Use when the task asks for a visually strong landing page, website, app, prototype, demo, or game UI. This skill enforces restrained composition, image-led hierarchy, cohesive content structure, and tasteful motion while avoiding generic cards, weak branding, and UI clutter.
Scanned 9/2/2026
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---
name: frontend-skill
description: Use when the task asks for a visually strong landing page, website, app, prototype, demo, or game UI. This skill enforces restrained composition, image-led hierarchy, cohesive content structure, and tasteful motion while avoiding generic cards, weak branding, and UI clutter.
triggers:
- frontend
- frontend design
- design
- landing page
- website
- UI design
- app design
- prototype
- demo
- 프론트엔드
- 디자인
- 랜딩페이지
- 웹디자인
category: methodology
level1_metadata: "visual thesis, constraint-based design, full-bleed hero, cardless layouts, brand-first hierarchy, intentional motion, Linear-style app UI"
---
# Frontend skill
Use this skill when the quality of the work depends on art direction, hierarchy, restraint, imagery, and motion rather than component count.
Goal: ship interfaces that feel deliberate, premium, and current. Default toward award-level composition: one big idea, strong imagery, sparse copy, rigorous spacing, and a small number of memorable motions.
## Working Model
Before building, write three things:
- visual thesis: one sentence describing mood, material, and energy
- content plan: hero, support, detail, final CTA
- interaction thesis: 2-3 motion ideas that change the feel of the page
Each section gets one job, one dominant visual idea, and one primary takeaway or action.
## UX Intelligence Pass
Run this pass before choosing components, colors, or layout. It is a compact design-system generator inspired by professional UI/UX skill packs, but it must use this project's existing design sources and stack conventions first.
Create a short Design Discovery Matrix:
| Dimension | Decision |
|-----------|----------|
| Surface type | marketing page / app workspace / dashboard / editor / mobile flow / game / docs |
| Product category | SaaS, finance, healthcare, marketplace, devtool, media, commerce, civic, lifestyle, etc. |
| Primary user | who uses it, how often, and under what pressure |
| Core job | the task the first screen must make easier |
| Density | sparse, balanced, operational, data-dense |
| Trust and risk | low, medium, high; note money, health, security, production-change, or destructive-action risk |
| Platform stack | web, mobile, desktop, responsive web, 3D/game, native shell |
Then synthesize the working design system:
- page or screen pattern: hero-centric, trust/authority, interactive demo, data-dense dashboard, editor workspace, wizard, gallery, marketplace, or operational console
- style posture: restrained/minimal, editorial, premium, playful, technical, accessible/public-service, immersive, or brand-led
- palette roles: primary, accent, surface, muted, danger, success, focus, and data colors; prefer semantic tokens over raw hex in components
- typography: heading/body roles, scale, line height, data/table number treatment, and whether display type is allowed
- components: required primitives, empty/loading/error/disabled states, icon set, card usage, form pattern, nav pattern
- motion: what motion communicates, duration range, reduced-motion fallback, and what must stay static
- anti-patterns: styles that would damage trust, readability, performance, or product fit
If a safe `DESIGN.md`, token file, component library, or existing screen is present, treat it as the source of truth and make the matrix an interpretation of that source. If no source exists, keep the matrix ephemeral in the work log unless the user explicitly asks to create a design-system file.
## Design System Docs Preflight
Before writing new UI code, inspect project-local design docs and component APIs:
```bash
auto design pack --format markdown
auto design docs --format markdown
```
- Use `auto design docs` to identify whether the project uses Astryx, shadcn/Radix/Tailwind, or only local design sources.
- If Astryx is detected, read template skeletons and component docs before coding: `npx astryx template --list --dense`, `npx astryx template <name> --skeleton --dense`, `npx astryx component <Name> --dense`, and `npx astryx docs tokens --dense`.
- If Astryx is not detected, do not add Astryx by default. Use the project's local `DESIGN.md`, token/theme files, and shared components as the source of truth.
- Never invent component props, import paths, raw colors, or spacing values when a project-local or provider doc source exists.
Pre-delivery checklist:
- Clickable controls have visible hover/pressed/focus/disabled/loading states.
- Touch targets are at least 44px/44pt where touch is possible.
- Text contrast reaches WCAG AA for normal text and does not rely on color alone.
- Layout is checked at 375, 768, 1024, and 1440px widths when web-responsive.
- `prefers-reduced-motion` or equivalent platform setting is respected.
- Images/media reserve stable dimensions and do narrative work.
- Icons come from the project icon library when one exists; avoid emoji as UI icons.
- Every first-screen decision supports the core job identified in the matrix.
## Beautiful Defaults
- Start with composition, not components.
- Prefer a full-bleed hero or full-canvas visual anchor.
- Make the brand or product name the loudest text.
- Keep copy short enough to scan in seconds.
- Use whitespace, alignment, scale, cropping, and contrast before adding chrome.
- Limit the system: two typefaces max, one accent color by default.
- Default to cardless layouts. Use sections, columns, dividers, lists, and media blocks instead.
- Treat the first viewport as a poster, not a document.
