All authors
Intense-Visions avatar

Claude Skills by Intense-Visions

github.com/Intense-Visions
2,869 skillsA× 2,850B× 190 installs1,163 views
Db Scan TypesA

> Understanding when the planner chooses sequential scan, index scan, bitmap scan, or index-only scan and why each is optimal for different selectivity ranges.

databasessqlnode
0
20
Db Second Normal FormA

> Every non-key column must depend on the entire composite primary key, not just part of it -- eliminating partial dependencies.

databasesgosql
0
20
Db Table PartitioningA

> Splitting a large table into smaller physical partitions by range, list, or hash to improve query performance, simplify maintenance, and enable efficient data lifecycle management.

databasesgosql
0
20
Db Temporal DataA

> Modeling when facts are true (valid-time), when they were recorded (transaction-time), or both (bitemporal), enabling time-travel queries and regulatory audit.

databasessqldatabase
0
20
Db Third Normal FormA

> "Every non-key attribute must provide a fact about the key, the whole key, and nothing but the key." -- Codd's memorable definition of full normalization through 3NF.

databasesgosql
0
20
Db Time SeriesA

> Designing append-heavy tables for metrics, events, and logs with time-based partitioning, retention policies, and efficient aggregation.

databasessqlperformance
0
20
Db Vertical PartitioningA

> Splitting a wide table into multiple narrower tables, separating hot columns from cold columns, and managing large objects with TOAST to reduce I/O and improve cache efficiency.

databasesgosql
0
20
Db Zero Downtime MigrationA

> Online schema changes that avoid table locks and keep the application serving traffic throughout the migration.

databasesgobash
0
20
Design AffordancesA

> Perceived actionability — signifiers, constraints, mappings (Don Norman), flat design's affordance problem, touch targets, hover states as affordance

designgoexpress
0
20
Design AlignmentA

> Visual order through edge alignment, center alignment, optical alignment, and the invisible structure that consistent alignment creates across a page

designgoangular
0
20
Design Apple HigA

> Apple's design philosophy covering clarity/deference/depth, vibrancy and material effects, SF Symbols integration, semantic color system, safe area management, and platform-specific navigation patterns across iOS, iPadOS, macOS, watchOS, and visionOS.

designgoswift
0
20
Design Atomic DesignA

> Composition methodology for building design systems using five distinct levels of abstraction: atoms, molecules, organisms, templates, and pages.

designgoswift
0
20
Design Brand ConsistencyA

> Visual coherence across every touchpoint — mapping brand attributes to design decisions, voice-to-visual translation, consistency vs. monotony, brand flex zones, and multi-platform coherence

designrustgo
0
20
Design Color AccessibilityA

> Color independence — conveying information without relying on color alone, building colorblind-safe palettes, and ensuring perceptual uniformity across all vision types

designgotesting
0
20
Design Color HarmonyA

> Color wheel relationships — complementary, analogous, triadic, split-complementary, tetradic schemes with usage guidance for building cohesive palettes

designgoruby
0
20
Design Color PsychologyA

> Emotional and cultural associations of color — warmth/coolness, trust, urgency, industry conventions, and cultural variance for global product design

designrustgo
0
20
Design Component AnatomyA

> Anatomy of reusable components covering slots, variants, states, sizes, composition vs configuration, compound components, and when to split vs merge.

designtypescriptgo
0
20
Design ConsistencyA

> Internal vs. external consistency — maintaining coherent patterns within a product, adhering to platform conventions, and knowing when to break consistency deliberately

designrustgo
0
20
Design Content DensityA

> Information density as a deliberate design variable — compact, comfortable, and spacious modes, matching density to user context, and the tradeoff between showing more and showing clearly

businessgogit
0
20
Design Contrast RatioA

> Luminance contrast for readability and visual weight — WCAG ratios, contrast as a hierarchy tool, contrast beyond accessibility

designgo
0
20
Design Dark Mode ColorA

> Color adaptation for dark themes — inverted hierarchy, reduced saturation, elevation through lightness, surface layering, and maintaining brand identity in dark contexts

designgodebugging
0
20
Design Data Viz DesignA

> Data visualization principles — chart type selection, color encoding, annotation strategy, Tufte's data-ink ratio, accessible charts, avoiding chartjunk, and small multiples for comparison

designjavascriptgo
0
20
Design Design AuditA

> Evaluating existing design — heuristic evaluation (Nielsen's 10), consistency inventory, accessibility audit, competitive analysis, identifying and quantifying design debt

businessgotesting
0
20
Design Design CritiqueA

> Structured feedback — critique frameworks (like/wish/wonder, what/why/improve), separating subjective preference from objective assessment, avoiding "I don't like it"

designgoreact
0
20
Design Design DocumentationA

> Documenting design decisions — design rationale, spec handoff, annotating designs, living documentation, decision logs, the DESIGN.md format

designgogit
0
20
Design Design GovernanceA

> Living system maintenance covering contribution models, deprecation processes, versioning strategies, adoption metrics, and documentation standards for treating a design system as a product.

