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Interaction

Microinteractions, feedback loops, and UX behavior patterns.

  • paywalls

    When the user wants to create or improve in-app paywalls and upgrade moments, or asks when or how hard to ask free users to pay (after they've seen value): upgrade screens, upsell modals, feature gates, limit-reached and trial-expired screens, mobile subscription paywalls. For public pricing pages, see cro. For pricing decisions, see pricing.

  • popups

    When the user wants to create or improve popups, modals, slide-ins, sticky bars, and banners, or asks whether one will help or annoy and when to show it: exit intent, email capture, scroll and time triggers, announcements. For forms and pages outside popups, see cro.

  • signup

    When the user wants better signup, registration, and trial start flows, or asks which fields or steps to cut or whether to require a card: SSO and drop-off before an account exists. For what happens after signup, see onboarding. For lead forms that don't create an account, see cro.

  • game-ui-ux

    Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard me

  • gestures

    Build drag, swipe, and sheet interactions that track the finger 1:1 and stay interruptible. Use when building or fixing anything the user drags, swipes, flings, holds, or dismisses with a gesture — drawers, sheets, swipe-to-dismiss toasts and cards, drag-to-reorder, pull-to-refresh, hold-to-confirm — or when a gesture feels laggy, disconnected from the finger, jumps on release, or can't be caught mid-animation. Triggers on — gesture, drag, draggable, swipe, swipe to dismiss, fling, momentum, vel

  • landing-page-conversion-audit

    Audit a landing page, sales page or checkout page for conversion leaks and return a fix list ordered by expected revenue impact. Use when asked to review, critique or improve a landing page, sales page, opt-in page, product page or checkout flow, when conversion rate is low, when paid traffic is not converting, or when someone asks "why isn't this page converting" or wants a CRO / landing page review.

  • expo-router

    Navigation and routing with Expo Router: file-based and dynamic routes, Link previews and context menus, native Stack, modals and form sheets, NativeTabs, headers, toolbars and search bars.

  • expo-animation

    Build animations in React Native and Expo with Reanimated, Gesture Handler, Expo Router and expo-haptics: which thread, which properties, spring or timing, gesture hand-off, and fixing motion that stutters on device.

  • choreograph

    Coordinate several elements that animate together — decide what moves, in what order, how much they overlap, and what stays still — so a group reads as one intentional motion instead of a pile of separate animations. Use when building or fixing a staggered list, a hero entrance, a view swap inside a container, a multi-step flow, an element leaving while its siblings close the gap, a morph between rich states, or any interaction with several moving parts (icon + background + lines, panel + conten

  • landing-page-design

    Landing page conversion optimization with layout rules, hero section design, and CTA psychology. Covers above-the-fold formula, social proof placement, mobile design, and F-pattern reading. Use for: startup landing pages, product pages, SaaS marketing, conversion optimization. Triggers: landing page, hero section, above the fold, conversion optimization, landing page design, cta button, hero image, landing page layout, saas landing page, product page design, conversion rate, landing page best pr

  • ui-design

    Design, build, or improve web and mobile interfaces using real product examples from UIZZE’s 800,000+ web and iOS screens. Use for UI design, UX design, frontend or web design, mobile app UI, responsive layouts, design systems, redesigns, visual polish, interface critique, and requests like “make this UI better.”

  • ui-radar

    Find and compare real UI examples from UIZZE’s 800,000+ web and iOS screens. Use for UI inspiration, UI research, design references, comparable apps, user flows, layouts, navigation, components, interaction states, and product patterns before designing or redesigning an interface.

  • vercel-react-view-transitions

    Guide for implementing smooth, native-feeling animations using React's View Transition API (`<ViewTransition>` component, `addTransitionType`, and CSS view transition pseudo-elements). Use this skill whenever the user wants to add page transitions, animate route changes, create shared element animations, animate enter/exit of components, animate list reorder, implement directional (forward/back) navigation animations, or integrate view transitions in Next.js. Also use when the user mentions view

  • appllama-app-design-skill

    Build native-feeling, benchmark-quality mobile app screens (Expo / React Native). Use when designing or implementing any mobile UI — screens, flows, onboarding, paywalls, tab bars, sheets, settings, empty states — or when polishing motion, navigation, typography, dark mode, or perceived performance. Enforces Apple HIG fidelity, semantic colors, native controls, anti-slop discipline, navigation semantics, purposeful Reanimated motion, a full-motion simulator-verified iteration loop, and a study-real-apps-first workflow.

