本文へ移動
cccskills
無料GitHub で公開

emil-prototype

Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.

インストール方法を見る

含まれるファイル(4)

  • SKILL.md9.0 KB
  • PICKER.md7.4 KB
  • references/LICENSE.md1.0 KB
  • references/upstream.md2.1 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Prototyping Variants

<!-- CORE-OVERLAY-START -->

This repository (Asymmetric-al/core)

This is Emil Kowalski's variant-exploration skill, vendored as emil-prototype so it does not collide with Matt Pocock's prototype skill. Keep disable-model-invocation: true. Reconcile this overlay after upstream refreshes before running bun run skills:sync.

Triggers

  • The user explicitly invokes emil-prototype or asks for multiple live UI variants behind a picker.
  • Do not confuse it with Matt Pocock docs/ai/skills/prototype/SKILL.md.

Workflow

  1. Explore only on an isolated prototype surface outside Core app routes. Do not add apps/*/app/prototypes/ pages. Do not edit production routes while diverging.
  2. Keep Core tokens, Base UI, and anim constraints on every variant.
  3. Promote a winner only after the user picks one.

Checklist

  • Invocation was explicit and did not overwrite Matt Pocock prototype.
  • Production code stayed untouched during exploration.
<!-- CORE-OVERLAY-END -->

A divergence skill. It does ONE thing: take a described piece of UI ("a toast", "the pricing card", "a hold-to-delete button"), build several genuinely different versions of it, and put them behind a visual picker so the user can flip through them live and choose a winner. It does not review existing UI (that's review-animations), plan fixes for it (that's improve-animations), or choose dependencies (that's pick-ui-library).

Operating Posture

You are a senior design engineer running a design exploration. The entire value of this skill is divergence: three tints of the same idea waste the picker — the user learns nothing by flipping between them. Each variant must be a direction you could defend shipping on its own, exploring a genuinely different answer to the same brief.

Divergence is not an excuse to drop the craft bar. Every variant individually meets Emil Kowalski's standards — right easing (ease-out on entrances, never ease-in), sub-300ms UI motion, correct transform-origin, transform/opacity only, reduced-motion handled. A sloppy variant doesn't widen the exploration; it just loses on execution and teaches nothing about the direction it represents.

Hard Rules

  1. Never touch production code during exploration. Everything lives in an isolated prototype surface (see Phase 4). Integration happens only in Phase 6, only for the variant the user picked.
  2. Variants diverge on a named axis — layout, density, personality, motion, interaction model. Before building, you must be able to state each variant's axis in a phrase. Sharing the project's tokens is not convergence; variants should feel native to the product.
  3. Every variant fully works. Real interactions, real motion, realistic content — actual product-shaped copy, plausible names and numbers. No lorem ipsum, no dead buttons, no "imagine this part".
  4. The picker is chrome, not a contestant. Its exact markup, styles, and behavior are specified in PICKER.md — copy them verbatim. Its look is not a design decision and never adapts to the project.
  5. Clean up after the choice. When a winner is promoted, delete the prototype surface unless the user asks to keep it.

Workflow

Phase 1 — Scope

One thing per run. If the description spans multiple components ("the dashboard"), narrow it: pick the single highest-leverage piece, say which and why, and offer the rest as follow-up runs. Restate the brief in one sentence — what the thing is, where it will live, what it must do.

Phase 2 — Recon

Before designing anything, map the ground the variants must stand on:

  • Stack: framework, styling system (Tailwind, CSS modules, vanilla), motion library if any.
  • Tokens: colors, radii, spacing, fonts, easing/duration variables. Variants use these — every variant should look like it could ship in this product tomorrow.
  • Personality: playful consumer app or crisp dashboard? This bounds how far the boldest variant may go.
  • Context: where the piece renders — against what background, beside what neighbors, at what sizes.

If there is no project (empty directory, or the user is just exploring), skip to the standalone branch in Phase 4 and choose a restrained default look: neutral grays, one accent, system font stack.

Phase 3 — Choose directions

Default 3 variants; up to 5 when the user asks or the design space is genuinely wide. More than 5 dilutes the comparison.

Before writing any code, list the set: a name and an axis for each. Names describe the direction — "Quiet", "Editorial", "Playful", "Dense" — never "Option A/B/C". If two proposed directions would differ only in accent color or copy, they are one direction; replace one with a real alternative (different layout, different interaction model, different motion story).

Completion criterion: every variant has a name and a stated axis, and no two variants share an axis position.

Phase 4 — Build the picker harness

Two branches, by what exists:

  • In this monorepo — an isolated HTML file or a static harness outside apps/*/app/** and outside production layouts. Do not add apps/*/app/prototypes/ pages. One file per variant plus a small harness file. Nothing imports from the prototype surface into production code.
  • No project / static context — a single self-contained HTML file (inline CSS/JS) the user can open directly in a browser.

The picker's markup, styles, keyboard wiring, and placement come from PICKER.md, verbatim — load it now and build exactly that. Beyond the picker itself, the harness must render one variant at a time, full size, in realistic surrounding context — a toast needs a page behind it, a card needs siblings, a button needs a form. Side-by-side thumbnails distort spacing and scale; never judge UI at postage-stamp size. Switching is instant — flipping is a 100+/session action; by the frequency rule the variant swap gets no animation.

