These skills are open-source Claude Code plugins structured instruction sets that load into Claude and unlock specialised design capabilities. They come from a handful of well-maintained GitHub repos. Download the ones you need, drop them into your ~/.claude/skills/ folder, and they're available in every Claude Code session. Many are now also installable in one line from Anthropic's official marketplace with /plugin install — see Plugins & Marketplaces.
npm install -g @anthropic-ai/claude-code~/.claude/skills/ for global access across all projects, or .claude/skills/ inside a project for project-scoped skills.mkdir -p ~/.claude/skills# Install Impeccable (UI quality commands)
/plugin marketplace add pbakaus/impeccable
# Install Anthropic's frontend-design
/plugin marketplace add anthropics/claude-code
# Install UI/UX Pro Max
/plugin marketplace add nextlevelbuilder/ui-ux-pro-max-skill
# Install Emil Kowalski's design engineering skill
npx skills add emilkowalski/skill
# Clone Impeccable and copy skill to your folder
git clone https://github.com/pbakaus/impeccable
cp -r impeccable/dist/claude/.claude/skills/impeccable ~/.claude/skills/
# Clone frontend-design from Anthropic
git clone https://github.com/anthropics/claude-code
cp -r claude-code/plugins/frontend-design/skills/frontend-design ~/.claude/skills/
# Clone UI/UX Pro Max
git clone https://github.com/nextlevelbuilder/ui-ux-pro-max-skill
cp -r ui-ux-pro-max-skill/.claude/skills/ui-ux-pro-max ~/.claude/skills/
# Clone Emil Kowalski's skill
git clone https://github.com/emilkowalski/skill
cp -r skill ~/.claude/skills/emil-design-eng
# Install the UI/UX Pro Max CLI globally
npm install -g uipro-cli
# Then run from your project directory
cd /path/to/your/project
uipro init --ai claude
# Start Claude Code
claude
# List installed skills
/skills list
# Try a skill ask Claude to build something
"Build me a landing page for a SaaS product, dark and editorial tone"/command syntax shown in this guide.Browse the categories to understand what each skill does and when to reach for it. Use the search bar to find skills by name, use-case, or keyword. Once installed, invoke a skill by typing its /command name directly in Claude Code.
Quality skills work best when applied at the right stage, not all at once. Use /baseline-ui at the start, /audit mid-project, /harden before launch, and /polish last.
Use these once your structure is solid and you need to shift the visual character. Each skill moves the design in a specific direction, so pick the one that matches what is wrong.
Always design before you implement. Run /interaction-design first to define what should move and why, then /animate to build it. Motion without rationale becomes noise.
Accessibility works best as a sequence. Fix UX copy with /clarify first, run a full audit with /wcag-audit-patterns, then patch specific issues with /fixing-accessibility.
Use /adapt when a desktop build needs to work across devices, and /optimize when performance scores or user feedback reveal slowness. Both are remediation skills, not upfront ones.
Design systems skills pay off on long-lived projects. Build your token architecture first with /ckm-design-system, consolidate patterns with /extract, and manage shadcn/ui components with /shadcn.
Start every significant build with /design-lab to explore directions before committing. These skills are the heaviest hitters in the set and produce the most distinctive output.
/critique evaluates what you have built. /onboard shapes what new users encounter first. One looks back, the other looks forward.
Start brand work with /ckm-brand to establish strategic foundations before moving to execution. The other skills in this group build on top of that groundwork.
Platform-specific skills follow the conventions of their operating systems. Use /swiftui-ui-patterns for any iOS or macOS work to stay aligned with Apple Human Interface Guidelines.
Pipelines are recommended sequences for common design and build workflows. Order matters running skills out of sequence produces weaker results. Each pipeline has been arranged to avoid redundant work.
Checklists & Pipelines
- Accessibility (A11y)
- Designing for people with disabilities, ensuring everyone can perceive, understand, and navigate the product.
- Cognitive Load
- The total amount of mental effort being used in working memory.
