Use when Enforces a structured cognitive pipeline that forces the agent to analyze user goals, information architecture, platform constraints, and design tokens before styling any component.
Scanned 9/27/2026
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---
name: ui-reasoning-engine
description: "Use when Enforces a structured cognitive pipeline that forces the agent to analyze user goals, information architecture, platform constraints, and design tokens before styling any component."
version: 5.0.0
last-updated: 2026-09-13
skills:
- product-aware-heuristics
- interface-design
- better-colors
- better-ui
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
- .agent/scripts/lint_runner.js
- .agent/scripts/verify_all.js
---
# UI Reasoning Engine — The Cognitive Design Loop
---
## 🛠️ Technical Architecture & Reference Recipes
---
---
## The 16-Step Reasoning Pipeline
```
User Intent ↓ Product Classification ↓ User Classification ↓ Primary User Goals ↓ Task Frequency ↓ Information Architecture ↓ Interaction Model ↓ Content Hierarchy ↓ Platform Constraints ↓ Visual Direction ↓ Design System Selection ↓ Component Architecture ↓ Responsive Strategy ↓ Accessibility Strategy ↓ Motion Strategy ↓ Implementation
```
### 1. User Intent
- **Input:** User prompt description.
- **Analysis:** Analyze what the user is _actually_ trying to accomplish.
- **Result:** Is this an analytical task (comparing figures), an operational task (inputting records), a navigational task (getting to another screen), or an emotional/brand task (purchasing, onboarding)?
### 2. Product Classification
- **Input:** Chosen intent.
- **Analysis:** Categorize the product to choose the correct heuristic pack (see `product-aware-heuristics` skill).
- **Result:** SaaS, Developer Tool, Analytics Dashboard, Luxury/Marketing, AI Interface, Healthcare, Fintech, E-commerce, or Experimental.
### 3. User Classification
- **Input:** Product category.
- **Analysis:** Identify the target audience's demographics and expertise.
- **Result:** Is the user an expert operator (requires high density, shortcuts, speed), a casual consumer (requires clarity, onboarding, simplicity), or someone with temporary/permanent accessibility challenges?
### 4. Primary User Goals
- **Input:** User classification.
- **Analysis:** List the 3 most frequent tasks the user will perform on this screen.
- **Result:** How do we make the primary task take the least physical and cognitive effort (Fitts's Law)?
### 5. Task Frequency & Pace
- **Input:** Primary user goals.
- **Analysis:** Determine whether this is a high-frequency daily tool (e.g., terminal, text editor) or a low-frequency workflow (e.g., onboarding, checkout).
- **Result:** High frequency demands extreme speed, efficiency, and keyboard workflows. Low frequency demands validation, guardrails, and instructional microcopy.
### 6. Information Architecture (IA)
- **Input:** Spacing guidelines.
- **Analysis:** Map the relationships between data fields and screen areas.
- **Result:** Group related data items together using Gestalt principles of proximity and common region. Do not separate related data with arbitrary containers.
### 7. Interaction Model
- **Input:** IA relationships.
- **Analysis:** Define how users navigate, filter, and modify data.
- **Result:** Are we using modal dialogs, slide-out drawers, inline disclosures, tabs, or split-screen panels? Choose based on cognitive load and screen size.
### 8. Content Hierarchy
- **Input:** Interaction model.
- **Analysis:** Rank items by visual weight.
- **Result:** The eye must see the most important element first (Primary Action / Primary Figure), followed by secondary details, then supporting metadata.
### 9. Platform Constraints
- **Input:** Content hierarchy.
- **Analysis:** Identify the target environment.
- **Result:** Desktop (mouse precision, wide viewport), Mobile (coarse pointer, bottom action zone), or Cross-Platform.
### 10. Visual Direction & Mood
- **Input:** Platform constraints.
- **Analysis:** Select a distinctive theme that matches the product purpose (from `DESIGN.md`).
- **Result:** Swiss Precision, Brutalist, Dark Luxury, Editorial, Neo-Glassmorphism, Soft Minimal, Retro Analog, or Neon Cyberpunk.
### 11. Design System Selection
- **Input:** Visual Direction.
- **Analysis:** Match colors, radius, and shadows to the Visual Direction.
- **Result:** Never use raw hex colors. Use OKLCH semantic variables (`--bg-surface`, `--color-primary`, `--border-subtle`).
### 12. Component Architecture
- **Input:** Design system.
- **Analysis:** Decompose the UI into primitives (headless buttons, fields), components (cards, forms), and patterns (dashboards, headers).
- **Result:** Prevent duplication. Reuse existing UI tokens and patterns.
### 13. Responsive Strategy
- **Input:** Component list.
- **Analysis:** Plan reflow, resizing, and pointer changes.
- **Result:** Avoid scaling down desktop interfaces. Reorganize layouts using container queries (`@container`) and CSS clamp functions.
### 14. Accessibility (A11y) Strategy
- **Input:** Responsive plan.
- **Analysis:** Verify contrast, keyboard paths, and ARIA labels.
- **Result:** Verify target sizes are at least 24px (standard AA) and preferably 44px (touch). Contrast must meet APCA Lc ratios.
### 15. Motion Strategy
- **Input:** Accessibility strategy.
- **Analysis:** Define transitions and state changes.
- **Result:** Ensure all animations serve a purpose (feedback, orientation, or progression) and respect `prefers-reduced-motion`.
### 16. Implementation
- **Input:** All prior steps trace.
- **Analysis:** Generate the actual semantic markup, CSS custom properties, and logic.
- **Result:** Output code block.
---
## Enforcement Protocol
When building any UI, the Maker Agent must document this reasoning loop before returning the final code. Output the reasoning as a collapsed markdown block:
```markdown
<details>
<summary>🧠 UI Reasoning Engine Trace</summary>
1. **Intent:** [Analytical/Operational/etc.]
2. **Product Category:** [SaaS/DevTool/etc.]
3. **User Type:** [Expert/Casual]
4. **Primary Goals:** [Goal 1, 2, 3]
5. **Frequency:** [High/Low]
6. **IA & Grouping:** [Data relationships]
7. **Interaction Model:** [Modals/Drawers/Tabs]
8. **Content Hierarchy:** [Primary → Secondary → Muted]
9. **Platform:** [Desktop/Mobile/Tablet]
10. **Visual Mood:** [Swiss/Editorial/etc.]
11. **Tokens Used:** [OKLCH variables]
12. **A11y Strategy:** [Focus paths, contrast levels]
13. **Responsive Plan:** [Breakpoints & clamp sizes]
14. **Motion Plan:** [Easing, durations]
</details>
```
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