  • water-crystal-skill-vfx

    Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.

  • tune-enemy-ai

    Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.

  • test-playable-web-games

    Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.

  • ship-web-games

    Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.

  • optimize-threejs-games

    Profile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification.

  • lightning-energy-skill-vfx

    Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.

  • ice-frost-skill-vfx

    Build the effects of an ice and frost skill as one visual language in Three.js. Frost that grows like real frost, not a painted fern: a dendritic tree grown on the CPU from a seed point, stems racing outward with barbs and sub-barbs that compete for space in one time-ordered queue, side branches leaned toward their tips, baked into a distance field so the shader draws hairline feathers growing out from the seed with a bright tip, rime, crystal glints and a contact shadow. Faceted ice spikes built from half-spaces and ray-traced against their own planes (Snell, Fresnel, total internal reflection, Beer-Lambert blue, trapped bubbles, a fracture network, frosted edges) that erupt along the frost line, crack along visible planes and shatter into convex pieces that tumble, land on a face and rest, with snow lumps and ice chips settled into the crust. A low freezing mist marched as wind-stretched banks that churn in place and part around the ice, a blizzard column of powder on helical strands with a fibrous veil, glinting diamond dust, and a scanned snow floor with dunes, broken crust, a raking moon with self-shadow and two populations of glints. Use for ice or frost skills, frost novas, ice spikes or walls, glacial eruptions, shattering ice, blizzards, snow devils, freezing mist, frozen ground, "ice and frost", "frost creep", "ice shards", "realistic ice" or "skill effects only". Includes two reusable modules and a five-beat demo on a scanned CC0 snow floor with a failure-mode switch.

  • game-dev-combat-skill-polish

    Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.

  • game-dev-combat-animation

    Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

  • fire-smoke-skill-vfx

    Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.

  • design-game-encounters

    Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.

  • design-action-combat

    Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.

  • create-game-vfx

    Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.

  • build-vesperfall-review-assets

    Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

  • build-threejs-enemy-systems

    Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

  • build-rigged-game-assets

    Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.

  • build-mobile-threejs-games

    Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.

  • build-isometric-arpg

    Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.

  • build-hybrid-game-assets

    Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

  • build-game-monster-system

    Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

  • build-game-map-editor

    Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.

  • build-game-inventory

    Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.

  • build-game-changelog

    Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

  • build-game-camera-controls

    Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.

  • build-game-audio-feedback

    Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.

  • author-game-levels

    Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.

  • transitions-agent

    Scan a codebase for missing, janky, or inconsistent UI motion and fix it with transitions.dev recipes. ALWAYS use this skill when the user's message is or contains a transitions-agent command (npx transitions-agent, npx transitions-agent fix, any variant) - the command is a request for the full guided flow, not just command execution. Also use when the user asks about UI transitions, animations, motion quality, a motion score, janky or missing transitions, "polish the motion", "fix the animations", or whether the motion is good after UI changes.

  • transitions-ui-generation

    Make any UI appear as if an AI agent is generating it. A dotted wireframe is drawn from the element's own structure (outline, boxes, text lines, icon paths, with guides, corner handles and size labels), then the real UI is revealed behind a scan line with a fade on a smooth ease-out. Two modes, skeleton and skeleton + generation texts (an agent log, the motion CSS being written, and a step line). One dependency-free runtime that works with any framework (vanilla, React, Next.js, Vue, Svelte). Use when the user asks for a "generation animation", "AI generating the UI", "agent building the component", "build-in animation", "wireframe to UI reveal", "skeleton generation", "dotted wireframe", "matrix dots", "make it look generated", "futuristic reveal", "generative UI loading", or for an AI product that should show its output being built. Also the commands transitions generate, transitions generate texts and transitions generate preview.

  • playthru

    Add a scripted, looping product demo to a website using the playthru library. A fake cursor glides over the real UI, clicks, types and zooms the camera in, with no video file. Use when the user wants a hero demo, product walkthrough, animated "how it works" section, or a self-playing demo of their app on a landing page, or mentions playthru.

  • feel

    Build UI interactions whose motion comes from a physical model instead of durations and easing curves. Turn a feel described in words ("a toggle that feels heavy", "a drawer with a magnetic snap", "a card you throw into a corner", "a knob with heavy detents", "a sticky slider") into a production component driven by mass, stiffness, damping and force fields (magnets, friction, walls), on a line, in a plane or around a dial, plus a test rig that plots position, velocity and the force field, overlays the model's prediction on the measured motion, and exports the same spring to Framer Motion, react-spring, SwiftUI, Compose or CSS linear(). Use this whenever someone asks for an animation, transition, spring, gesture, drag, flick, snap points, bottom sheet, toggle, slider, carousel or any micro-interaction that should "feel" a certain way, or wants to tune or explain a spring, even if they never say "physics".

