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SKILL verified MIT Self-run

Ux Patterns

skill-noobygains-godmode-ux-patterns · by NoobyGains

Use when building ANY user interface - web app, game, CLI, dashboard, landing page, or component - ensures all UI output references documented UX patterns instead of generating from assumptions, preventing the amateur look of AI-generated UI

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Install

$ agentstack add skill-noobygains-godmode-ux-patterns

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
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  • Known-malicious package signatures

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  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

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About

UX Patterns

Overview

Never generate UI from assumptions. Always consult documented patterns first.

Core principle: Every UI element must trace to a documented UX pattern or design system component. If you cannot cite your reference, you are guessing -- and guessing produces amateur results.

No exceptions. No workarounds. No shortcuts.

The Prime Directive

NO UI CODE WITHOUT A UX REFERENCE FIRST

If you have not identified the applicable pattern, you are not authorized to write the component. Wrote UI code without a reference? Remove it. Begin again with a reference.

No excuses:

  • Do not "quickly prototype" without tokens
  • Do not "come back and polish the styling later"
  • Do not use arbitrary pixel values "just to get it working"
  • Do not bypass the entry protocol for "trivial" components
  • "Quick and dirty" UI always ships. It always ships.

When to Use

Always:

  • Web applications (SaaS, dashboards, admin panels)
  • Landing pages and marketing sites
  • Game interfaces (menus, HUDs, inventories, shops)
  • CLI interfaces (output formatting, interactive prompts)
  • Mobile applications
  • Component libraries
  • Any visual output a human will perceive

Including:

  • "It is just a prototype" (prototypes become products)
  • "Nobody will see this" (someone always does)
  • "I will polish it later" (you will not)

The Entry Protocol

digraph entry_protocol {
    rankdir=TB;
    start [label="Need to author UI code", shape=doublecircle];
    identify [label="IDENTIFY\nWhat UI pattern is this?", shape=diamond];
    reference [label="REFERENCE\nConsult pattern in\npattern-libraries.md", shape=box];
    tokens [label="TOKENS\nDesign tokens established?", shape=diamond];
    define_tokens [label="Establish tokens from\ndesign-tokens.md", shape=box];
    adopt [label="ADOPT\nApply reference spacing,\ntypography, layout", shape=box];
    adapt [label="ADAPT\nModify only what the\nspecific context demands", shape=box];
    write [label="Author UI code", shape=doublecircle];
    halt [label="HALT\nYou are guessing", shape=octagon, style=filled, fillcolor=red, fontcolor=white];

    start -> identify;
    identify -> reference [label="identified"];
    identify -> halt [label="unknown\npattern"];
    reference -> tokens;
    tokens -> adopt [label="yes"];
    tokens -> define_tokens [label="no"];
    define_tokens -> adopt;
    adopt -> adapt;
    adapt -> write;
    halt -> identify [label="research\nfirst"];
}

BEFORE authoring ANY UI code, execute every phase:

  1. IDENTIFY -- What UI pattern is this? (navigation, form, data table, modal, card, etc.)
  2. REFERENCE -- Consult the pattern in pattern-libraries.md
  3. TOKENS -- Confirm design tokens are established for this project (see design-tokens.md)
  4. ADOPT -- Apply the reference spacing, typography, layout, and interaction patterns
  5. ADAPT -- Modify only what the specific context necessitates
  6. AUTHOR -- Only then write the UI code

Skip any phase = guessing. Remove and restart.

Design Token Requirements

Every UI project must define these tokens BEFORE any component code:

| Token Category | What to Define | Why It Matters | |---|---|---| | Colors | Primary, secondary, neutral scale (50-950), semantic (error, success, warning, info) | Eliminates "random color" syndrome | | Typography | Font family (max 2), size scale (xs through 4xl), weight scale (normal, medium, semibold, bold), line heights | Typography is 95% of visual quality | | Spacing | Base unit (4px or 8px), scale (xs: 4px through 3xl: 64px) | Systematic spacing produces a professional feel | | Border Radius | Scale: none, sm, md, lg, full | Ensures consistent component shapes | | Shadows | 3-4 elevation levels (sm, md, lg, xl) | Establishes clear depth hierarchy | | Breakpoints | sm (640px), md (768px), lg (1024px), xl (1280px) minimum | Responsive behavior from the start | | Z-index | Scale: dropdown(10), sticky(20), modal(30), popover(40), toast(50) | Prevents z-index conflicts |

Consult design-tokens.md for ready-to-use token templates by project classification.

