Design implementation-ready frontend solutions with UX intent, component structure, responsive behavior, accessibility, and handoff criteria.
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
Design implementation-ready frontend solutions with UX intent, component structure, responsive behavior, accessibility, and handoff criteria.
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 a screen design was approved (the design task is in done) - the hand-off document implementers build from - components mapped to the inventory, tokens, every state, responsive behaviour per breakpoint, accessibility notes and exact 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。
Use when reviewing iOS (Swift), Android (Kotlin) or Flutter changes - token storage, ATS and cleartext config, TLS trust, exported components, deep links, WebView JavaScript bridges, certificate pinning claims, secrets bundled in the app, Firebase rules
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 Unreal Engine 5 C++ - the gameplay framework classes and where logic belongs, UObject/AActor/UActorComponent lifecycle, UPROPERTY/UFUNCTION and GC-safe pointers (TObjectPtr, TWeakObjectPtr), subsystems, the C++/Blueprint boundary, Enhanced Input, tick discipline, and compiling from the command line.
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 or restructuring Unity C# code - assembly definitions and dependency direction, small components with cached references, ScriptableObjects for data and events, DI instead of singletons, Input System, Addressables, serialization safety and Unity 6 API changes.
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 Bevy (Rust ECS) game code - pin and respect the repo's minor version, plugins/systems/queries/resources, schedules with FixedUpdate and Time, states and run conditions, messages vs observers across versions, required components, testing systems with App::update and a manual time strategy, compile-time and allocation hygiene.
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 working in a Unity project that uses Entities (DOTS) or when a task needs thousands of simulated objects - when ECS is worth it, components/bakers/ISystem with IJobEntity and Burst, entity command buffers for structural changes, native memory rules, and testing systems in a test World.
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 working with Unreal's Gameplay Ability System - when GAS is worth it, where the AbilitySystemComponent lives and how it is initialised on server and client, AttributeSets with correct clamping and replication, GameplayEffects and execution calculations as data, abilities with commit/end, gameplay tags, prediction, and testing.
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 Godot 4 GDScript - static typing everywhere, scene composition with component nodes, call down/signal up, @onready caching, Resources as data duplicated per instance, autoloads only for services, state machines, pooling, physics in _physics_process, and threaded loading.
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 you write the `context` and `design` sections of an analiz report - components, exact interfaces, data flow, errors, decision record, out of scope
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 after the targeted cases pass - choosing the adjacent behaviour this change can break from the PR's files and the component's links, and the per-repository smoke set
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 the mobile repository has no theme tokens or component library yet (a new app, an "Apply design system" task, or a task that asks for one), before building any screen - writes the approved design system's generated files from get_design_system (files true) and builds the theme from them when there is one.
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 or building any mobile screen or component a user sees (Flutter, SwiftUI or Compose) - platform conventions, hierarchy, type that scales, colour roles and dark mode, safe areas and insets, forms and keyboard, states, feedback, and the generic-mobile anti-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。
Use when building native iOS with SwiftUI - small composable views, observable state models, atomic components, Swift 6.2+ concurrency, and system styling over hardcoded values
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 you are about to hand off any change to a screen or component on a mobile repository - the size, text-scale and dark-mode matrix, the exact tool calls to see your own build, and the checklist that decides whether the screen is done.
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 a release reaches awaiting_verdict (or you are woken for an incident) - how to read runtime logs, error groups, health and smoke evidence for the release's component and decide finish, re-check, roll back or hand to a human
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 the repository has no design system yet (no tokens, no component library - a new site/app, an "Apply design system" task, or a task that asks for one), before building any page section - writes the approved design system's generated files from get_design_system (files true) and builds the tokens on them when there is one.
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 a component talks to the backend - go through the typed api client, type every response, and handle loading, success, and error states explicitly
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 adding routes or deciding where state lives - carry resource ids and navigation-surviving state in the URL, keep route components thin, and lift shared state to a hook not a global store
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 or building any screen, section or component that a user sees — visual hierarchy, typography, colour, spacing, states, forms and how to avoid the generic AI look.
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 native Android with Jetpack Compose - stateless composables, state hoisting, ViewModel-owned state, edge-to-edge, predictive back, adaptive layout, atomic components, and Material theming over hardcoded values
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。
UI/UX design intelligence. 67 styles, 96 palettes, 57 font pairings, 25 charts, 13 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, 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。
Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, hardware-accelerated CSS, and balanced design engineering. By Leon Lin & blueemi. Multi-runtime improved by shokunin.
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。
Apply professional, premium UI/UX design standards when building or styling web interfaces. Use this skill when the user asks to create a website, landing page, web app, dashboard, UI component, or any visual interface — or when they ask to make something look better, more professional, or more beautiful. Covers visual hierarchy, typography, color systems, layout, spacing, motion, dark mode, responsive design, and conversion patterns. Activate even when the user doesn't say "design" — if they're building a web frontend, these standards apply.
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。