rohitg00/design-engineering
Apply interface craft when building or reviewing UI - motion, easing, timing, springs, component feel, and visual foundations. Use when building a component, animation, transition, hover or press state, modal, drawer, toast, or when polishing an interface so it feels right. Says "make this feel better", "add an animation", "polish the UI", "review this component".
npx skills add https://github.com/rohitg00/pro-workflow --skill design-engineering
In a world where most software works well enough, feel is the differentiator.
Most of what makes an interface feel right is detail the user never
consciously notices - the aggregate of small correct choices. Build for that
aggregate.
Answer these in order before writing any animation.
The deciding factor is frequency. The more often a user sees it, the less it
should move.
| How often the user sees it | Decision |
|----------------------------|----------|
| 100+ times/day (shortcuts, command palette) | No animation, ever |
| Tens of times/day (hover, list nav) | Remove or drastically reduce |
| Occasional (modals, drawers, toasts) | Standard animation |
| Rare or first-time (onboarding, celebration) | Room for delight |
Never animate a keyboard-initiated action. It repeats all day; animation makes
it feel slow and disconnected from the keypress.
Every animation needs an answer to "why does this move?" Valid ones: spatial
consistency (enters and exits the same edge), state change, feedback (a press
that confirms the interface heard you), or preventing a jarring appear/disappear.
"It looks cool" is not a purpose for anything the user sees often.
ease-out (fast start, feels responsive).ease-in-out.ease.linear.Never use ease-in for UI. It delays the first moment of movement - exactly
when the user is watching - so a 300ms ease-in dropdown feels slower than a
300ms ease-out one. The built-in curves are weak; use stronger custom ones:
--ease-out: cubic-bezier(0.23, 1, 0.32, 1); /* UI interactions */
--ease-in-out: cubic-bezier(0.77, 0, 0.175, 1); /* on-screen movement */
--ease-drawer: cubic-bezier(0.32, 0.72, 0, 1); /* iOS-like drawer */
| Element | Duration |
|---------|----------|
| Button press feedback | 100-160ms |
| Tooltip, small popover | 125-200ms |
| Dropdown, select | 150-250ms |
| Modal, drawer | 200-500ms |
Keep frequent, interactive UI under 300ms; the modal and drawer range above (up to 500ms) is the deliberate exception for occasional, first-time surfaces. Perceived speed is real: a faster spinner makes
a load feel faster at the same load time, and an instant tooltip after the first
one makes a whole toolbar feel quick.
Springs settle on physics, not a fixed duration, so they feel alive and, unlike
CSS keyframes, keep their velocity when interrupted. Reach for them on drag and
gesture interactions the user can reverse mid-motion, and on decorative,
mouse-tracked motion. Keep bounce subtle (0.1 to 0.3) and usually absent - save
it for drag-to-dismiss and playful moments, not functional UI.
transform: scale(0.97) on:active with a ~160ms ease-out transition. Subtle (0.95 to 0.98); it makes
the interface feel like it is listening.
scale(0). Nothing real appears from nothing. Start atscale(0.9) or higher plus opacity so the entrance has shape.
their center. Modals stay centered.
prefers-reduced-motion. Drop or shorten non-essential motion.read as noise.
A control with no states feels dead.
When reviewing UI code, output a single markdown table, one row per issue, with
Before | After | Why. Do not use separate "Before:" / "After:" lines.
| Before | After | Why |
|--------|-------|-----|
| transition: all 300ms | transition: transform 200ms ease-out | Name exact properties; avoid all |
| transform: scale(0) | scale(0.95); opacity: 0 | Nothing appears from nothing |
| ease-in on a dropdown | strong ease-out | ease-in reads as sluggish |
| no :active state | scale(0.97) on :active | Presses must feel responsive |
Take rohitg00/design-engineering from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.