mcpbeat

Ss Dial

bitjaru/ss-dial

Turn ONE design axis up or down as a coordinated, deterministic transform — "denser", "sharper corners", "more muted", "bolder", "flatter", "livelier". Not a vibe the model reinterprets each time; a defined ramp that moves many tokens together, respects the guardrails (8px grid, a11y floors, single accent, nested-radius), updates the lock, and re-runs the gate. Use this when a human saying "more X" would otherwise get an inconsistent one-off.

2k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
866
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/bitjaru/styleseed --skill ss-dial

The instruction itself

12 sections, as written by the author

Dial an axis

"Make it more minimal" is something you can just *say* — the model already reads plain

language. A skill only earns its place where **one word must move many tokens at once, in a

coordinated way, without breaking a rule** — and where doing it by hand gives an inconsistent

result (some tokens changed, the grid broken, a second accent introduced). That's what

/ss-dial is: not interpretation, but a deterministic ramp + guardrails + re-gate.

If the request is a *mood word* ("more premium", "more editorial", "more playful"), that's not

one axis — it's a *combination* of positions across several axes. Use **`/ss-restyle

<preset>** for those. /ss-dial` moves exactly one axis.

When NOT to use

  • A vague vibe the model can just apply from words ("cleaner", "nicer") → don't wrap it in a

skill; say it.

  • A named aesthetic (Swiss / editorial / brutalist) → /ss-restyle (a preset of dial positions).
  • Changing the accent *hue itself* (rebrand) → edit the lock's Key color directly, then re-derive.
  • No STYLESEED.md lock yet → run /ss-build or /ss-setup first; there's nothing to dial from.

The mechanic (every axis)

  • Read STYLESEED.md — find the axis's current position (Mood/Density/Radius/Elevation/

Type scale/Font weight/Motion fields). If the lock doesn't record it, infer it from the code.

  • Move ONE position in the requested direction on that axis's ramp (below). "more X" = one

step; an explicit target ("density: dense") jumps straight there. Clamp at the ends — you

cannot dial past dense or below airy. If already at the end, say so and stop (this is why

"each use makes it *more*" is bounded, not runaway).

  • Apply the whole coordinated token set for the new position across every file that uses

those tokens — not just the one component in view. This is the point: system-wide, consistent.

  • Respect the guardrails (each axis lists its own). Never break a Golden Rule to satisfy a

dial — if "denser" would push a touch control below 44px, stop at the floor and note it.

  • Update STYLESEED.md with the new position (so it persists and the next prompt obeys it).
  • Re-run the Quality Gate (/ss-score, loop to ≥ 80). A dial that drops the score below 80

is reverted or fixed, not shipped. Report: axis, old → new position, score.


The axes

1. Density — spacing rhythm + internal padding + type/line-height, together

Ramp: airy → comfortable → compact → dense. The page gutter stays px-6/mx-6 always

(fixed rule); density moves the *vertical rhythm, card interior, and reading scale*.

| Position | Section space-y | Card padding | Grid gap | Body line-height | Type scale |

|---|---|---|---|---|---|

| airy | space-y-10 | p-8 | gap-8 | leading-relaxed | one step up (desktop-larger) |

| comfortable | space-y-6 | p-6 | gap-6 | leading-normal | surface default |

| compact | space-y-4 | p-4 | gap-4 | leading-normal | surface default, tighter headings |

| dense | space-y-4 | p-4 | gap-3 (12px half-step) | leading-snug on data | data-table scale |

Guardrails: stay on the 8px grid (only p-2/4/6/8, gap-* on grid or the 4px half-step —

never invent p-5/gap-2.5); touch controls stay ≥ 44px even at dense (shrink padding,

not tap targets); body never drops below the surface floor (desktop 16px). Dense is for

data-heavy surfaces; don't dense-ify a marketing landing.

2. Hierarchy contrast — the size/weight gap between levels

Ramp: subtle → balanced → strong → dramatic. Moves the ratio between the hero and the body,

plus display tracking.

| Position | Hero : body size ratio | Display weight | Display tracking |

|---|---|---|---|

| subtle | ~2:1 | 600 | -0.01em |

| balanced | ~2.5:1 | 700 | -0.02em |

| strong | ~3.2:1 | 700–800 | -0.02em |

| dramatic | ~4:1 | 800 | -0.03em |

Guardrails: pick sizes from the Font Size table only (don't invent); body stays at the

surface floor regardless; keep the number-to-unit 2:1 pairing intact; one focal element still

dominates (dialing contrast up must not create two competing heroes).

