, Next.js, Vue, Tailwind) and mobile (React Native, Flutter, SwiftUI).

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。

avibebuilder/claude-prime1192026年5月17日 更新

Browser automation CLI for AI agents. Use when needs to interact with websites, including navigating pages, filling forms, clicking buttons, taking screenshots, extracting data, testing web apps, or automating any browser task. TRIGGER when user requests to "open a website", "fill out a form", "click a button", "take a screenshot", "debug this in browser", "scrape data from a page", "test this web app", "login to a site", "frontend UI/UX aesthetics", "automate browser actions", or any task requiring programmatic web interaction.

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。

archibate/dotfiles-opencode1082026年4月29日 更新

Beautiful, copy-paste-ready Home Assistant dashboard designs with complete CSS themes, card-mod styles, and button-card templates. Nine distinct visual styles: Glassmorphism, Dark Minimal, Material You, Nordic, Neon/Cyberpunk, Warm Home, Soft Pastel, Luxury Gold, and Retro Terminal. Use this skill whenever the user wants to make their dashboard look good, asks about card styling, CSS for Home Assistant, card-mod, button-card templates, Lovelace themes, dashboard aesthetics, or wants a specific visual style - even if they don't use the words "design" or "CSS".

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。

tonylofgren/aurora-smart-home1062026年10月5日 更新

Decide what to build first. Core function before polish. Revenue before 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。

ilang-ai/autocode1032026年9月22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。

juspay/kolu812026年10月14日 更新

Create distinctive, production-grade frontend interfaces with high design quality that avoids generic AI aesthetics. Use when the task involves `build web components`, `create frontend interface`, `build web page`, `build web application`, `frontend design`, `create UI component`, or `design web interface`.

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。

dallay/agentsync672026年10月12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, or applications. Generates creative, polished code 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。

ComeOnOliver/skillshub652026年6月24日 更新

Scout the TouchDesigner community for what's HYPED right now — community showcases, recent tutorials, generative-AI bridges, hardware interaction trends, visual-aesthetic trends of 2025-2026 — then propose tdmcp tools that ride those trends AND are easy to build. Use whenever the user wants to brainstorm new feature ideas based on what's trending in TouchDesigner, asks for 'hype' or 'trending' features, asks 'what are people doing in TD right now / what's hot / what's hype', wants tools inspired by community trends, asks to scout TD trends/aesthetics/integrations, or says things like 'ideias hype', 'novas ideias', 'o que está em alta', 'criar ferramentas para o que está bombando', 'tendências do TouchDesigner'. Also for follow-ups: refresh, rescout one surface, re-rank under another profile, deepen a trend, or filter for buildable-easy items. This is an EXTERNAL trend ideation harness — complementary to tdmcp-feature-discovery (which is INTERNAL gap analysis). It produces `_workspace/hype-scout/HYPE_TOOL_BACKLOG.md` ranked by Hype × Build-Ease; it does NOT build. Once a feature is chosen from the backlog, hand it to tdmcp-pipeline.

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。

Pantani/tdmcp502026年8月16日 更新

Scout ONE external surface of the TouchDesigner community for what's HYPED in 2025-2026 that could become a tdmcp tool. Use when a td-trend-scout sub-agent is assigned a surface (community-showcase, tutorials, generative-ai, hardware-interactive, or vfx-aesthetics) during the tdmcp-hype-scout harness — produces `_workspace/hype-scout/01_scout_<surface>.md` with cited trend candidates ranked by hype intensity, recency, and build-ease in tdmcp.

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。

Pantani/tdmcp502026年8月16日 更新

Create distinctive, production-grade frontend interfaces with high design quality that avoids generic AI aesthetics. Use when the task involves `build web components`, `create frontend interface`, `build web page`, `build web application`, `frontend design`, `create UI component`, or `design web interface`.

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。

yacosta738/yacosta738.github.io472026年10月12日 更新

Use on any page build, redesign, or 'make it look better' request on a site that has (or needs) a saved Art Direction. Loads the direction before the first element is written, plans tokens in two passes against the direction's donts and the known AI-default aesthetics, builds with tokens preserved, checks the result with respira_check_design, and mints a live preview. Also the import lane for Claude Design output and other design-system documents.

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。

respira-press/agent-skills-wordpress462026年9月13日 更新

Create distinctive, production-grade frontend interfaces with strong hierarchy, thoughtful systems, and polished implementation that avoid generic AI aesthetics. Use when the user wants to build or redesign web pages, flows, components, or full app surfaces, or when another better-web-ui skill needs shared project design context before other better-web-ui skills.

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。

aladicf/better-web-ui412026年5月22日 更新

Build distinctive, production-grade frontend interfaces — websites, landing pages, dashboards, React components, HTML/CSS layouts, editorial heroes with depth-parallax (Astryx pattern), pointer-reactive fluid effects, pixel-glitch canvas heroes and terminal-style tool-panel dioramas (Composio pattern). Avoids generic AI aesthetics. Triggers on web UI, styling, beautify, frontend design, dashboard, landing page, React component, editorial hero, glitch hero, dev-tool landing page.

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。

tdimino/claude-code-minoan412026年9月28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, or applications. Generates creative, polished code 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。

cline/skills352026年7月21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, or applications. Generates creative, polished code 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。

fellipeutaka/kanpeki332026年8月28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, or applications. Generates creative, polished code 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。

srid/drishti282026年10月2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, or applications. Generates creative, polished code 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。

VoDaiLocz/kilo-kit-mcp272026年9月13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。

eigent-ai/agent-skills242026年10月14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。

datit309/supergraph222026年10月13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。

juspay/vira202026年5月15日 更新