- Design Sprint
- A five-day structured process for solving design problems through ideation, prototyping, and user testing.
- Design Thinking
- A human-centred problem-solving approach with five stages: Empathise, Define, Ideate, Prototype, and Test.
- Edge Case
- A rare or extreme situation that a design must account for, such as an unusually long username.
- Empathy Map
- A tool used to articulate what we know about a particular type of user, creating shared understanding.
- Happy Path
- The ideal user journey where everything goes right and no errors occur.
- High-fidelity (Hi-fi)
- Detailed, near-final designs that closely represent the finished product, including real typography, colour, and interactions.
- Information Architecture (IA)
- The structural design of shared information environments; how content is organised and labelled.
- Lean UX
- An approach that prioritises rapid iteration and validated learning over extensive documentation, reducing waste in the design process.
- Low-fidelity (Lo-fi)
- Early-stage rough designs or wireframes with minimal visual detail, used for quick iteration and structural feedback.
- Mental Model
- What the user believes about how a system works. Good UX aligns the interface with this model.
- Pain Point
- A specific problem faced by current or prospective customers in the marketplace.
- Prototype
- A simulation of the final product used to test interactions and flows before development. Ranges from low-fidelity clickable mockups to high-fidelity coded versions.
- Sitemap
- A hierarchical diagram showing all pages or screens in a product and how they relate to one another.
- User Experience (UX)
- The internal experience a person has as they interact with every aspect of a company's services and products.
- User Flow
- A diagram mapping the steps a user takes to complete a specific task within a product, from entry point to completion.
- User Interface (UI)
- The graphical layout of an application, consisting of the buttons users click, the text they read, and the images.
- User Journey Map
- A visualisation of the process a person goes through to accomplish a goal.
- User Persona
- A fictional character created to represent a user type that might use a site or brand in a similar way.
- User Story
- A short, plain-language description of a feature from the user's perspective. Format: 'As a [user], I want to [action] so that [benefit].'
- Wireframe
- A low-fidelity skeletal layout showing the structure and placement of elements without visual design. The blueprint stage of UI design.
- Accordion
- A list of headers that expand to reveal more content when clicked.
- Badge
- A small visual indicator, usually a number or dot, showing unread or new items.
- Banner / Alert
- A full-width message strip used to communicate important system-level information or status.
- Bottom Sheet
- A panel that slides up from the bottom of the screen on mobile, revealing additional content or actions.
- Breadcrumbs
- Secondary navigation showing the user's current location within a hierarchy.
- Button
- The most fundamental interactive element. Triggers an action. Variants include primary, secondary, ghost, destructive, and icon-only.
- Card
- A flexible container grouping related content (image, title, text, action) into one unit.
- Carousel
- A sliding container used to browse through multiple pieces of content horizontally.
- Checkbox
- A square control allowing users to select one or multiple options.
- Chip / Tag
- A compact element representing an attribute, filter, or selection. Often dismissible.
- Contextual Menu
- A menu that appears on right-click or long-press, offering actions relevant to the selected item.
- Data Table
- A structured grid for displaying, sorting, filtering, and interacting with tabular data sets.
- Date Picker
- A UI control allowing users to select a date or date range from a calendar interface.
- Drawer
- A panel that slides in from the side of the screen, typically used for navigation or supplementary content.
- Dropdown
- A menu that reveals a list of selectable options when activated.
- Form
- A container grouping input fields that collects and submits user data. Includes labels, inputs, validation, and a submit action.
- Hamburger Menu
- A three-line icon that toggles a hidden menu, common on mobile.
- Input Field
- A space where users can enter text or data.
- Input Mask
- A format that forces a user to enter data in a specific way, e.g. a phone number.
- Loader / Spinner
- An animation indicating that the system is busy processing.
- Modal
- A dialog box that overlays the main UI and requires an action before closing.
- Navbar
- A horizontal bar at the top of a screen containing primary links.
- Pagination
- A navigation pattern splitting large content sets into discrete pages with controls to move between them.
- Progress Bar
- A visual indicator showing how far through a process or task the user is.
