Taste Skill
Use this skill when you need a strong frontend point of view, not a safe default.
The goal is not "pretty enough." The goal is a frontend that feels intentional, premium, and hard to confuse with generic LLM output.
1. Active Baseline Configuration
DESIGN_VARIANCE: 8
1 = symmetric and quiet, 10 = asymmetric and experimental
MOTION_INTENSITY: 6
1 = nearly static, 10 = cinematic and highly reactive
VISUAL_DENSITY: 4
1 = airy gallery, 10 = dense cockpit
Treat these as working dials, not fixed constants.
- Do not ask the user to edit this file.
- Adapt the dials to the brief. If the user wants calmer output, lower them. If the user wants bolder output, raise them.
- Use the dials to drive layout, animation, spacing, and card usage.
2. Required Working Model
Before coding, establish three things:
- Visual thesis
One sentence for mood, material, and energy.
- Layout thesis
What makes the page memorable: asymmetry, crop, white space, stacked motion, split hero, bento rhythm, etc.
- Interaction thesis
Two or three motions that materially change the feel of the interface.
Then implement real code. Do not stop at design commentary.
- Do not leave "TODO: add animation here" style placeholders.
- Do not output fake code snippets for components that are supposed to be shipped.
- Do not ask for permission to make obvious design decisions once the brief is clear.
3. Architecture and Dependency Rules
Unless the user explicitly asks for something else, prefer React or Next.js.
Dependency verification
Before importing any third-party package:
- check
package.json
- if the package is missing, state the exact install command before using it
- never assume
framer-motion, lucide-react, zustand, or any font package is already installed
React and Next.js rules
- Default to server-safe structure in Next.js.
- Keep global state out of server components.
- If motion or highly interactive behavior is required, isolate it in a focused client component.
- Do not spread animation logic across an entire tree when one leaf component can own it.
Styling rules
- Use Tailwind for most styling unless the project clearly uses something else.
- Check whether the project is Tailwind v3 or v4 before writing config-sensitive code.
- Do not use v4 patterns in a v3 project.
Icon rules
- Prefer
@phosphor-icons/react or @radix-ui/react-icons when the project supports them.
- Keep icon stroke weight consistent across the page.
Hard bans
- No emojis in code, markup, UI copy, or alt text.
- No
h-screen heroes on mobile-sensitive layouts. Use min-h-[100dvh].
- No flexbox percentage math when grid solves the layout more cleanly.
4. Design Engineering Directives
LLMs drift toward familiar, overused UI patterns. Correct for that proactively.
Typography
- Default headline energy: large, tight, decisive.
- Avoid generic font stacks like Inter, Arial, Roboto, and raw system defaults when the brief calls for premium or creative work.
- Favor distinctive but disciplined display fonts such as Geist, Outfit, Cabinet Grotesk, or Satoshi.
- For dashboards and software UI, serif display choices are banned.
- Pair a strong display face with a quieter supporting face or mono.
Color
- Use a restrained neutral base plus one main accent.
- Keep accent saturation controlled.
- Avoid the default AI purple/blue glow aesthetic.
- Do not mix warm and cool gray systems randomly.
Layout
If DESIGN_VARIANCE > 4:
- do not center the entire hero by default
- avoid "headline + two buttons + card grid" as the first screen
- prefer split-screen, offset content, asymmetric negative space, anchored media, or broken-grid composition
Surfaces and cards
- Cards are not the default.
- Use cards only when elevation communicates hierarchy or interaction.
- For denser dashboards, prefer dividers, border rhythms, and spacing over endless card mosaics.
- If removing a card keeps the meaning intact, remove it.
Forms and states
Every serious surface needs full interaction coverage:
- loading state
- empty state
- error state
- success state
- tactile active state
For forms:
- label above input
- helper text optional but useful
- error text below input
- consistent vertical spacing
5. Motion System
Motion should create presence and hierarchy, not noise.
If MOTION_INTENSITY <= 3:
- limit motion to entrance, hover, and small affordance shifts
If MOTION_INTENSITY > 5:
- add continuous micro-interactions
- stagger reveals
- use spring-based motion
- make at least one interaction feel physically responsive
Preferred motion patterns
- staggered entrances
- layout transitions
- hover-aware buttons
- scroll-linked depth shifts
- type or shimmer loops for active interfaces
- floating or breathing status details
Magnetic interaction rule
If you build cursor-reactive magnetic behavior:
- do not use React
useState for per-frame cursor updates
- prefer motion values or equivalent render-loop-safe primitives
Motion quality bar
- no linear-by-default motion
- no gratuitous infinite animation without purpose
- no animation that only decorates and does not improve rhythm, focus, or affordance
6. Materiality and Visual Texture
When the design calls for glass or translucent layers:
- go beyond raw
backdrop-blur
- add a subtle inner border
- add a restrained inner highlight or inset shadow
Use atmosphere intentionally:
- gradient meshes
- noise overlays
- soft vignettes
- layered transparency
- controlled shadows
But:
- keep grain and noise on fixed overlays, not scrolling containers
- do not turn every section into a special effect
7. Performance Guardrails
Premium UI that performs badly is still bad UI.
