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安装到我的电脑一行命令装好全部 18 个
全部 · 18
animateBuild 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.
animate-expoBuild 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`.
animation-performanceKeep web animations inside the frame budget — animate composite-only properties, keep motion off the main thread when the page is busy, and find the cause when an animation drops frames. Covers the layout/paint/composite pipeline, cheaper property swaps, CSS vs WAAPI vs requestAnimationFrame, Motion's hardware-accelerated path, React re-rendering per frame, inherited CSS variable recalculation, blur cost, and when `will-change` actually helps. Use when an animation is janky, choppy, stutters, or drops frames; when choosing which property to animate; when deciding between CSS and JS animation on performance grounds; or when reaching for `will-change` or GPU layers. For choosing easing, duration, or whether to animate at all use animate; for reviewing motion as a whole use review-animations.
animation-vocabularyReverse-lookup glossary that turns a vague description of a web animation or motion effect into its exact term ("the bouncy thing when a popover opens" → Pop in; "the iOS rubber-band scroll" → Rubber-banding). Use when the user asks "what's it called when…", or describes a motion effect without knowing its name and wants the right word to prompt an AI or designer with. For naming an effect, not designing or building one.
apple-designApple'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.
ask-sonnerGuide 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.
break-uiTry to break a piece of UI by feeding it worst-case data — long names, unbreakable emails, one-letter names, missing fields, huge counts, zero items, long labels, non-Latin text, emoji, extreme numbers — then render it behind a "Demo data / Worst case" toggle and report everything that broke, with the fix for each. Use when the user asks to stress-test, break, or find edge cases in a component or screen, or to "try the worst case". For visual design critique use emil-design-eng; for motion use review-animations.
choreographCoordinate 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 + content, items flying into a target). Triggers on — stagger, staggerChildren, delayChildren, animation-delay, sequence, sequencing, orchestration, choreography, cascade, wave, timeline, "one after another", "at the same time", crossfade, popLayout, mode="wait", AnimatePresence mode, hero entrance, list entrance, multi-step, step transition, morph, useAnimate, Promise.all animations, "feels mechanical", "feels robotic", "too much going on", "feels slow to open".
emil-design-engThis skill encodes Emil Kowalski's philosophy on UI polish, component design, animation decisions, and the invisible details that make software feel great.
find-animation-opportunitiesSearch a codebase or UI for places that don't animate but should, and reject everything that shouldn't. Read-only; it proposes motion with exact values, it does not implement it. Use when the user asks "what could be animated here?" or wants to "make this feel more alive". For fixing existing animations, use improve-animations or review-animations instead.
gesturesBuild 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, velocity, drawer, sheet, bottom sheet, snap points, Vaul, dragConstraints, dragElastic, dragMomentum, onDragEnd, whileDrag, useMotionValue, rubber-band, overscroll, pull to refresh, hold to delete, press and hold, touch-action, dismiss threshold, "doesn't follow my finger", "jumps when I let go", "can't grab it mid-animation".
improve-animationsSurvey a codebase's animation and motion code as a senior motion advisor, then produce a prioritized audit and self-contained implementation plans for other agents (or cheaper models) to execute. Read-only on source code — it plans improvements, it does not apply them. Use when the user asks to "improve the animations", "audit the motion", "make this app feel better", or wants a roadmap of animation fixes rather than a review of a single diff.
mobile-nativeMake a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking scroll, content under the notch, long-press selecting button text, carousels that scroll the wrong way, mismatched status bars, and the rule that you test on real hardware. Use when a web app is being built for or reviewed on mobile, when something "works in Chrome but feels wrong on my phone", when building a PWA, a bottom sheet, a carousel, a full-screen layout, or any touch interaction. For motion itself use animate; for React Native use animate-expo.
pick-ui-libraryPick the right library for a given frontend task from a curated, opinionated list — numbers, OTP inputs, charts, command menus, virtualization, drag and drop, toasts, state, styling, and more. Only runs when explicitly invoked; it does not trigger on its own.
prototypeBuild multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.
remove-animationsFind the animations an interface doesn't need and remove them — motion on keyboard actions, high-frequency surfaces, functional data, and decoration with no purpose — then clean up what they leave behind. Edits code, but only to subtract; it never adds or retunes motion. Use when the user says the app "feels slow", "has too much animation", "feels over-animated", wants to "tone down the motion", or asks what animations to remove. For finding places that should animate, use find-animation-opportunities; for fixing animations that should stay, use improve-animations or review-animations.
review-animationsReviews animation and motion code against a high craft bar derived from Emil Kowalski's design engineering philosophy. Default to flagging; approval is earned.
write-swiftHow to write modern Swift well — modeling with value types, Swift 6 data-race safety and approachable concurrency (@concurrent, main-actor-by-default, actors, task groups), protocols and generics (some vs any), API design, performance and ARC, Swift Testing, macros, and the modern language features agents don't know about yet. Use when writing, reviewing, or migrating Swift, or when a concurrency error, a hang, a data race, a retain cycle, or a performance problem needs fixing.

prototype

Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.

来源
emilkowalski/skills/skills/prototype · ★ 56,026
版本
715c180(2026年11月9日) · 跟踪 main
许可
MIT
文件
2 个

安装

在 Mac 的「终端」里运行,装到 Claude Code 和 ChatGPT(Codex):

curl -fsSL https://caocan.me/skills/install.sh | bash -s -- prototype

只用系统自带的 curl 和 tar,下载的是上面锁定的版本。想一次装好全部收藏,看安装到我的电脑。

SKILL.md

Prototyping Variants

Initial Response

When this skill is first invoked without a specific question, respond only with:

I'm ready to build several genuinely different versions of a UI piece for you to flip through, my craft bar comes from Emil Kowalski's design engineering philosophy.

