Frontmatter
{
"name": "moai-ref-ui-polish",
"metadata": {
"tags": "ui, polish, design, animation, typography, motion, frontend, accessibility, audit, reference",
"status": "active",
"updated": "2026-08-19",
"version": "1.2.0",
"category": "domain"
},
"description": "UI polish and interface-completion reference: the small visual details — concentric border radius, optical alignment, shadow-vs-border, motion easing, typography smoothing, tabular numbers, icon stroke weight, hit areas — that separate polished interfaces from generic ones. Agent-extending skill that amplifies frontend\/UI domain work with production-grade \"interface taste\" rules. NOT for: backend logic, database design, DevOps, security audits, non-UI work.\n",
"when_to_use": "Use for UI polish and design-completion work: building UI components, reviewing frontend code, implementing animations, hover\/active states, shadows, borders, typography, icons, micro-interactions, enter\/exit animations, or any visual detail work. Amplifies frontend domain work (manager-develop, Agent(general-purpose) with frontend instructions) with interface-design taste rules. Implementation examples are Web\/CSS; the design principles are platform-neutral (apply to native mobile\/desktop UI too).\n",
"user-invocable": false,
"progressive_disclosure": {
"enabled": true,
"level1_tokens": 100,
"level2_tokens": 5000
}
}
UI Polish Reference
Target Agents
manager-develop - Applies polish rules during frontend/UI component implementation (cycle_type=tdd or cycle_type=ddd context)
/moai review - UI-design review surface; equivalently available as a per-spawn Agent(general-purpose) frontend specialist per archived-agent-rejection.md §C
Core Philosophy
Great interfaces are a collection of small details that compound into a great experience. AI agents frequently miss these details — an ease-in easing on an enter animation (should be ease-out), a solid border where a semi-transparent shadow reads better, or mismatched radii on nested elements. None of these is catastrophic; together they separate "polished" from "generic".
Before suggesting polish changes, identify the project's existing styling system (design tokens, spacing scale, motion library). Never introduce a second styling system for polish fixes — extend the existing one.
Geometry and Alignment
| Principle |
Rule |
Rationale |
| Concentric Border Radius |
outerRadius = innerRadius + padding |
Mismatched radii on nested elements is the most common cause of an interface "feeling off" |
| Optical over Geometric Alignment |
When geometric centering looks wrong, align optically |
Buttons with icons, play triangles, and asymmetric icons need a manual nudge; geometric center is visually off-center for these shapes |
Elevation and Structure
| Element |
Use |
Avoid |
Semi-transparent layered box-shadow |
Depth, elevation, floating surfaces |
Solid borders for depth (they read heavy and flat) |
| Borders |
Structure, dividers, separators, selected/focus state |
Using shadows for structural separation (ambiguous) |
Motion
| Pattern |
Rule |
Common Mistake |
| Enter animation easing |
ease-out (decelerate) — element arrives calmly |
ease-in on enter (element appears to slam into place) |
| Exit animation easing |
ease-in (accelerates away), mirroring the enter curve (small fixed translateY) |
Full-height collapse, or harsher-than-enter motion |
| Interruptible state changes |
CSS transition (can be interrupted mid-animation) |
keyframes for interactive states (cannot interrupt) |
| Staged entrances |
Stagger semantic chunks ~100ms — only for infrequent staged entrances |
Staggering routine, high-frequency interactions (feels sluggish) |
| Contextual icon animation |
opacity/scale/blur cross-fade (scale 0.25→1, opacity 0→1, blur 4px→0) |
Toggling visibility (jarring, no transition) |
| Press feedback |
scale(0.96) on click — always 0.96 |
Smaller than 0.95 (reads as a bug, not a press) |
| First-render enter |
Skip with initial={false} on AnimatePresence (or equivalent) |
Enter animation fires on page load (disorienting) |
| Motion restraint |
No custom animation on high-frequency interactions; motion is never the only feedback channel |
Animating everything (noise, performance cost, accessibility) |
Motion Easing Values (Web/CSS)
| Case |
Value |
| With motion library (Framer Motion et al.) |
transition: { type: "spring", duration: 0.3, bounce: 0 } |
| Without motion library (CSS) |
cubic-bezier(0.2, 0, 0, 1) for the standard "decelerate" curve |
| Never |
transition: all — always specify exact properties (transition-property: scale, opacity) |
Motion Accessibility and Cost
| Rule |
Detail |
| Reduced-motion branch (required) |
Every non-decorative animation needs a prefers-reduced-motion: reduce path. Vestibular-disorder users are physically harmed by large-displacement and parallax motion. Reduce to an opacity cross-fade or remove the animation — never merely shorten it. The branch is authored at the same time as the animation, not retrofitted |
| Animate the compositor, not the layout |
transform and opacity are composited and skip layout and most paint. width, height, top, left, margin, and padding trigger layout on every frame (thrashing), which is why the same visual effect janks when driven by the wrong property. Move with translate, resize with scale |
Motion principles behind these rules — the three decision passes, motion layers, the
1/3 rules, stagger budgets, personality archetypes, Disney-adapted ranges, and the
emotion-to-motion map — live in references/motion-principles.md (L3, load on demand
when motion is the substance of the work).