- Animate
transform and opacity, not top, left, width, or height.
- Keep expensive effects off large scrolling surfaces.
- Avoid z-index spam.
- Memoize perpetual motion islands when needed.
- If using GSAP or Three.js for a special scene, isolate it. Do not mix heavy motion systems in the same component tree casually.
8. Pattern Library
Reach for a small number of stronger ideas instead of many weak ones.
Good first-view patterns
- split hero with anchored text and one dominant media plane
- asymmetrical bento section with varied tile weights
- editorial landing page with oversized type and sparse support copy
- product UI with calm structure, almost no decorative chrome, and a single strong accent
Good motion ideas
- sticky stack
- hover-aware directional fill
- shimmer skeletons that match final geometry
- typewriter or command-input loop
- coverflow or horizontal stream with clear narrative purpose
- floating toolbar or shared element transition
Patterns to avoid by default
- centered SaaS hero with floating dashboard mockup
- stat strip under every hero
- logo cloud as filler
- purple gradient on white
- card grid as the answer to every section
- random mixed font personalities
9. Delivery Standards
When using this skill, the implementation should leave the user with:
- real working code
- a clear visual thesis
- consistent motion language
- responsive behavior that survives desktop and mobile
- dependency calls called out if packages are missing
Do not:
- narrate the taste system instead of applying it
- fall back to generic component-library defaults
- leave unfinished sections because the "main idea" is done
10. Pre-flight Checklist
Before finalizing, check the result against this list:
- Is there one clear visual idea in the first viewport?
- Does the typography feel chosen rather than defaulted?
- Is the accent palette disciplined?
- Would this still look deliberate if all shadows were removed?
- Are cards being used because they are necessary, not because they are easy?
- Are motion choices noticeable but controlled?
- Are loading, empty, error, and active states covered where relevant?
- Is mobile stability handled, especially viewport height and overflow?
- Did you verify external dependencies before importing them?
- Does the output feel like a designed interface rather than assembled components?
1---2name: taste-skill3description: High-agency frontend design system for distinctive premium UI with anti-slop layout, motion, typography, and engineering rules.4---56# Taste Skill78Use this skill when you need a strong frontend point of view, not a safe default.910The goal is not "pretty enough." The goal is a frontend that feels intentional, premium, and hard to confuse with generic LLM output.1112## 1. Active Baseline Configuration1314- `DESIGN_VARIANCE: 8`15 `1 = symmetric and quiet`, `10 = asymmetric and experimental`16- `MOTION_INTENSITY: 6`17 `1 = nearly static`, `10 = cinematic and highly reactive`18- `VISUAL_DENSITY: 4`19 `1 = airy gallery`, `10 = dense cockpit`2021Treat these as working dials, not fixed constants.2223- Do not ask the user to edit this file.24- Adapt the dials to the brief. If the user wants calmer output, lower them. If the user wants bolder output, raise them.25- Use the dials to drive layout, animation, spacing, and card usage.2627## 2. Required Working Model2829Before coding, establish three things:30311. Visual thesis32 One sentence for mood, material, and energy.332. Layout thesis34 What makes the page memorable: asymmetry, crop, white space, stacked motion, split hero, bento rhythm, etc.353. Interaction thesis36 Two or three motions that materially change the feel of the interface.3738Then implement real code. Do not stop at design commentary.3940- Do not leave "TODO: add animation here" style placeholders.41- Do not output fake code snippets for components that are supposed to be shipped.42- Do not ask for permission to make obvious design decisions once the brief is clear.4344## 3. Architecture and Dependency Rules4546Unless the user explicitly asks for something else, prefer React or Next.js.4748### Dependency verification4950Before importing any third-party package:5152- check `package.json`53- if the package is missing, state the exact install command before using it54- never assume `framer-motion`, `lucide-react`, `zustand`, or any font package is already installed5556### React and Next.js rules5758- Default to server-safe structure in Next.js.59- Keep global state out of server components.60- If motion or highly interactive behavior is required, isolate it in a focused client component.61- Do not spread animation logic across an entire tree when one leaf component can own it.6263### Styling rules6465- Use Tailwind for most styling unless the project clearly uses something else.66- Check whether the project is Tailwind v3 or v4 before writing config-sensitive code.67- Do not use v4 patterns in a v3 project.6869### Icon rules7071- Prefer `@phosphor-icons/react` or `@radix-ui/react-icons` when the project supports them.72- Keep icon stroke weight consistent across the page.7374### Hard bans7576- No emojis in code, markup, UI copy, or alt text.77- No `h-screen` heroes on mobile-sensitive layouts. Use `min-h-[100dvh]`.78- No flexbox percentage math when grid solves the layout more cleanly.7980## 4. Design Engineering Directives8182LLMs drift toward familiar, overused UI patterns. Correct for that proactively.8384### Typography8586- Default headline energy: large, tight, decisive.87- Avoid generic font stacks like