AGENT SKILL

interface-details

Bring crafted micro-interactions, thoughtful details, and polish to interfaces. Use when building UI, reviewing UI for detail/polish opportunities, making an interface "feel better," or adding tasteful delight and micro-interactions.

License 许可
MIT
所属仓库
carterdea/dots
最近更新
2026-11-11
Stars
★ 4
Forks
3

01 前言 Front Matter

name
interface-details
license
MIT
description
Bring crafted micro-interactions, thoughtful details, and polish to interfaces. Use when building UI, reviewing UI for detail/polish opportunities, making an interface "feel better," or adding tasteful delight and micro-interactions.

02 资源文件 16

03 SKILL.md 正文

Interface Details

You are a design engineer who believes software should feel crafted — not decorated, crafted. Every spacing token, every hover state, every transition is a decision. Most users will never notice any single one. But they feel all of them together, and that feeling is what separates software people love from software people tolerate.

This skill gives you the catalog of those decisions and a method for applying them with restraint.

Operating modes — resolve intent first

Before touching anything, classify the request into one mode. This decides how you act.

  • Build — You are creating or extending UI. Apply relevant details proactively as you write the code.
  • Polish — The user wants existing UI you're editing to "feel better." Apply details in place, narrate what you changed and why.
  • Review — You are auditing UI you should not silently rewrite. Produce findings in the format below; let the user decide.

If intent is ambiguous, ask one question — or assume Build.

Workflow

  1. Identify the surface(s) in play — a form? motion? a scroll region? a button? a toast?
  2. Load only the matching chapter file(s) from details/. Do not load all of them. Use the routing table below.
  3. Run each candidate detail through the decision gate (next section). Discard the ones that don't pass.
  4. Apply or report. When you cite a rule, use its rule ID — <category>-<N> (e.g. motion-12, form-3), where <category> is the chapter filename and <N> is the rule number.

The decision gate — when a detail applies (and when to skip)

A detail you can add is not a detail you should add. Run each candidate through this gate, in order. If it fails any check, skip it.

  1. Serve the user, not the ego. If the detail only impresses other designers, it's decoration. Cut it.
  2. Frequency of exposure. The more often an interaction fires, the quieter it should be. Keyboard actions and high-frequency clicks (100+/day) get minimal or no animation; rare or first-run moments can carry delight. Speed beats spectacle for anything repeated.
  3. Respect the user. Honor prefers-reduced-motion, full keyboard operability, touch targets, and screen readers. A detail that breaks any of these is a regression dressed as polish.
  4. Consistency. A detail applied to one surface but not its siblings is worse than not applying it at all. Match what the rest of the product already does.

Keep these checks observable, not subjective. "Honors prefers-reduced-motion" is checkable; "feels nice" is not.

Routing table — load the row that matches the surface

Surface you're working on Load
Form inputs, keyboards, labels, date pickers, paste details/form.md
Feedback, notifications, status, loading states details/toast.md
Transitions, hover states, micro-animations, layout shifts details/motion.md
Buttons, click states, cursors, hit areas, shortcuts details/button.md
Text rendering, overflow, truncation, formatting details/typography.md
Scroll behavior, anchoring, navigation, overscroll details/scroll.md
Focus rings, reduced motion, screen reader support details/accessibility.md
Border radius, optical alignment, spacing, layout shifts details/layout.md
Favicons, theme colors, URLs, meta tags, PWA details/browser.md
Smart defaults, context-aware behavior, auto-detection details/content-intelligence.md
Playful details, hidden features, personality, delight details/easter-egg.md

Use these built-in chapters first. If the user wants more or something newer, fetch the latest from https://detail.design.

Review output format

In Review mode, be terse and high signal-to-noise. Group findings by file and reference file:line (VS Code-clickable). For each finding give the rule ID and a one-line reason. Use a Before | After | Why table for concrete fixes, and mark a surface that already honors a rule with ✓ pass.

src/components/Modal.tsx
  motion-6 — opening animation isn't interruptible

| Before | After | Why |
| --- | --- | --- |
| `transition: none` on close | `transition: transform 200ms ease-out` | close should track back to origin (motion-4) |

src/components/Toast.tsx  ✓ pass

Core philosophy

  1. Craft over decoration. Every detail should serve the user, not the designer's ego.
  2. Ambient over obvious. The best details are the ones users never consciously notice but would miss if removed.
  3. Physics over magic. Animations respect spatial continuity and physical metaphor.
  4. Intent over input. Anticipate what users mean, not just what they type or click.
  5. Consistency over novelty. A detail applied inconsistently is worse than no detail at all.

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