- Radio Button
- A circular control allowing users to select exactly one option from a set.
- Search Bar
- An input field specifically for querying content, often with autocomplete and filter support.
- Sidebar
- A vertical navigation column on the left or right side of a page.
- Stepper
- A control to increase or decrease a numerical value, usually with + or - buttons.
- Tab Bar
- A row of buttons allowing users to switch between distinct views within the same context.
- Toast / Snackbar
- A small, temporary message at the edge of the screen providing contextual feedback.
- Toggle / Switch
- A digital on/off switch commonly used for settings.
- Tooltip
- A small label that appears on hover to explain a specific element.
- Active State
- The visual state during the actual click or tap.
- Default State
- The base state of a component when no interaction is happening.
- Disabled State
- The state when a component exists but cannot be interacted with, often greyed out.
- Empty State
- What a component looks like when it has no data to display.
- Error State
- A red-themed state indicating a problem that needs to be fixed.
- Focus State
- The state when an element is selected via keyboard, crucial for accessibility.
- Hover State
- The state when a cursor is placed over an element. Desktop only.
- Loading State
- A state where the component is waiting for data to be fetched.
- Skeleton State
- A placeholder version of a component shown as grey pulses while content loads.
- Success State
- A green-themed state indicating a task was completed correctly.
- Warning State
- An orange or yellow state indicating a potential issue or caution.
- Aspect Ratio
- The proportional relationship between width and height, e.g. 16:9.
- Border Radius
- The measurement defining how rounded the corners of a component are.
- Box Shadow
- A visual effect that gives a component elevation or depth.
- Colour System
- A structured palette organising brand colours into primitives, semantic tokens, and component-level applications.
- Font Weight
- The thickness of a typeface's stroke. Common weights: 300 (light), 400 (regular), 600 (semibold), 700 (bold).
- Grid System
- Intersecting lines used to align and size components consistently.
- Iconography
- A consistent set of symbols and glyphs used to represent actions, objects, or concepts across a product.
- Illustration
- Custom artwork used to convey complex concepts, set tone, or add personality beyond what photography or icons can achieve.
- Line Height
- The vertical space between lines of text. Critical for readability. Also called leading.
- Margin
- The space on the outside of a component, separating it from others.
- Opacity
- The level of transparency of an element.
- Padding
- The space between the content of a component and its internal border.
- Stroke / Border
- The outline surrounding a component.
- Touch Target
- The actual clickable area of an element. Minimum 44x44px for mobile.
- Type Scale
- A defined set of font sizes with a consistent mathematical ratio, creating visual hierarchy across text elements.
- Typography
- The style, arrangement, and appearance of text.
- Visual Hierarchy
- The arrangement of elements to guide the eye and communicate order of importance.
- Visual Weight
- The perceived heaviness or prominence of an element based on size, colour, contrast, and position.
- White Space
- The empty space between elements that helps the design breathe.
- Z-Index
- The stack order of elements what sits on top of what.
- Affordance
- A visual hint that suggests how to use an object, e.g. a button looks clickable.
- Conditional Logic
- If/Then rules that govern UI behaviour based on user input.
- Duration
- The length of time an animation takes to complete, measured in milliseconds.
- Easing
- The mathematical way an animation accelerates or decelerates, e.g. ease-in-out.
- Entrance / Exit Animation
- Animations that govern how elements appear (mount) and disappear (unmount) from the interface.
- Friction
- Anything that prevents a user from moving smoothly through a task.
- Keyframe
- A specific point in an animation sequence that defines a state. Intermediate frames are interpolated between keyframes.
- Micro-interaction
- A contained interaction moment with a trigger and response e.g. a like button animating on tap. The small details that make an interface feel alive.
- Progressive Disclosure
- Showing only the most necessary information first to avoid overwhelming the user.
- Scroll-triggered Animation
- An animation that activates based on the user's scroll position.
- Signifier
- The specific element that provides the affordance, e.g. the label or colour.