Pattern Lookup Methodology

digraph pattern_selection {
    rankdir=TB;
    what [label="What am I building?", shape=diamond];
    saas [label="SaaS / Dashboard /\nAdmin Panel?", shape=diamond];
    game [label="Game Interface?", shape=diamond];
    marketing [label="Landing Page /\nMarketing Site?", shape=diamond];
    devtool [label="Developer Tool /\nCLI?", shape=diamond];
    ecommerce [label="Online Store?", shape=diamond];

    use_saas [label="SaaS patterns\n(data-dense, navigation-heavy)", shape=box];
    use_game [label="Game UI patterns\n(dark theme, bold, animated)", shape=box];
    use_marketing [label="Marketing patterns\n(conversion-focused, hero sections)", shape=box];
    use_devtool [label="Dev tool patterns\n(monospace, high contrast, minimal)", shape=box];
    use_ecommerce [label="E-commerce patterns\n(product-focused, trust signals)", shape=box];
    use_general [label="General UI patterns\n(clean, accessible, standard)", shape=box];

    lookup [label="Consult specific component\nin pattern-libraries.md", shape=box];

    what -> saas;
    saas -> use_saas [label="yes"];
    saas -> game [label="no"];
    game -> use_game [label="yes"];
    game -> marketing [label="no"];
    marketing -> use_marketing [label="yes"];
    marketing -> devtool [label="no"];
    devtool -> use_devtool [label="yes"];
    devtool -> ecommerce [label="no"];
    ecommerce -> use_ecommerce [label="yes"];
    ecommerce -> use_general [label="no"];

    use_saas -> lookup;
    use_game -> lookup;
    use_marketing -> lookup;
    use_devtool -> lookup;
    use_ecommerce -> lookup;
    use_general -> lookup;
}

Consult pattern-libraries.md for the complete reference organized by project classification and pattern category.

Hallmarks of Amateur UI (Anti-Patterns)

These are the unmistakable signatures of AI-generated amateur UI. Every one represents a failure to consult references.

| Anti-Pattern | Why It Looks Amateur | What Professionals Do | |---|---|---| | Erratic spacing | No grid system, gaps feel random, padding varies between sibling elements | Consume spacing tokens. Every gap is a token value. | | Ad-hoc colors | Colors selected per-component, no unified palette, too many distinct hues | Define the complete palette FIRST. Every color references a token. | | Disorganized typography | Mismatched sizes, inconsistent line heights, too many weights, weak hierarchy | Maximum 2 font families. Adhere to the type scale. Heading hierarchy is deliberate. | | Flat visual hierarchy | Everything identical in size and weight, nothing draws the eye, impossible to scan | Primary actions are visually dominant. Secondary elements are subdued. Vary size, weight, color, contrast. | | Inconsistent corners | Mix of sharp and rounded corners, varying border widths on similar elements | Define a border-radius scale. Same component type = same radius. | | Placeholder content | "Lorem ipsum", "User Name", "Description here", "Item 1" | Use realistic content that demonstrates actual data shapes and lengths. | | Missing interaction states | Buttons ignore the cursor, links are ambiguous, no keyboard focus ring | Define interaction states (hover, focus, active, disabled) for ALL interactive elements. | | Center-everything layout | Default AI behavior: center all text, content, and sections | Use left-aligned layouts with proper grid. Center only intentionally (hero headlines, CTAs). | | Uniform text walls | Every paragraph, label, and description uses the same font-size and weight | Vary weight and size. Labels are smaller and lighter. Headings are larger and bolder. Descriptions use muted color. | | Missing non-happy states | Only "populated" UI exists, no skeleton loaders, no error messages | Design all states: empty, loading (skeleton), error, partial, success. | | Oversized components | Buttons too tall, inputs too wide, cards fill the entire viewport | Use standard sizing. Buttons: 36-44px height. Inputs: 36-40px. Cards: constrain max-width. | | No whitespace rhythm | Content crammed together or floating in excessive space | Sections have consistent vertical rhythm. Related items are close. Unrelated items have clear separation. | | Gratuitous effects | Random gradients, shadows on everything, unnecessary animations | Effects serve purpose. Shadows indicate elevation. Gradients are subtle. Animations are functional. | | Round-number spacing | Using 10px, 20px, 30px instead of a system | Use 4px or 8px base unit. Spacing values: 4, 8, 12, 16, 24, 32, 48, 64. |