designtypescriptrust
0
20
Design Elevation ShadowA

> Depth as information — shadow anatomy (offset, blur, spread, color), elevation scale, chromatic shadows, material metaphor, dark mode shadows

developmentgoangular
0
20
Design Empty Error StatesA

> Empty and error state design — empty states as onboarding, error states as recovery, 404 pages, zero-data states, degraded states, constructive error messages

designrustgo
0
20
Design Feedback PatternsA

> System response design — immediate vs delayed feedback, optimistic updates, progress indicators, confirmation patterns, undo vs confirm, toast/snackbar/banner

designrustgo
0
20
Design Fluent DesignA

> Microsoft's cross-platform design system covering the five foundational elements (light, depth, motion, material, scale), Acrylic and Mica materials, reveal highlight interactions, connected animations, responsive container strategies, and the Fluent 2 token theming architecture.

designjavascriptgo
0
20
Design Font PairingA

> Combining typefaces — contrast principles, superfamilies, serif+sans pairing rules, pairing by x-height and proportion, limiting to 2-3 families

designgoexpress
0
20
Design Form UxA

> Form design beyond labels — progressive disclosure, inline validation timing, smart defaults, forgiving formats, single-column superiority, error recovery

documentationrustgo
0
20
Design Gestalt Closure ContinuityA

> Pattern completion — the brain fills gaps in incomplete shapes (closure) and follows smooth paths over abrupt changes (continuity), with implications for icons, progress indicators, and visual flow

designgoaws
0
20
Design Gestalt Common FateA

> Motion grouping — elements that move or change together are perceived as a unit, with implications for animation, loading states, and batch operations

designjavascriptgo
0
20
Design Gestalt Figure GroundA

> Depth perception — distinguishing foreground from background, ambiguous figure-ground as a design tool, z-axis ordering, overlay and modal perception

developmentgoexpress
0
20
Design Gestalt ProximityA

> Spatial grouping — elements near each other are perceived as related, controlling group membership through distance, with common region as a proximity amplifier

designawsrefactoring
0
20
Design Gestalt SimilarityA

> Visual kinship — elements sharing color, size, shape, or texture are perceived as related, creating categories without explicit labels

designrustgo
0
20
Design Grid SystemsA

> Grid theory — column, modular, baseline, and compound grids, gutter rhythm, and breaking the grid intentionally for emphasis

developmentgodocumentation
0
20
Design I18n DesignA

> Designing for internationalization — text expansion, RTL layout, icon cultural sensitivity, date/number/currency formatting, pseudolocalization testing

developmentjavascriptgo
0
20
Design IconographyA

> Icon design principles — optical sizing, stroke consistency, pixel grid alignment, metaphor clarity, icon families, filled vs outlined states, and icon as a systematic visual language

designgoangular
0
20
Design Illustration StyleA

> Illustration system design — style consistency, spot vs. hero illustrations, illustration as brand voice, abstract vs. representational choices, and illustration tokens for systematic production

designgoexpress
0
20
Design Imagery PhotographyA

> Image in design — art direction, aspect ratios, focal point composition, image treatments (duotone, overlay, blur), placeholder strategy, and the role of image as hero vs. supporting element

designrustgo
0
20
Design Information ArchitectureA

> Structuring information — card sorting, tree testing, mental models, labeling systems, organization schemes, findability

businessgotesting
0
20
Design Loading PatternsA

> Perceived performance — skeleton screens, progressive loading, optimistic rendering, shimmer effects, content-first loading, perceived vs actual speed

developmentjavascriptrust
0
20
Design Material Design 3A

> Google's adaptive design language covering dynamic color extraction from wallpaper, HCT-based tonal palettes, elevation through tonal surface color rather than drop shadows, shape theming with corner families, and choreographed motion with shared-axis transitions.

designgorails
0
20
Design Micro InteractionsA

> Small moments that delight — trigger, rules, feedback, loops/modes (Dan Saffer's framework), when micro-interactions aid usability vs decoration

designjavascriptgo
0
20
Design Motion PrinciplesA

> Purposeful animation — Disney's 12 principles adapted for UI, easing curves, duration guidelines, choreography, motion as feedback vs decoration, reducing motion

designjavascriptgo
0
20
Design Naming ConventionsA

> Design system nomenclature for semantic and descriptive names, color naming, size naming, and maintaining consistent vocabulary across design and code.

designgoreact
0
20
Design Navigation UxA

> Wayfinding — navigation models (hub-spoke, hierarchy, flat, content-driven), persistent vs contextual nav, breadcrumbs, information scent

developmentgoaws
0
20
Design Palette ConstructionA

> Building functional palettes — primary/secondary/accent selection, neutral scales, semantic colors, and tint/shade generation for production design systems

designgoruby
0
20