Design & UX
UI, UX, design systems, accessibility, visual design, and frontend polish
Browse design & ux skills
Showing 2,233–2,256 of 8,201 skills
> Data table copy — column headers, empty cells, truncation patterns, filter and sort labels, bulk action copy
> Confirmation dialogs — destructive action writing, consequence clarity, and specific button labels that make irreversibility unmistakable
> Master SVG optimization — automated minification with SVGO, inline versus external delivery trade-offs, SVG sprite sheet systems, accessibility patterns, rendering performance for complex vector graphics, and icon system architecture.
> Measure and optimize INP — the worst-case interaction latency across the entire page session — by decomposing each interaction into input delay, processing time, and presentation delay, then targeting each phase with yielding, scheduling, and rendering strategies.
> Master web font loading optimization — font-display strategies for FOIT/FOUT control, Unicode range subsetting, variable fonts for multi-weight reduction, WOFF2 compression, preloading critical fonts, self-hosting versus CDN delivery, and the Font Loading API for programmatic control.
> Measure and prevent unexpected layout shifts — elements visually moving after being rendered — by reserving space for dynamic content, handling font loading, setting explicit dimensions, and understanding the CLS scoring formula.
> Prevent cascading failures with circuit breaker, half-open state, and fallback logic.
> LLM-judgment-based design ceiling-raiser. Three branchable phases — CRITIQUE finds what's mediocre, POLISH applies high-craft moves, BENCHMARK scores against curated exemplars. The ceiling counterpart to harness-design (declared-intent enforcement, rule-based) and the design-pipeline floor audits.
> Clone objects using prototype registry and structured clone for deep copy scenarios.
> Detect design-system drift — hardcoded values where tokens exist, and raw HTML primitives where registered components exist. The rule-based floor of design-pipeline (detect half). Reports findings; never modifies source. Pairs with a separate align-design-system fixer skill (deferred to a sibling sub-project).
> Space as a design element — macro vs. micro whitespace, breathing room, density control, and whitespace as a signal of quality and luxury
> Directing attention through size, color, contrast, position, isolation, and motion — the system that tells the eye where to go first, second, and third
> Anatomy of type — x-height, ascenders, descenders, counters, serifs, stroke contrast, optical sizing, and how anatomy affects readability
> Establishing reading order through type — size, weight, color, spacing, case, and position as hierarchy signals
> Mathematical type scales — modular, major third, perfect fourth, golden ratio, custom scales, and when each is appropriate
> Temporal design — enter/exit asymmetry, stagger patterns, easing functions (ease-out for enter, ease-in for exit), duration by element size, interruptibility
> Token taxonomy covering primitive, semantic, and component tokens with naming conventions, aliasing chains, theme switching, and the token-to-code pipeline.
> UI state inventory — empty, loading, partial, error, success, offline, disabled, read-only, and how each state communicates system status
> Responsive as a design decision — content-first breakpoints, progressive disclosure, and treating every viewport as a first-class design target
> Optimizing for reading — line length (measure), line height (leading), paragraph spacing, text alignment, hyphenation, and reading patterns (F-pattern, Z-pattern)
> Building functional palettes — primary/secondary/accent selection, neutral scales, semantic colors, and tint/shade generation for production design systems
> Design system nomenclature for semantic and descriptive names, color naming, size naming, and maintaining consistent vocabulary across design and code.
> Purposeful animation — Disney's 12 principles adapted for UI, easing curves, duration guidelines, choreography, motion as feedback vs decoration, reducing motion
> Small moments that delight — trigger, rules, feedback, loops/modes (Dan Saffer's framework), when micro-interactions aid usability vs decoration