3. Radius — the corner personality (categorical swap, not a slider)

Ramp: sharp ↔ soft ↔ pill. Swaps the whole mapping table as one set, never one component.

| Position | Controls (btn/input/chip) | Cards | Inner panels |

|---|---|---|---|

| sharp | 2–4px | 6–8px | 4–6px |

| soft | 8–10px | 12–16px | 10–12px |

| pill | full (9999px) | 20–24px | 14–16px |

Guardrails: one personality *everywhere* (sharp cards + pill buttons is the exact

mixed-personality tell we ban); nested elements still follow inner = outer − padding.

4. Elevation / depth — how surfaces separate

Ramp: flat → subtle → layered → lifted. Light and dark speak different languages — apply

the one that matches the theme.

| Position | Light (shadow, ≤8% opacity) | Dark (tonal + hairline) |

|---|---|---|

| flat | no shadow; 1px hairline border | page = card tone; hairline only |

| subtle | 0 1px 3px /4% | one surface step + hairline |

| layered | 0 1px 3px /4% + 0 4px 12px /8% | two surface steps + hairline |

| lifted | add 0 8px 24px /8% on raised | three steps; brightest = highest |

Guardrails: never exceed ~8% shadow opacity in light; never a drop shadow in dark (use

the tonal surface ramp + hairline borders); one shadow language / one light direction across

the whole UI.

5. Color — saturation and temperature (two sub-dials, accent stays single)

saturation: muted ↔ balanced ↔ vivid · temperature: cooler ↔ neutral ↔ warmer. Shifts the

one accent in HSL and re-derives its tints; may nudge the neutral greys' chroma. Does NOT

add a hue.

| Sub-dial | Move | Applies to |

|---|---|---|

| more-muted | accent saturation −10–15% (HSL S) | --brand + re-derive bg-*-tint at 10–14% alpha |

| more-vivid | accent saturation +10–15% | same |

| warmer | hue toward 20–40° (amber/terracotta) | --brand; optionally greys +2–4% warm chroma |

| cooler | hue toward 200–220° (blue/teal) | --brand; greys toward cool |

Guardrails: still one accent — this shifts the existing hue, never introduces a second;

tints follow the 10–14%-alpha-over-card formula (light + dark); accent keeps ≥4.5:1 where it

carries text; a warm/cool grey shift must stay near-neutral (chroma ≤ ~6%), not become a tint.

6. Font weight — the weight ramp

Ramp: light → regular → bold. Shifts the whole weight scale up/down by one notch, keeping the

*spread* (so hierarchy survives).

| Position | Body | Labels / nav | Headings / metrics |

|---|---|---|---|

| light | 400 | 400–500 | 600 |

| regular | 400 | 500 | 700 |

| bold | 500 | 600 | 700–800 |

Guardrails: keep contrast between levels (don't make everything one weight — that flattens

hierarchy); body ≤ 500 for readability at length; CJK weight does the work tracking can't.

7. Motion energy — seed + durations

Ramp: still → calm → lively → energetic. Swaps the motion seed and scales durations globally.

| Position | Seed | Durations | Character |

|---|---|---|---|

| still | none | instant / color-only | no entrance motion |

| calm | Silk / Snap | 100–200ms, ease-out | smooth, restrained |

| lively | Spring | 200–350ms, slight overshoot | responsive, alive |

| energetic | Spring / Pulse | 250–400ms, visible spring | bouncy, playful |

Guardrails: numbers, balances, and money never animate at any level; always honor

prefers-reduced-motion; scroll-linked/parallax/3D is surface-scoped (§43 — forbidden on app/data

surfaces, allowed as the Cinematic tier on marketing/landing pages; scroll-JACKING banned everywhere);

motion never delays content

or blocks an action.


Rules

  • One axis per call. A mood word ("premium") is a *combination* → /ss-restyle, not this.
  • System-wide, or don't. Applying a position to one component and not the rest re-creates the

incoherence this skill exists to prevent. Grep the token across the project and move all of it.

  • Clamp at the ends. Bounded ramp, not an infinite "more" — if already at dense/sharp/

bold, say so and stop.

  • Guardrails beat the dial. Never break a Golden Rule (grid, ≥44px touch, single accent,

nested-radius, ≤8% shadow, no dark drop-shadow, font-size table) to satisfy a direction — stop

at the floor and tell the user.

  • Persist + re-gate. Write the new position to STYLESEED.md, then /ss-score to ≥ 80.

Report axis: old → new and the score. A dial that lowered the score is fixed, not shipped.

How to use it

Copy the folder

Take bitjaru/ss-dial from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.