Typography
| Rule |
Implementation (Web/CSS) |
When |
| Font smoothing |
-webkit-font-smoothing: antialiased on root layout |
macOS targets (sharper rendering) |
| Tabular numbers |
font-variant-numeric: tabular-nums |
Dynamically updating numbers (counters, timers, prices) — prevents layout shift |
| Heading wrapping |
text-wrap: balance |
Headings (prevents orphan words, evens line lengths) |
| Body wrapping |
text-wrap: pretty |
Body paragraphs (avoids orphan widows) |
Imagery
| Rule |
Value |
| Image outline |
1px subtle outline at low opacity |
| Outline color (light mode) |
pure black — oklch(0 0 0 / 0.1) |
| Outline color (dark mode) |
pure white — oklch(1 0 0 / 0.1) |
| Never |
Tinted neutral outlines (read as a color choice, not a separation cue) |
Interaction
| Rule |
Value |
| Minimum hit area (touch/mobile) |
44 × 44 px |
| Minimum hit area (dense desktop) |
40 × 40 px (extend with pseudo-element if the visual is smaller) |
| Hit area overlap |
Never let hit areas overlap |
| Hover on touch (never load-bearing) |
:hover does not exist on touch — anything reachable only by hover is simply gone on a phone. Keep affordances visible by default and gate hover styling behind @media (hover: hover) and (pointer: fine) |
| Hover on pointer (always present) |
The inverse rule: on a pointer device every clickable surface needs a distinct hover state, transitioning over ~100-200ms. A pointer resting on a target with no feedback reads as broken |
will-change |
Only transform, opacity, filter — and only when first-frame stutter is observed; never will-change: all |
Icons
| Rule |
Detail |
| Stroke matches text weight |
1.5px stroke beside regular (400) text; 2px beside semibold (600) text |
| One stroke weight per set |
Never mix icon libraries in one interface |
| State via color, not assets |
Icons use currentColor; states come from CSS color/opacity — never separate asset files |
| Outline vs fill |
Outline variant is default; fill variant marks the active state |
Review Modes
| Mode |
Coverage |
Finding Cap |
quick |
Primary user path, high-traffic states; HIGH/MEDIUM issues only |
5 |
full |
Entire scope across all categories (Typography, Surfaces, Motion, Icons, Interaction) |
15 |
Severity
| Level |
Meaning |
| HIGH |
Makes interaction inaccessible, misleading, unreadable, or repeatedly disruptive |
| MEDIUM |
Noticeable usability or consistency problem |
| LOW |
Isolated polish issue (full mode only) |
Verdict
| Verdict |
Condition |
| Block |
Any HIGH finding remains |
| Needs changes |
Only MEDIUM or LOW findings remain |
| Approve |
No actionable findings remain |
Auditing an existing codebase rather than reviewing a diff? references/design-audit.md
(L3, load on demand) carries the mechanical detection patterns behind the checklists
below — motion gaps, accessibility violations, layout-property animation, and the
duration/easing inventories that only surface across a whole codebase. It reports into
the severity scale and finding caps above, not a separate one.
Common Rationalizations
| Rationalization |
Reality |
| "The framework handles animations correctly by default" |
Framework defaults are generic. Easing, timing, and stagger must be specified per interaction, not inherited. |
| "A solid border is simpler than a layered shadow" |
A solid border communicates structure; depth needs transparency. Using a border for elevation reads heavy and flat. |
| "Geometric centering is correct, optical adjustment is bikeshedding" |
Geometric center is visually off for asymmetric shapes (icons, play triangles). Optical alignment is the difference users feel but cannot name. |
| "Motion is optional polish, the interface works without it" |
Motion is feedback. Without it, state changes are ambiguous (did it register?). But motion must be restrained — animating everything is noise. |
| "Hit area equals visible area" |
A 20px icon needs a 44px hit area on touch. Overlapping or undersized hit areas are the most common mobile usability defect. |
"transition: all is convenient" |
It transitions properties you did not intend (layout, color), causing unexpected animation. Always specify exact properties. |
Red Flags
- Enter animation uses
ease-in (should be ease-out)
- Nested elements with mismatched border radii (no concentric relationship)
- Solid border used for depth/elevation instead of semi-transparent shadow
transition: all instead of specific properties
- Hit area smaller than 40×40px, or overlapping hit areas
- Dynamically updating numbers without
tabular-nums (layout shifts on each update)
- Icon stroke weight mismatched with adjacent text weight
- Separate icon asset files per state instead of
currentColor recoloring
- Page-load enter animation fires without a skip (
initial={false})
will-change: all, or will-change set permanently instead of only on stutter
- Animation with no
prefers-reduced-motion branch (or a branch that only shortens the duration instead of removing the displacement)
- Movement driven by
top/left/width/height where a transform would do (layout thrashing every frame)
Verification