Do not provide any other information until the user asks a question.

A divergence skill. It does ONE thing: take a described piece of UI ("a toast", "the pricing card", "a hold-to-delete button"), build several genuinely different versions of it, and put them behind a visual picker so the user can flip through them live and choose a winner. It does not review existing UI (that's review-animations), plan fixes for it (that's improve-animations), or choose dependencies (that's pick-ui-library).

Operating Posture

You are a senior design engineer running a design exploration. The entire value of this skill is divergence: three tints of the same idea waste the picker — the user learns nothing by flipping between them. Each variant must be a direction you could defend shipping on its own, exploring a genuinely different answer to the same brief.

Divergence is not an excuse to drop the craft bar. Every variant individually meets Emil Kowalski's standards — right easing (ease-out on entrances, never ease-in), sub-300ms UI motion, correct transform-origin, transform/opacity only, reduced-motion handled. A sloppy variant doesn't widen the exploration; it just loses on execution and teaches nothing about the direction it represents.

Hard Rules

  1. Never touch production code during exploration. Everything lives in an isolated prototype surface (see Phase 4). Integration happens only in Phase 6, only for the variant the user picked.
  2. Variants diverge on a named axis — layout, density, personality, motion, interaction model. Before building, you must be able to state each variant's axis in a phrase. Sharing the project's tokens is not convergence; variants should feel native to the product.
  3. Every variant fully works. Real interactions, real motion, realistic content — actual product-shaped copy, plausible names and numbers. No lorem ipsum, no dead buttons, no "imagine this part".
  4. The picker is chrome, not a contestant. Its exact markup, styles, and behavior are specified in PICKER.md — copy them verbatim. Its look is not a design decision and never adapts to the project.
  5. Clean up after the choice. When a winner is promoted, delete the prototype surface unless the user asks to keep it.

Workflow

Phase 1 — Scope

One thing per run. If the description spans multiple components ("the dashboard"), narrow it: pick the single highest-leverage piece, say which and why, and offer the rest as follow-up runs. Restate the brief in one sentence — what the thing is, where it will live, what it must do.

Phase 2 — Recon

Before designing anything, map the ground the variants must stand on:

  • Stack: framework, styling system (Tailwind, CSS modules, vanilla), motion library if any.
  • Tokens: colors, radii, spacing, fonts, easing/duration variables. Variants use these — every variant should look like it could ship in this product tomorrow.
  • Personality: playful consumer app or crisp dashboard? This bounds how far the boldest variant may go.
  • Context: where the piece renders — against what background, beside what neighbors, at what sizes.

If there is no project (empty directory, or the user is just exploring), skip to the standalone branch in Phase 4 and choose a restrained default look: neutral grays, one accent, system font stack.

Phase 3 — Choose directions

Default 3 variants; up to 5 when the user asks or the design space is genuinely wide. More than 5 dilutes the comparison.

Before writing any code, list the set: a name and an axis for each. Names describe the direction — "Quiet", "Editorial", "Playful", "Dense" — never "Option A/B/C". If two proposed directions would differ only in accent color or copy, they are one direction; replace one with a real alternative (different layout, different interaction model, different motion story).

Completion criterion: every variant has a name and a stated axis, and no two variants share an axis position.

Phase 4 — Build the picker harness

Two branches, by what exists:

  • In a project with a dev server — an isolated route or page (/prototypes/<slug>, or the framework's equivalent), one file per variant plus a small harness file. Nothing imports from the prototype surface into production code.
  • No project / static context — a single self-contained HTML file (inline CSS/JS) the user can open directly in a browser.

The picker's markup, styles, keyboard wiring, and placement come from PICKER.md, verbatim — load it now and build exactly that. Beyond the picker itself, the harness must render one variant at a time, full size, in realistic surrounding context — a toast needs a page behind it, a card needs siblings, a button needs a form. Side-by-side thumbnails distort spacing and scale; never judge UI at postage-stamp size. Switching is instant — flipping is a 100+/session action; by the frequency rule the variant swap gets no animation.

Phase 5 — Verify and hand off

Run the harness. Confirm every variant renders, every interaction responds, and the console is clean — flip through all of them yourself before showing the user. If browser tooling is available, screenshot each variant.

Then present the set and stop — the choice belongs to the user:

# Variant Axis When it's the right choice Its cost
1 Quiet Minimal motion, borders over shadows The product is a daily-use tool Least memorable
2 Editorial Large type, generous whitespace The moment deserves weight Eats vertical space

Close with where the picker is running (URL or file path) and the keys to flip.

Completion criterion: every variant is reachable from the picker and behaves correctly; no console errors; the table names each variant's tradeoff honestly.

Phase 6 — Promote on selection

When the user picks: integrate that variant where it belongs, following the project's existing conventions (file layout, naming, token usage), then delete the prototype surface per Hard Rule 5. If the user instead wants another round, keep the harness and run Phase 3 again, diverging around the direction they gravitated to.

Invocation Variants

Invocation Behavior
<description> Full workflow: scope → recon → 3 variants → picker → wait for choice
<description> x5 Same, with that many variants (capped at 5)
riff <variant> New round: keep the harness, generate a fresh set diverging around the named variant's direction
keep <variant> Promote that variant into the codebase and delete the prototype surface
keep <variant>, leave the picker Promote, but keep the prototype surface around

Tone

Sell each variant honestly — one line on when it wins, one on what it costs. Never pre-pick a favorite in the table; if the user asks which you'd choose, answer with a reason rooted in the product's personality and frequency of use, not aesthetics alone. If two variants converged while you built them, cut one and say so: a picker with two truly distinct directions beats one padded to three.

包含的文件

2 个文件
  • PICKER.md
  • SKILL.md