通过浏览器查看页面,执行点击、输入、截图和信息提取。主要用于检查OpenDesign的本地预览,以及核查网页应用的运行情况与质量。
- 检查OpenDesign本地预览
- 测试网页应用的点击和输入
- 截取页面或元素图像
1.2万 个 · 按相关度排序
通过浏览器查看页面,执行点击、输入、截图和信息提取。主要用于检查OpenDesign的本地预览,以及核查网页应用的运行情况与质量。
通过 fal.ai 使用 Kling O3 生成图片和视频;此目录条目供 OpenDesign 在制作规划时发现该能力,执行完整流程需另行安装上游资源包。
Create and improve web, mobile, and desktop interfaces in Penpot through connected tools. Reuse existing design patterns, build layouts and components, and inspect designs for readability, accessibility, spacing, and usability.
中文简介正在准备中。当前显示英语简介。
Design new pages and components, audit existing interfaces, or redesign their visual structure. It emphasizes varied layouts, consistent colors and typography, mobile checks, and extracting reusable design characteristics from screenshots or readable web pages.
中文简介正在准备中。当前显示英语简介。
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
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Use whenever the user wants to find, shortlist, vet, or enrich US design and creative agencies — graphic design, UX/UI, product design, brand identity, packaging, illustration, motion design, and creative direction. Triggers on "find me a UX/UI design agency for our SaaS product", "shortlist three brand-identity studios in NY", "packaging design firm for a CPG launch", or "pull contact info for these 10 design studio domains", even when described indirectly (brand refresh, design our app, build our visual system). Drives the ServiceGraph API (api.servicegraph.co) — a 100k+ US firm catalog filterable by industry, services, location, size, ratings. Defer to find-marketing-agency for marketing-led engagements where design is one of several services. Defer to find-web-developer when the deliverable is a built website. Skip in-house designer hires, "design me a logo" DIY asks, design-software comparisons, consumer/personal-design (weddings, hobby projects), non-US firms, individual freelancers.
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以OpenDesign内部结构为示例,使用tech-sharing模板制作技术演讲HTML幻灯片,整理内容结构、依据和演讲者备注,形成面向工程师的讲解资料。
为Google Stitch生成屏幕时的设计方向编写DESIGN.md,具体规定配色、字体、布局、动效和应避免的表现形式,为多个屏幕提供统一参考。
从资深设计师的角度评审UI,按维度给出十分制评分,说明满分应达到的状态,并指出常见的AI生成式雷同设计,适合在合并界面改动前检查质量。
依据Dieter Rams的十项原则检查界面或产品设计,并提供有证据支持的评分,判断应新建、改进还是重新设计,再整理成用于制定执行计划的请求。
Turn Figma designs into screen code that fits an existing project. The workflow reuses existing components and shared style values, follows design notes, and uses exported images and icons to preserve the design’s appearance.
中文简介正在准备中。当前显示英语简介。
Extract a design system from a screenshot (PNG/JPG/WEBP) or a live URL and produce a schema-compliant `design.v1.json` file plus a ready-to-use agent prompt for applying the design to any website/app. When run inside the sleek-ui repository, offers to add the extracted design to the public catalog as a PR — updating `public/designs/`, `src/data/designs/`, `src/data/designs.ts`, and generating a preview. Use when users ask to "extract a design from this screenshot", "clone this site's design", "reverse-engineer the design tokens", "reskin my app to look like {site}", "generate a sleek-ui design from this URL", or provide an image/URL and want a reusable design system.
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Guides the practical path from 'we have no design system' or 'we have a mess' to a real, functional design system. Component inventory, design token extraction, headless UI adoption (Radix, React Aria, Headless UI), migration order of operations, and the assessment-to-rollout pipeline. Activate on 'design system from scratch', 'bootstrap design system', 'no design system', 'design system migration', 'headless UI adoption', 'component audit', 'design token extraction', 'design system strategy'. NOT for building specific components once a system exists (use design-system-creator), not for generating token files/configs (use design-system-generator).
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URL・画像・テキスト要件からAIコーディングエージェント向けのDESIGN.mdを生成するスキル。「example.comをDESIGN.md化して」「このサムネをDESIGN.md化して」「クールでポップなLP用のDESIGN.mdを作って」といったリクエストで使用する。Claude Code / Cursor / Stitch に渡せば一貫したUIを生成できる、getdesign.md / awesome-design-md 準拠の9セクション構成のデザイン仕様書を出力する。CSS解析・画像目視抽出・要件生成の3パターンに対応。
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直近N日(デフォルト1日)にマージされた `cc-ui-design` ラベル付きPR(UIデザインPR)から確定したビジュアルアイデンティティ(カラー・タイポグラフィ・スペーシング・コンポーネント)をリポジトリルートの `DESIGN.md`(google-labs-code/design.md フォーマット)へ集約・更新し、`design.md` CLI の lint を通してから commit-push + create-pr でPRを作成する(`cc-triage-scope` ラベル + 自分自身をAssignee)。`DESIGN.md` は pencil-design-updater がデザイン時の前提として読み込む。
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Guides the practical path from 'we have no design system' or 'we have a mess' to a real, functional design system. Component inventory, design token extraction, headless UI adoption (Radix, React Aria, Headless UI), migration order of operations, and the assessment-to-rollout pipeline. Activate on 'design system from scratch', 'bootstrap design system', 'no design system', 'design system migration', 'headless UI adoption', 'component audit', 'design token extraction', 'design system strategy'. NOT for building specific components once a system exists (use design-system-creator), not for generating token files/configs (use design-system-generator).
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结合新产品的目标与竞品调研,提出配色、字体、布局、间距及动效规则,生成字体与颜色预览,并将统一的设计方向整理到DESIGN.md。
以OpenDesign现场演示为主题,制作带演讲者备注和动画的HTML幻灯片,并整理从结构、讲解内容到视觉呈现的各个部分。
检查Ant Design的GitHub议题,区分缺陷与功能请求,整理回复草稿、标签调整和关闭建议,并在用户确认完整方案后执行操作。
查阅Ant Design官方文档,了解React组件的配置项、默认值和使用示例,也可确认可用的子组件、方法及TypeScript类型定义。
Builds and maintains a DESIGN.md brief from existing screens, documentation, and components. It records product goals, visual rules, accessibility, and implementation constraints so future interface decisions have a shared reference.
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Analyze existing Stitch screens and document their colors, typography, components, and layout in DESIGN.md. The resulting design reference combines plain visual descriptions with precise color values to guide requests for new screens.
中文简介正在准备中。当前显示英语简介。
Create and update shared design rules in Stitch, including colors, fonts, and corner shapes, then apply them to existing screens. Keep a DESIGN.md file and project metadata alongside the design system.
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Designing anatomically plausible, visually distinctive creatures that communicate threat, personality, and role through form - from terrifying bosses to collectible companionsUse when "creature design, design a creature, design a monster, monster design, boss design, enemy creature, companion creature, pet design, wildlife design, alien creature, fantasy creature, horror monster, cute creature, pokemon style, creature anatomy, creature silhouette, creature movement, hybrid animal, ecosystem creatures, creature family, mount design, dragon design, beast design, creature, monster, boss, enemy, companion, wildlife, horror, cute, pokemon, anatomy, silhouette, locomotion, ecosystem, hybrid, fantasy, sci-fi, kaiju, cryptid" mentioned.
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