Set an ECC-specific frontend design direction for production UI work. Use when building or improving websites, dashboards, applications, components, landing pages, visual tools, or any web UI that needs stronger product-specific design judgment.
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---
name: frontend-design-direction
description: Set an ECC-specific frontend design direction for production UI work. Use when building or improving websites, dashboards, applications, components, landing pages, visual tools, or any web UI that needs stronger product-specific design judgment.
metadata:
origin: community
---
# Frontend Design Direction
Use this skill when the work is not just making UI function, but making it feel
purposeful, polished, and appropriate to the product domain.
Source: salvaged from stale community PR #1659 by `linus707`.
Note: ECC intentionally does not rebundle the canonical Anthropic
`frontend-design` skill. Install that from `anthropics/skills` when you want the
official upstream skill. This skill is the ECC-specific design-direction salvage
of the useful local guidance from #1659.
## When to Use
- The user asks to build a web page, app, dashboard, artifact, component, or UI.
- The user asks to make an interface more polished, distinctive, beautiful, or
less generic.
- The implementation needs visual hierarchy, typography, color, motion, layout,
and interaction choices.
- The current UI works but reads as flat, generic, templated, or mismatched to
the audience.
## Design Direction
Before coding, choose a specific direction:
1. Purpose: what job does the interface do?
2. Audience: who repeats this workflow, and what do they need to scan first?
3. Tone: utilitarian, editorial, playful, industrial, refined, technical,
maximal, minimal, dense, calm, or another explicit direction.
4. Memorable detail: one design idea that makes the result feel intentional.
5. Constraints: framework, accessibility, performance, responsiveness, and
existing design system.
Match the direction to the domain. A SaaS operations tool should usually be
dense, quiet, and scannable. A portfolio, launch page, game, or editorial piece
can be more expressive. Do not force a landing-page composition onto a tool that
needs repeated daily use.
## Implementation Guidance
- Build the actual usable experience as the first screen unless the user
explicitly asks for marketing copy.
- Use existing project components, tokens, icon libraries, and routing patterns
before introducing a new visual system.
- Use real or generated visual assets when the interface depends on images,
products, places, people, gameplay, charts, or inspectable media.
- Prefer contextual typography and spacing over generic oversized hero text.
- Keep palettes multi-dimensional: avoid a UI dominated by one hue family.
- Use CSS variables or existing design tokens so the direction remains
coherent across states.
- Design responsive constraints explicitly: grids, aspect ratios, min/max
sizes, stable toolbars, and fixed-format controls should not shift when labels
or hover states appear.
- Use motion sparingly but deliberately. Prefer high-signal transitions that
clarify state over decorative animation.
- Verify text fit on mobile and desktop. Long labels must wrap or resize
cleanly rather than overflowing.
- Pick a macro-structure first (Batch 17f, #79): bento, long-doc,
manifesto-poster — 21 named whole-page shapes, never the same
hero-3-features-CTA-footer rhythm twice. Genre theme (editorial,
minimal...) comes after shape, not before.
## Exemplo
```text
Task: dashboard operacional denso achatado e genérico
Direção: utilitário denso + escaneável; detalhe memorável = coluna de status com ritmo próprio
Restrições: tokens existentes, a11y, responsivo sem shift de toolbar
Anti-padrão evitado: hero gigante de landing page num tool de uso diário
```