- Spring Physics
- An animation model that simulates real-world spring behaviour overshoot, bounce, and settle for natural-feeling motion.
- Transition
- An animated change between two states of a UI element or between two screens.
- Validation
- Checking if user input is correct. Client-side is instant; server-side is after submission.
- Asset
- Any file used in the UI, such as SVG icons, PNGs, or Lottie animations.
- Atomic Design
- A design system methodology organising components into five levels: atoms, molecules, organisms, templates, and pages.
- Auto Layout
- A property that allows containers to shrink or grow based on their content.
- Box Model
- How browsers compute element size: content + padding + border + margin.
- Breakpoint
- The specific pixel width where a layout changes for different screen sizes.
- Component Library
- The repository of coded components that developers use to build.
- Dark Mode
- An alternate colour scheme using dark backgrounds and light foreground elements, reducing eye strain in low-light environments.
- Design Drift
- When the live product deviates from the original design files.
- Design System
- The single source of truth containing all components, tokens and rules.
- Design Token
- The smallest variable in a system, e.g. color-primary = #0052FF.
- Documentation
- Written instructions, examples, and guidelines that explain how to use a design system or component library.
- Figma
- The industry-standard collaborative design tool for UI/UX design, prototyping, and design system management.
- Governance
- The process and rules for managing contributions, changes, and decisions within a design system.
- Handoff
- The process of passing finished designs and assets to the engineering team.
- Primitive Token
- The raw, unassigned values in a system, e.g. Red-500.
- Semantic Token
- Naming colours by their purpose, e.g. button-bg-hover.
- Single Source of Truth
- A central repository where the definitive, up-to-date version of designs, tokens, or components is maintained.
- Specs
- Detailed measurements and annotations provided to the engineering team.
- Style Guide
- A document defining the visual rules of a product typography, colour, spacing, and component usage guidelines.
- A/B Testing
- Comparing two versions of a design to see which performs better.
- Affinity Mapping
- Organising research data into groups based on themes.
- Card Sorting
- A technique used to determine information architecture.
- Fitts's Law
- The time to acquire a target is a function of the distance to and size of the target.
- Heatmap
- A visual representation showing where users click and scroll on a page.
- Hick's Law
- The time it takes to make a decision increases with the number of choices.
- Jakob's Law
- Users prefer your site to work like all the others they already know.
- Jobs to Be Done (JTBD)
- A framework focusing on the underlying goal or 'job' a user is trying to accomplish, rather than their demographic profile.
- NPS (Net Promoter Score)
- A metric measuring how likely users are to recommend a product, scored on a scale of 0–10.
- Qualitative Research
- Research that explores user attitudes, motivations, and behaviours through interviews, observations, and open-ended methods.
- Quantitative Research
- Research that measures user behaviour numerically through analytics, surveys, and statistical methods.
- Session Recording
- A tool that captures user sessions to replay clicks, scrolls, and interactions for analysis.
- Think-Aloud Protocol
- A usability testing method where participants verbalise their thoughts as they interact with a product.
- Tree Testing
- Evaluating the findability of topics within a site's structure.
- Usability Testing
- Observing real users attempting tasks in a product to identify friction, confusion, and areas for improvement.
- Alt Text
- Text descriptions of images for visually impaired users.
- ARIA Label
- Hidden text used by screen readers to describe non-text elements.
- Colour Blindness
- A vision condition affecting colour perception. Designs must not rely solely on colour to convey meaning.
- Contrast Ratio
- The difference in luminance between text and background. WCAG AA requires 4.5:1.
- Focus Order
- The logical sequence a user follows when navigating via keyboard.
- Keyboard Navigation
- The ability to operate all interactive elements using only a keyboard, essential for motor-impaired users.
- Localisation (L10n)
- Adapting a design for different languages and cultures, e.g. right-to-left layouts.
- Reduced Motion
- A user preference (prefers-reduced-motion) that signals animations should be minimised or removed.
- Screen Reader
- Assistive software that reads on-screen content aloud for visually impaired users. Examples: NVDA, VoiceOver, JAWS.