Component Validation Checklist

Before authoring any component, verify ALL items:

  • [ ] Design tokens established for this project (colors, typography, spacing, radii, shadows)
  • [ ] Pattern identified from pattern-libraries.md
  • [ ] Spacing consumes token scale (no arbitrary px values)
  • [ ] Typography consumes type scale (no arbitrary font-size)
  • [ ] Colors drawn from defined palette (no hex literals)
  • [ ] Border radius drawn from defined scale
  • [ ] Hover/focus/active/disabled states defined for all interactive elements
  • [ ] Responsive behavior specified for at least mobile and desktop
  • [ ] Realistic content used (no placeholder text)
  • [ ] Accessibility verified: contrast ratios (4.5:1 body text, 3:1 large text), aria labels, keyboard navigation
  • [ ] Empty state designed
  • [ ] Loading state designed (skeleton preferred over spinner)
  • [ ] Error state designed

Cannot satisfy all items? You are not ready to author the component.

Cognitive Traps

| Rationalization | Truth | |---|---| | "It is just a prototype" | Prototypes become products. Professional prototypes use tokens too. | | "I will fix the styling later" | You will not. "Later" never arrives. Every subsequent task takes priority. | | "The user did not specify design requirements" | Absence of requirements is not permission to guess. Apply tokens by default. | | "I need to get the logic working first" | Logic and presentation are not separate phases. Tokens take 5 minutes to establish. | | "This component is too simple for all that" | Simple components are where inconsistency takes root. A button without tokens infects every page it touches. | | "I will adopt a design system later" | Without tokens now, you will fight the design system later. Tokens make adoption trivial. | | "Just one hardcoded color will not hurt" | One becomes ten. Then you have a palette of accidents. | | "The AI can make it look acceptable" | "Acceptable" is the defining characteristic of amateur UI. Professional or amateur -- choose. |

Guardrails -- HALT and Reference

If you catch yourself doing any of the following:

  • Writing color: #3b82f6 without it being a defined token value
  • Using padding: 10px instead of a spacing token
  • Choosing a font size not present in the type scale
  • Building a component without consulting pattern-libraries.md
  • Deferring hover/focus states "for now"
  • Using "Lorem ipsum" or "Example text"
  • Centering everything because "it looks fine"
  • Adding a gradient or shadow "to make it pop"
  • Writing CSS without design tokens established
  • Building a form without consulting form patterns
  • Creating a dashboard without consulting dashboard patterns

Every item means: HALT. Remove. Return to the entry protocol.

Integration

Invoked by:

  • godmode:intent-discovery -- When design involves UI, invoke this skill
  • godmode:task-planning -- Plans involving UI work should reference this skill
  • godmode:delegated-execution -- UI implementation subagents MUST use this

Complementary skills:

  • godmode:ui-engineering -- This provides the reference system; that provides implementation patterns
  • godmode:design-integration -- For adopting existing design systems

Supporting files:

  • pattern-libraries.md -- Complete pattern reference by project classification and category
  • design-tokens.md -- Ready-to-use token templates by project classification

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.