Inter, Arial, Roboto, and raw system defaults when the brief calls for premium or creative work.88- Favor distinctive but disciplined display fonts such as Geist, Outfit, Cabinet Grotesk, or Satoshi.89- For dashboards and software UI, serif display choices are banned.90- Pair a strong display face with a quieter supporting face or mono.9192### Color9394- Use a restrained neutral base plus one main accent.95- Keep accent saturation controlled.96- Avoid the default AI purple/blue glow aesthetic.97- Do not mix warm and cool gray systems randomly.9899### Layout100101If `DESIGN_VARIANCE > 4`:102103- do not center the entire hero by default104- avoid "headline + two buttons + card grid" as the first screen105- prefer split-screen, offset content, asymmetric negative space, anchored media, or broken-grid composition106107### Surfaces and cards108109- Cards are not the default.110- Use cards only when elevation communicates hierarchy or interaction.111- For denser dashboards, prefer dividers, border rhythms, and spacing over endless card mosaics.112- If removing a card keeps the meaning intact, remove it.113114### Forms and states115116Every serious surface needs full interaction coverage:117118- loading state119- empty state120- error state121- success state122- tactile active state123124For forms:125126- label above input127- helper text optional but useful128- error text below input129- consistent vertical spacing130131## 5. Motion System132133Motion should create presence and hierarchy, not noise.134135If `MOTION_INTENSITY <= 3`:136137- limit motion to entrance, hover, and small affordance shifts138139If `MOTION_INTENSITY > 5`:140141- add continuous micro-interactions142- stagger reveals143- use spring-based motion144- make at least one interaction feel physically responsive145146### Preferred motion patterns147148- staggered entrances149- layout transitions150- hover-aware buttons151- scroll-linked depth shifts152- type or shimmer loops for active interfaces153- floating or breathing status details154155### Magnetic interaction rule156157If you build cursor-reactive magnetic behavior:158159- do not use React `useState` for per-frame cursor updates160- prefer motion values or equivalent render-loop-safe primitives161162### Motion quality bar163164- no linear-by-default motion165- no gratuitous infinite animation without purpose166- no animation that only decorates and does not improve rhythm, focus, or affordance167168## 6. Materiality and Visual Texture169170When the design calls for glass or translucent layers:171172- go beyond raw `backdrop-blur`173- add a subtle inner border174- add a restrained inner highlight or inset shadow175176Use atmosphere intentionally:177178- gradient meshes179- noise overlays180- soft vignettes181- layered transparency182- controlled shadows183184But:185186- keep grain and noise on fixed overlays, not scrolling containers187- do not turn every section into a special effect188189## 7. Performance Guardrails190191Premium UI that performs badly is still bad UI.192193- Animate `transform` and `opacity`, not `top`, `left`, `width`, or `height`.194- Keep expensive effects off large scrolling surfaces.195- Avoid z-index spam.196- Memoize perpetual motion islands when needed.197- If using GSAP or Three.js for a special scene, isolate it. Do not mix heavy motion systems in the same component tree casually.198199## 8. Pattern Library200201Reach for a small number of stronger ideas instead of many weak ones.202203### Good first-view patterns204205- split hero with anchored text and one dominant media plane206- asymmetrical bento section with varied tile weights207- editorial landing page with oversized type and sparse support copy208- product UI with calm structure, almost no decorative chrome, and a single strong accent209210### Good motion ideas211212- sticky stack213- hover-aware directional fill214- shimmer skeletons that match final geometry215- typewriter or command-input loop216- coverflow or horizontal stream with clear narrative purpose217- floating toolbar or shared element transition218219### Patterns to avoid by default220221- centered SaaS hero with floating dashboard mockup222- stat strip under every hero223- logo cloud as filler224- purple gradient on white225- card grid as the answer to every section226- random mixed font personalities227228## 9. Delivery Standards229230When using this skill, the implementation should leave the user with:231232- real working code233- a clear visual thesis234- consistent motion language235- responsive behavior that survives desktop and mobile236- dependency calls called out if packages are missing237238Do not:239240- narrate the taste system instead of applying it241- fall back to generic component-library defaults242- leave unfinished sections because the "main idea" is done243244## 10. Pre-flight Checklist245246Before finalizing, check the result against this list:247248- Is there one clear visual idea in the first viewport?249- Does the typography feel chosen rather than defaulted?250- Is the accent palette disciplined?251- Would this still look deliberate if all shadows were removed?252- Are cards being used because they are necessary, not because they are easy?253- Are motion choices noticeable but controlled?254- Are loading, empty, error, and active states covered where relevant?255- Is mobile stability handled, especially viewport height and overflow?256- Did you verify external dependencies before importing them?257- Does the output feel like a designed interface rather than assembled components?