  • hairline-adopt

    Use when someone has an SVG (an icon, a logo, an illustration) and wants it as a Hairline figure, or runs /hairline-adopt with a file. Reads the drawing, rebuilds its object as an isometric line figure on the engine of @lucasmarkes/hairline, and gives it a gesture that answers the pointer.

  • component-canvas

    Build a full-screen, interactive canvas to explore existing UI components and their variants with pan and zoom.

  • fluid-functionalism

    Build React UIs with the Fluid Functionalism @fluid registry: animated components, shared spring motion, and hover highlights that glide between items without layout shift.

  • hairline-create

    Create a new isometric Hairline line figure that answers the pointer, in the style of @lucasmarkes/hairline, as a self-contained HTML file.

  • mobile-native

    Make a web app feel native on a phone with CSS and meta-tag fixes for touch, viewport, scroll, safe areas, inputs, and PWA polish on real hardware.

  • animate-ui

    Prototyper UI animation conventions for writing, reviewing, or debugging transition code, overlay enter/exit, press feedback, and prefers-reduced-motion.

  • react-router-declarative-mode

    Build React applications using React Router declarative mode with BrowserRouter, Routes, Link, NavLink, and URL or search params without loaders or actions.

  • react-router-data-mode

    Build React applications using React Router data mode with createBrowserRouter, loaders, actions, Form, useFetcher, and pending or optimistic UI.

  • interactive-hit-areas

    Use when interactive elements with visual spacing between them need hover or click to respond across the whole region with no dead zones.

  • state-machine

    Renders every state of a component you choose on a throwaway page, with mock data and a switcher, so you can work on each state.

  • scroll-world

    Build an immersive scroll-scrubbed 3D world landing page for any brand with Higgsfield-generated scenes, seamless camera clips, and a portable scroll-scrub engine.

  • bro

    Re-explain the previous assistant message in a much simpler, plain-language version when the last answer was too dense.

  • variant

    Answers which of these rather than is this right. Builds several genuinely different versions of one piece of UI behind a picker in the real page, so you can flip between them and promote the one that wins.

  • prototype

    Build multiple genuinely different UI variants behind a visual picker so the strongest direction can be evaluated and promoted.

  • landing-page-design

    Build high-converting landing pages with intake questions, page structure, conversion copy, SEO, and a disciplined visual system.

  • page-transition-animation

    Page and route transition patterns using the View Transitions API and Framer Motion, including reliable Next.js App Router exits.

  • micro-interaction

    UI motion guidance for hover and press feedback, toggles, toasts, drawers, modals, list transitions, and shared-element interactions.

  • gsap-web

    GSAP guidance for code-driven web motion, including timelines, ScrollTrigger, SplitText, Flip, and smooth-scroll synchronization.

  • gsap-scrolltrigger

    Official ScrollTrigger guidance for scroll-linked animation, pinning, scrub, batch triggers, and horizontal containerAnimation patterns.

  • gsap-plugins

    Official GSAP plugin guidance for Flip, Draggable, ScrollSmoother, SplitText, SVG tools, CustomEase, and gsap.registerPlugin() usage.

  • gsap-core

    Official GSAP core API guidance for gsap.to(), from(), easing, stagger, matchMedia, and responsive or reduced-motion animation patterns.

  • build-primitive

    Build foundational UI primitives from scratch with strong ARIA, keyboard, focus, and state handling.