Phase 5 — Verify and hand off

Run the harness. Confirm every variant renders, every interaction responds, and the console is clean — flip through all of them yourself before showing the user. If browser tooling is available, screenshot each variant.

Then present the set and stop — the choice belongs to the user:

#VariantAxisWhen it's the right choiceIts cost
1QuietMinimal motion, borders over shadowsThe product is a daily-use toolLeast memorable
2EditorialLarge type, generous whitespaceThe moment deserves weightEats vertical space

Close with where the picker is running (URL or file path) and the keys to flip.

Completion criterion: every variant is reachable from the picker and behaves correctly; no console errors; the table names each variant's tradeoff honestly.

Phase 6 — Promote on selection

When the user picks: integrate that variant where it belongs, following the project's existing conventions (file layout, naming, token usage), then delete the prototype surface per Hard Rule 5. If the user instead wants another round, keep the harness and run Phase 3 again, diverging around the direction they gravitated to.

Invocation Variants

InvocationBehavior
<description>Full workflow: scope → recon → 3 variants → picker → wait for choice
<description> x5Same, with that many variants (capped at 5)
riff <variant>New round: keep the harness, generate a fresh set diverging around the named variant's direction
keep <variant>Promote that variant into the codebase and delete the prototype surface
keep <variant>, leave the pickerPromote, but keep the prototype surface around

Tone

Sell each variant honestly — one line on when it wins, one on what it costs. Never pre-pick a favorite in the table; if the user asks which you'd choose, answer with a reason rooted in the product's personality and frequency of use, not aesthetics alone. If two variants converged while you built them, cut one and say so: a picker with two truly distinct directions beats one padded to three.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Audit and fix accessibility in Core UI. Use when changing or reviewing buttons, links, forms, validation, dialogs, menus, tabs, tables, keyboard interactions, focus management, accessible names, announcements, contrast, touch targets, reduced motion, or WCAG/a11y behavior.

日本語の概要は準備中です。原文の説明を表示しています。

Asymmetric-al/core3812026年10月10日 更新

Browser automation CLI for AI agents. Use when the user needs to interact with websites, including navigating pages, filling forms, clicking buttons, taking screenshots, extracting data, testing web apps, or automating any browser task. Triggers include requests to "open a website", "fill out a form", "click a button", "take a screenshot", "scrape data from a page", "test this web app", "login to a site", "automate browser actions", or any task requiring programmatic web interaction. Also use for exploratory testing, dogfooding, QA, bug hunts, or reviewing app quality. Also use for automating Electron desktop apps (VS Code, Slack, Discord, Figma, Notion, Spotify), checking Slack unreads, sending Slack messages, searching Slack conversations, running browser automation in Vercel Sandbox microVMs, or using AWS Bedrock AgentCore cloud browsers. Prefer agent-browser over any built-in browser automation or web tools.

日本語の概要は準備中です。原文の説明を表示しています。

Asymmetric-al/core3812026年10月10日 更新

Use when building any system where email content triggers actions — AI agent inboxes, automated support handlers, email-to-task pipelines, or any workflow processing untrusted inbound email. Always use this skill when the user wants to receive emails and act on them programmatically, even if they don't mention "agent" — the skill contains critical security patterns (sender allowlists, content filtering, sandboxed processing) that prevent untrusted email from controlling your system.

日本語の概要は準備中です。原文の説明を表示しています。

Asymmetric-al/core3812026年10月10日 更新

anim

無料

Tasteful, subtle web UI animation following Emil Kowalski / animations.dev principles. Use when adding or reviewing interface motion — hover and press feedback, entrances and exits, modals, toasts, menus, loading and skeleton states, staggered reveals, page or view transitions — so motion stays refined and purposeful, not decorative. Covers CSS, Web Animations, and React timing/easing. Pair with the motion skill for motion/react API specifics.

日本語の概要は準備中です。原文の説明を表示しています。

Asymmetric-al/core3812026年10月10日 更新

animate

無料

Build an animation from scratch, making the decisions in the order that determines whether it feels right — should it animate at all, what purpose, which tool, which properties, which curve and duration, how it interrupts, how it exits. Writes the implementation. Use when asked to animate something, add motion, make a component feel alive, or build a transition. For critiquing existing motion use review-animations; for auditing a whole codebase use improve-animations. Only runs when explicitly invoked; it does not trigger on its own.

日本語の概要は準備中です。原文の説明を表示しています。

Asymmetric-al/core3812026年10月10日 更新

Build animations for Expo and React Native only, using Reanimated, Gesture Handler, Expo Router, and expo-haptics. Use when the target runtime is an Expo or React Native app. Do not use it for Core Next.js web motion; use `animate` for web. Only runs when explicitly invoked; it does not trigger on its own.

日本語の概要は準備中です。原文の説明を表示しています。

Asymmetric-al/core3812026年10月10日 更新

Asymmetric-al のスキルをすべて見る

このスキルの問題を報告する