make-interfaces-feel-better

Apply concrete design-engineering details that make interfaces feel polished. Use when reviewing or improving UI spacing, typography, borders, shadows, motion, hit areas, icons, text wrapping, and interaction states.

By affaan-m · 2,944 installs

npx skills add affaan-m/ecc --skill make-interfaces-feel-better

Source repository · Upstream listing

Make Interfaces Feel Better Use this skill for the small design engineering details that compound into a more polished interface. Source: salvaged from stale community PR 1659 by linus707 . When to Use The user says the UI feels off, flat, generic, cramped, jumpy, or unfinished. You are building controls, cards, lists, dashboards, navigation, forms, or toolbars. A component needs hover, active, focus, enter, exit, loading, or empty states. A frontend review needs specific before/after recommendations. Core Principles Concentric Radius For nearby nested rounded surfaces: If padding is large, treat layers as separate surfaces instead of forcing the math. The point is optical coherence, not formula worship. Optical Alignment Geometric centering is not always visual centering. Icon buttons, play triangles, arrows, stars, and asymmetric icons often need a small offset. Fix the SVG when possible; otherwise adjust with a pixel level margin or padding change. Shadows And Borders Use borders for separation and focus rings. Use layered shadows when a card, button, dropdown, or popover needs depth. Shadows should be transparent and subtle enough to work across backgrounds. Text Wrapping Use text wrap: balance on headings and short titles. Use text wrap: pretty on short to medium body text, captions, descriptions, and list items. Avoid both on long prose, code, and preformatted content. Use font variant numeric: tabular nums for counters, timers, prices, tables, and other updating numbers. Font Smoothing On macOS, apply antialiased font smoothing at the root layout when the project does not already do so: Image Outlines Images often need a subtle inset outline so their edges do not blur into the surface. Use neutral black or white alpha outlines. Do not tint image outlines with the brand palette. Motion Use CSS transitions for interactive state changes because they can retarget when the user changes intent mid motion. Reserve keyframes for staged one shot entrances or loading sequences. Good motion defaults: Enter: combine opacity, small translateY , and optionally blur. Exit: shorter and quieter than enter, usually 150ms. Press: scale(0.96) for tactile buttons, with a way to disable it when the movement distracts. Icon swaps: cross fade with opacity, scale, and blur instead of instant visibility toggles. Transition Scope Never use transition: all . Specify the changed properties: Use will change only for first frame stutter on compositor friendly properties such as transform , opacity , and filter . Never use will change: all . Hit Areas Interactive controls should have at least a 40x40px hit area, ideally 44x44px where the layout allows it. Expand with a pseudo element when the visible icon is smaller, but do not let expanded hit areas overlap. Review Output When reviewing a UI polish pass, report concrete changes in before/after rows: Principle Before After Concentric radius Same radius on parent and child Parent radius accounts for padding Tabular numbers Counter shifts as digits change Counter uses tabular nums Transition scope transition: all Explicit transition properties Include file paths and properties when they are not obvious from the snippets. Omit principles that you checked but did not change. Checklist Nested rounded elements are optically coherent. Icons are visually centered. Buttons, cards, and popovers use borders or shadows for the right reason. Headings and short text avoid awkward wrapping. Dynamic numbers use tabular numerals. Images have neutral outlines where needed. Enter and exit animations are split, subtle, and interruptible where appropriate. Buttons have tactile active states without exaggerated motion. transition: all and will change: all are absent. Small controls still have usable hit areas.