- Skip Link
- A hidden link that becomes visible on keyboard focus, allowing users to skip past repetitive navigation directly to main content.
- WCAG AA
- The standard accessibility conformance level requiring 4.5:1 contrast for normal text and 3:1 for large text.
- Agentic UI
- Interfaces designed for AI agents that perform multi-step tasks autonomously.
- AI Guardrails
- Constraints and rules applied to AI systems to prevent harmful, off-topic, or undesirable outputs.
- Churn Rate
- The rate at which customers stop using your product.
- Context Window
- The maximum amount of text (tokens) an AI model can process in a single interaction. Determines how much information Claude can 'remember' within a conversation.
- Conversion Rate
- The percentage of users who complete a desired action.
- Few-shot Prompting
- Providing an AI with a small number of examples within the prompt to guide its output format or reasoning.
- Hallucination
- When an AI model generates confident but factually incorrect or invented information.
- KPI
- Key Performance Indicator. A quantifiable measurement used to gauge product success.
- LLM Transparency
- Showing when an AI is reasoning or where its data originates.
- Micro-copy
- The small bits of text such as button labels and hints that guide the user.
- Multimodal Interface
- An interface supporting voice, touch, gesture, and other input types simultaneously.
- Prompt Engineering
- The practice of crafting precise, structured inputs to get the most accurate and useful outputs from an AI model.
- RAG (Retrieval-Augmented Generation)
- A technique that enhances AI responses by retrieving relevant documents from a knowledge base before generating a reply.
- ROI
- Return on Investment. The financial gain achieved from a design improvement.
- Spatial Computing
- Designing for 3D environments such as AR, VR, and MR.
- System Prompt
- Instructions given to an AI at the start of a session that define its behaviour, tone, and constraints for the entire conversation.
- Vibe Coding
- A development approach where you describe what you want in natural language and an AI generates the code, focusing on the outcome rather than the implementation.
- Zero-shot Prompting
- Asking an AI to complete a task without providing any examples, relying entirely on the model's training.
.claude/agents/ directly./code-review.CLAUDE.md guide.CLAUDE.md files, toggle auto memory, and view auto memory entries./design-sync with your claude.ai account./usage.~/Desktop for diagnosing high memory usage.frontend-design itself..claude/settings.json), or local (this repo, just you).# Browse the plugin manager — Discover / Installed / Marketplaces / Errors tabs /plugin # Install from the official marketplace /plugin install frontend-design@claude-plugins-official # Add the community marketplace, then install from it /plugin marketplace add anthropics/claude-plugins-community /plugin install <name>@claude-community # Any GitHub repo with .claude-plugin/marketplace.json works as a marketplace /plugin marketplace add owner/repo # Manage without opening the panel /plugin list /plugin disable <name>@<marketplace> /plugin uninstall <name>@<marketplace> /reload-plugins # apply changes without restarting
Read, Grep, Glob. Omit to inherit everything. A read-only reviewer should never hold Write.sonnet, opus, haiku, fable, or a full model ID. Defaults to inheriting yours.user, project, or local — persistent memory scope across invocations.worktree to run in its own git worktree, so parallel agents can't collide on files.// .claude/agents/design-reviewer.md --- name: design-reviewer description: Reviews rendered UI against the design system. Use after any component change. tools: Read, Grep, Glob model: sonnet skills: - frontend-design memory: project --- You are a design reviewer. For every issue, name the token or rule it violates, quote the offending code, and give the corrected version. Check spacing scale adherence, type hierarchy, contrast ratios, and interaction states. Be specific — never say "improve spacing".
