Agent Skillsmodu-ai/moai-adk › moai-ref-ui-polish

moai-ref-ui-polish

GitHub

提供前端UI打磨的详细规范,涵盖几何对齐、阴影层级、动效缓动及排版细节。旨在指导Agent在组件实现和代码审查中提升界面精致度,确保视觉一致性与交互流畅性,避免通用感设计。

.claude/skills/moai-ref-ui-polish/SKILL.md modu-ai/moai-adk

Trigger Scenarios

前端UI组件实现 UI设计审查 界面视觉优化

Install

npx skills add modu-ai/moai-adk --skill moai-ref-ui-polish -g -y
More Options

Non-standard path

npx skills add https://github.com/modu-ai/moai-adk/tree/main/.claude/skills/moai-ref-ui-polish -g -y

Use without installing

npx skills use modu-ai/moai-adk@moai-ref-ui-polish

指定 Agent (Claude Code)

npx skills add modu-ai/moai-adk --skill moai-ref-ui-polish -a claude-code -g -y

安装 repo 全部 skill

npx skills add modu-ai/moai-adk --all -g -y

预览 repo 内 skill

npx skills add modu-ai/moai-adk --list

SKILL.md

Frontmatter
{
    "name": "moai-ref-ui-polish",
    "metadata": {
        "tags": "ui, polish, design, animation, typography, motion, frontend, reference",
        "status": "active",
        "updated": "2026-07-28",
        "version": "1.0.0",
        "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": 3000
    }
}

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-out, softer than enter (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)

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
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

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

Verification

  • Enter/exit animations use ease-out; exits are softer than enters
  • Nested elements follow outerRadius = innerRadius + padding
  • Depth uses semi-transparent shadow; structure uses border
  • Every transition specifies exact properties (no transition: all)
  • Hit areas meet 44×44px (touch) / 40×40px (desktop) minimum, no overlap
  • Dynamic numbers use tabular-nums; headings use text-wrap: balance
  • Icons use one stroke weight matching text; states via currentColor, not separate assets
  • First render skips enter animation (initial={false} or equivalent)
  • High-frequency interactions have no custom animation; motion is not the only feedback

Version History

  • 4100d87 Current 2026-08-20 09:09

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Version
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Indexed
2026-08-20 09:09

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