  • transitions-dev

    Production-ready CSS transitions for web apps. Use when implementing notification badges, dropdowns, modals, panel reveals, page transitions, card resizes, number pop-ins, text swaps, icon swaps, success checks, avatar group hovers, error state shakes, search/input clear, skeleton loaders, shimmer text, sliding tabs, tooltips, staggered text reveals, card hover tilt, plus-to-menu morph, accordions, toasts, like buttons, learn-more hovers, checkbox checks, spinning counters, toggles, AI thinking states, reasoning streams, streaming text, matrix dot loaders, or banner stacking. Triggers on "add a transition", "animate the dropdown", "make the modal open smoothly", "swap icon", "page slide", "stagger animation", "open / close transition", "make it animate", "fade between", "success animation", "form error", "shake on invalid", "hover lift", "avatar stack hover", "clear the search", "skeleton loader", "loading shimmer", "shimmer text", "sliding tabs", "segmented control", "tooltip", "reveal text", "tilt card", "3D hover tilt", "cursor glare", "plus to menu", "FAB morph", "accordion", "collapsible", "expand / collapse", "disclosure", "toast", "snackbar", "like button", "heart animation", "learn more arrow", "checkbox", "check animation", "spinning counter", "odometer", "slot machine digits", "toggle", "switch", "thinking states", "AI status line", "agent reasoning", "reasoning stream", "streaming text", "stream words in", "matrix loader", "dot loader", "banner stack", "stacked toasts". Also "motion tokens", "scan for ad-hoc transitions", "replace hardcoded durations with motion tokens", "tokenize my animations", and the commands transitions reveal, transitions review, transitions apply, transitions refine.

  • shape

    Plan feature UX before coding via a structured design interview that produces an actionable design brief.

  • distill

    Simplify noisy interfaces by removing non-essential complexity and restoring clear visual focus.

  • delight

    Add personality and memorable moments through thoughtful interaction details and emotional UX touches.

  • clarify

    Improve labels, microcopy, and UX messaging so interface text is clearer and easier to act on.

  • bolder

    Increase visual impact and personality for interfaces that feel too safe, bland, or generic.

  • animate

    Enhance UX with purposeful animation and micro-interactions that support usability and delight.

  • adapt

    Adapt designs across breakpoints, device contexts, and platform constraints with responsive interaction quality.

  • ask-sonner

    Guide to Sonner, the React toast library — install and wire up the Toaster, pick the right toast() call, promise and loading toasts, updating, dismissing and persisting toasts, styling, theming and icons, positioning and multiple toasters. Use when working with Sonner or troubleshooting it — toasts that don't appear, appear twice, lose their styles, ignore Tailwind classes, sit behind a modal, or don't follow dark mode.

  • animate-expo

    Build animations in React Native and Expo, making the decisions in the order that determines whether they feel right — should it animate, which thread it runs on, which properties, spring or timing, how the gesture hands off, how it degrades. Writes the implementation with Reanimated, Gesture Handler, Expo Router and expo-haptics. Use when animating anything in an Expo app, adding gestures, sheets, screen transitions, press feedback or haptics, or fixing motion that stutters on device. For web animation use animate.

  • animate

    Build an animation from scratch, making the decisions in the order that determines whether it feels right — should it animate at all, what purpose, which tool, which properties, which curve and duration, how it interrupts, how it exits. Writes the implementation. Use when asked to animate something, add motion, make a component feel alive, or build a transition. For critiquing existing motion use review-animations; for auditing a whole codebase use improve-animations.

  • apple-design

    Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.

  • accessibility-inspect

    Manual accessibility pass on a live page: keyboard operation and focus order, screen-reader names and roles, reflow and zoom, reduced motion, form errors, and target size. Use for the checks a rule engine can't decide; it grades findings by evidence and severity but does not fix them.

  • better-ui

    Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, micro-interactions, enter/exit animations, or any visual detail work. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, image outlines, box shadows.

  • design-lab

    Interactive design exploration workflow: conduct interviews, generate variants, and refine UI designs through feedback.

  • vue

    Vue 3 Composition API and reactivity guidance for SFCs, script setup macros, and built-in components.

  • canvas-design

    Create original visual designs and art on digital canvases using design philosophy, focusing on form, space, and color.

  • interface-design

    Specialized skill for interface design: dashboards, admin panels, and SaaS apps. Focused on craft and consistency.

  • swiftui-ui-patterns

    Best practices and example-driven guidance for building SwiftUI views and components. Includes tab architecture and screen composition.

  • interaction-design

    Design and implement microinteractions, motion design, transitions, and user feedback patterns for delightful user experiences.

  • marquee-loop

    Use when building looping marquees that need steady rhythm, spacing, and performance awareness.

  • matterjs

    Use when building physics-driven interactions and layout behaviors with Matter.js.

  • gsap

    Use when implementing motion with GSAP and you want practical animation structure and sequencing guidance.

  • pricing-page

    Use when building a pricing page with clear plan comparison, emphasis, and conversion-oriented layout.

  • landing-page

    Use when designing or implementing a landing page with strong hierarchy, conversion flow, and visual pacing.