# Three ways to invoke Use the design-reviewer agent to check my changes # natural language @"design-reviewer (agent)" audit the settings panel # explicit, guaranteed claude --agent design-reviewer # as the main thread
- The task produces verbose output you'll never re-read
- You want to enforce tool restrictions, not just request them
- Work is self-contained and a summary is enough
- You need several running in parallel, isolated from each other
- You want the expertise live in your own conversation
- The task needs back-and-forth refinement
- Multiple phases share significant context
- You'll invoke it as a
/command
CLAUDE.md hierarchy, and any preloaded skills. Anything else it needs, you must put in the prompt.CLAUDE.md is a request Claude can forget. A hook is a rule the harness enforces — shell commands that fire deterministically on session events. This is the only reliable way to get "always run the formatter after an edit" or "never let it touch that directory".// .claude/settings.json — run the formatter after every write { "hooks": { "PostToolUse": [ { "matcher": "Write|Edit", "hooks": [ { "type": "command", "command": "jq -r '.tool_input.file_path' | xargs npm run lint:fix", "statusMessage": "Formatting…", "timeout": 30 } ] } ] } }
jq to read fields.hooks object above.PostToolUse hook, it happens every time, whether or not the model remembers. Set "disableAllHooks": true to kill them all temporarily..html or .md file into your project, then asks permission to publish it.Ctrl+] reopens the latest.# Compare options instead of describing them Make an artifact with four distinctly different layouts for the settings panel. Vary density and grouping, lay them out as a grid with a one-line tradeoff under each. # Tune values directly rather than guessing Build an artifact with sliders for the easing curve, duration and delay so I can try values on this transition. Show the animation live. # Bring the decision back into the session Make a triage board with each issue as a draggable card. Add a "Copy as prompt" button that gives me the final ordering to paste back. # Update one from a different session — the URL is required Update https://claude.ai/code/artifact/<id> with today's numbers.
CLAUDE.md and artifacts come out on-brand: your system outranks its defaults, and your prompt outranks both.fetch, XHR, WebSockets. CSS and JS are inlined; images become data URIs. Google Fonts is the single exception..html, .htm, or .md. Markdown renders as styled HTML./login. API-key and gateway sessions cannot publish."disableArtifact": true, or CLAUDE_CODE_DISABLE_ARTIFACT=1, or deny the Artifact permission.# Project
Stack: Next.js 14, Tailwind, shadcn/ui
Design tokens: tokens/design.ts
Component folder: src/components/
# Preferences
- Use TypeScript strict mode
- Prefer composition over prop drilling
- Save output files to ~/Claude/~/.claude/CLAUDE.md (global) or .claude/CLAUDE.md (project)# Brand
Name: Hypaspace
Tone: Bold, technical, minimal
# Colours
Primary: #6f6af8
Background: #0b0b0f
Surface: #111117
# Typography
Display: Special Gothic Expanded One
Body: Syne
Mono: JetBrains Mono---
name: my-skill
description: When to activate this skill
---
# My Skill
Instructions for Claude go here.
Reference files, examples, and
decision frameworks all valid.~/.claude/skills/my-skill/SKILL.mdSKILL.md file plus any supporting scripts, data, or references. Claude reads these at session start and uses them as specialised knowledge for specific tasks.
npm install -g @anthropic-ai/claude-code.
.claude/commands/deploy.md and .claude/skills/deploy/SKILL.md both produce /deploy and behave identically — existing commands/ files keep working. Skills just add more: a folder for supporting files, frontmatter to control whether you or Claude invokes them, and automatic loading when relevant.
~/.claude/skills/ still works and is still the fastest way to iterate. But to share a skill — with a teammate or the community — bundle it as a plugin and distribute it through a marketplace. Plugin skills are namespaced as /plugin-name:skill-name so two plugins can ship the same skill name without colliding. See Plugins & Marketplaces.
SKILL.md inside ~/.claude/skills/ is live on next session start. No config required./polish before /harden wastes effort — harden changes structure, polish changes surface. Run /audit → /harden → /polish, in that order, every time./overdrive is for portfolio pieces, launch demos, and contexts where motion IS the product. Don't reach for it on functional tooling./teach-impeccable at project start saves your design context to config so every subsequent skill has it. Skip this and you'll be re-explaining your design system on every command./design-lab exploring directions prevents hours of creative pivots later. The 5 directions it generates are cheap; rebuilding a committed design isn't.mcp.figma.com/mcp.