## Landing Pages
Default sequence:
1. Hero: brand or product, promise, CTA, and one dominant visual
2. Support: one concrete feature, offer, or proof point
3. Detail: atmosphere, workflow, product depth, or story
4. Final CTA: convert, start, visit, or contact
Hero rules:
- One composition only.
- Full-bleed image or dominant visual plane.
- Canonical full-bleed rule: on branded landing pages, the hero itself must run edge-to-edge with no inherited page gutters, framed container, or shared max-width; constrain only the inner text/action column.
- Brand first, headline second, body third, CTA fourth.
- No hero cards, stat strips, logo clouds, pill soup, or floating dashboards by default.
- Keep headlines to roughly 2-3 lines on desktop and readable in one glance on mobile.
- Keep the text column narrow and anchored to a calm area of the image.
- All text over imagery must maintain strong contrast and clear tap targets.
If the first viewport still works after removing the image, the image is too weak. If the brand disappears after hiding the nav, the hierarchy is too weak.
Viewport budget:
- If the first screen includes a sticky/fixed header, that header counts against the hero. The combined header + hero content must fit within the initial viewport at common desktop and mobile sizes.
- When using `100vh`/`100svh` heroes, subtract persistent UI chrome (`calc(100svh - header-height)`) or overlay the header instead of stacking it in normal flow.
## Apps
Default to Linear-style restraint:
- calm surface hierarchy
- strong typography and spacing
- few colors
- dense but readable information
- minimal chrome
- cards only when the card is the interaction
For app UI, organize around:
- primary workspace
- navigation
- secondary context or inspector
- one clear accent for action or state
Avoid:
- dashboard-card mosaics
- thick borders on every region
- decorative gradients behind routine product UI
- multiple competing accent colors
- ornamental icons that do not improve scanning
If a panel can become plain layout without losing meaning, remove the card treatment.
## Imagery
Imagery must do narrative work.
- Use at least one strong, real-looking image for brands, venues, editorial pages, and lifestyle products.
- Prefer in-situ photography over abstract gradients or fake 3D objects.
- Choose or crop images with a stable tonal area for text.
- Do not use images with embedded signage, logos, or typographic clutter fighting the UI.
- Do not generate images with built-in UI frames, splits, cards, or panels.
- If multiple moments are needed, use multiple images, not one collage.
The first viewport needs a real visual anchor. Decorative texture is not enough.
## Copy
- Write in product language, not design commentary.
- Let the headline carry the meaning.
- Supporting copy should usually be one short sentence.
- Cut repetition between sections.
- Do not include prompt language or design commentary into the UI.
- Give every section one responsibility: explain, prove, deepen, or convert.
If deleting 30 percent of the copy improves the page, keep deleting.
## Utility Copy For Product UI
When the work is a dashboard, app surface, admin tool, or operational workspace, default to utility copy over marketing copy.
- Prioritize orientation, status, and action over promise, mood, or brand voice.
- Start with the working surface itself: KPIs, charts, filters, tables, status, or task context. Do not introduce a hero section unless the user explicitly asks for one.
- Section headings should say what the area is or what the user can do there.
- Good: "Selected KPIs", "Plan status", "Search metrics", "Top segments", "Last sync".
- Avoid aspirational hero lines, metaphors, campaign-style language, and executive-summary banners on product surfaces unless specifically requested.
- Supporting text should explain scope, behavior, freshness, or decision value in one sentence.
- If a sentence could appear in a homepage hero or ad, rewrite it until it sounds like product UI.
- If a section does not help someone operate, monitor, or decide, remove it.
- Litmus check: if an operator scans only headings, labels, and numbers, can they understand the page immediately?
## Motion
Use motion to create presence and hierarchy, not noise.
Ship at least 2-3 intentional motions for visually led work:
- one entrance sequence in the hero
- one scroll-linked, sticky, or depth effect
- one hover, reveal, or layout transition that sharpens affordance
Prefer Framer Motion when available for:
- section reveals
- shared layout transitions
- scroll-linked opacity, translate, or scale shifts
- sticky storytelling
- carousels that advance narrative, not just fill space
- menus, drawers, and modal presence effects
Motion rules:
- noticeable in a quick recording
- smooth on mobile
- fast and restrained
- consistent across the page
- removed if ornamental only
## Hard Rules
- No cards by default.
- No hero cards by default.
- No boxed or center-column hero when the brief calls for full bleed.
- No more than one dominant idea per section.
- No section should need many tiny UI devices to explain itself.
- No headline should overpower the brand on branded pages.
- No filler copy.
- No split-screen hero unless text sits on a calm, unified side.
- No more than two typefaces without a clear reason.
- No more than one accent color unless the product already has a strong system.
## Reject These Failures
- Generic SaaS card grid as the first impression
- Beautiful image with weak brand presence
- Strong headline with no clear action
- Busy imagery behind text
- Sections that repeat the same mood statement
- Carousel with no narrative purpose
- App UI made of stacked cards instead of layout
## Litmus Checks
- Is the brand or product unmistakable in the first screen?
- Is there one strong visual anchor?
- Can the page be understood by scanning headlines only?
- Does each section have one job?
- Are cards actually necessary?
- Does motion improve hierarchy or atmosphere?
- Would the design still feel premium if all decorative shadows were removed?
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