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Found 70 Skills
Apply Miller's Law — chunk information into groups of ~4 to work within working memory limits.
Use when designing, reviewing, or decluttering a functional product, app, dashboard, or tool screen on any platform. Focal is the screen-local structure-and-attention lens—it decides what belongs, what waits, and what wins attention through Information Architecture, Progressive Disclosure, and Visual Hierarchy. Its methodology is One Screen, One Clear Intent—not one action per screen. It classifies task, hub, and exploration registers, chooses the matching action model, supports inherent binary-choice or dual-mode sets, and adjusts density for expertise. Triggers on clutter, "too much on screen", "simplify this screen", "what's the primary action", "too many choices", choice overload, manual selection, input parsing, contextual information, "show the consequence", one screen one purpose, one clear intent, IA, dashboard, admin, or onboarding/settings. Not for multi-screen flows or navigation (use Compass), visual styling, motion, research, code, marketing/landing pages, backend, or non-UI work.
Design a module's interface using parallel sub-agents producing radically different designs ("design it twice"). Compare on depth, simplicity, and efficiency. Embedded grill on the synthesized choice. Use when designing a new API, exploring interface options, or deciding the shape of a refactor before writing code.
WHEN: User is writing Go code, asking about Go patterns, reviewing Go code, asking "what's the best way to...", "how should I structure...", "is this idiomatic?", or any question about error handling, concurrency, interfaces, packages, testing patterns, or code organization in Go. Also activate when user is debugging Go code, refactoring Go, or working in a Go project (go.mod present) and asks general coding questions. Trigger this skill liberally for ANY Go-related development work. WHEN NOT: Non-Go languages, questions entirely unrelated to programming
Create a modular typography scale with size, weight, and line-height relationships.
Tabs organise related content under a shared context — switching tabs swaps the view without leaving the page. Use when a screen has multiple distinct content areas that share a common header or action set, and when the user needs to switch between them frequently. Use when designing tabbed layouts, content panels, settings pages, detail views, or dashboards with multiple data views.
Apply the Doherty Threshold — keep system response times under 400ms to maintain user flow and perceived performance.
Colour, elevation and material for interfaces. Neutral palettes that survive dark and light mode, semantic tokens, borders versus shadows by theme, alpha overlays, contrast that passes, a single accent used sparingly, glass and blur budgets, theme switching without a flash. Use when building a palette, adding dark mode, fixing colours that look "muddy", "cheap", "flat" or "washed out", or when shadows and borders look wrong in one theme.
Module design discipline from John Ousterhout's A Philosophy of Software Design, depth as the metric (a lot of functionality behind a simple interface), information hiding vs. leakage, the concrete red flags that mark a shallow module, and comparing at least two designs before committing. Use when designing a new module or class, deciding where an interface boundary (seam) should go, reviewing a design for unnecessary complexity, or asking whether something should be split or merged.
Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.