oiloil-ui-ux-guide — community community, ide skills

v1.0.0

关于此技能

非常适合需要紧凑原则和具体的做/不做规则的 UI/UX 专注的 Agent,用于现代干净的 UI/UX 设计 Human-Agent collaboration platform.

OpenDCAI OpenDCAI
[24]
[1]
更新于: 3/11/2026

Killer-Skills Review

Decision support comes first. Repository text comes second.

Reference-Only Page Review Score: 7/11

This page remains useful for operators, but Killer-Skills treats it as reference material instead of a primary organic landing page.

Original recommendation layer Concrete use-case guidance Explicit limitations and caution
Review Score
7/11
Quality Score
35
Canonical Locale
en
Detected Body Locale
en

非常适合需要紧凑原则和具体的做/不做规则的 UI/UX 专注的 Agent,用于现代干净的 UI/UX 设计 Human-Agent collaboration platform.

核心价值

赋予代理优化 UI/UX 设计的能力,提供可行的修复和指导原则,利用系统级别的指导原则,如概念一致性、主要任务焦点和 UI 副本源纪律,并利用诸如 'references/icons.md' 和 'references/design-psych.md' 的参考资料

适用 Agent 类型

非常适合需要紧凑原则和具体的做/不做规则的 UI/UX 专注的 Agent,用于现代干净的 UI/UX 设计

赋予的主要能力 · oiloil-ui-ux-guide

审查现有的 UI 设计以优先考虑可行的修复
生成紧凑的原则和具体的做/不做规则用于现代干净的 UI/UX
应用系统级别的指导原则来优化 UI/UX 设计
利用 'references/review-template.md' 来获得稳定的输出格式

! 使用限制与门槛

  • 需要以截图、模拟、HTML 或 PR 的形式输入
  • 输出是简洁的,优先使用项目符号而不是长段落
  • 不使用表情符号作为图标或 UI 装饰
  • 图标必须是直观和精炼的,使用单一的一致图标集

Why this page is reference-only

  • - Current locale does not satisfy the locale-governance contract.
  • - The underlying skill quality score is below the review floor.

Source Boundary

The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.

评审后的下一步

先决定动作,再继续看上游仓库材料

Killer-Skills 的主价值不应该停在“帮你打开仓库说明”,而是先帮你判断这项技能是否值得安装、是否应该回到可信集合复核,以及是否已经进入工作流落地阶段。

实验室 Demo

Browser Sandbox Environment

⚡️ Ready to unleash?

Experience this Agent in a zero-setup browser environment powered by WebContainers. No installation required.

Boot Container Sandbox

常见问题与安装步骤

以下问题与步骤与页面结构化数据保持一致,便于搜索引擎理解页面内容。

? FAQ

oiloil-ui-ux-guide 是什么?

非常适合需要紧凑原则和具体的做/不做规则的 UI/UX 专注的 Agent,用于现代干净的 UI/UX 设计 Human-Agent collaboration platform.

如何安装 oiloil-ui-ux-guide?

运行命令:npx killer-skills add OpenDCAI/Mycel。支持 Cursor、Windsurf、VS Code、Claude Code 等 19+ IDE/Agent。

oiloil-ui-ux-guide 适用于哪些场景?

典型场景包括:审查现有的 UI 设计以优先考虑可行的修复、生成紧凑的原则和具体的做/不做规则用于现代干净的 UI/UX、应用系统级别的指导原则来优化 UI/UX 设计、利用 'references/review-template.md' 来获得稳定的输出格式。

oiloil-ui-ux-guide 支持哪些 IDE 或 Agent?

该技能兼容 Cursor, Windsurf, VS Code, Trae, Claude Code, OpenClaw, Aider, Codex, OpenCode, Goose, Cline, Roo Code, Kiro, Augment Code, Continue, GitHub Copilot, Sourcegraph Cody, and Amazon Q Developer。可使用 Killer-Skills CLI 一条命令通用安装。

oiloil-ui-ux-guide 有哪些限制?

需要以截图、模拟、HTML 或 PR 的形式输入;输出是简洁的,优先使用项目符号而不是长段落;不使用表情符号作为图标或 UI 装饰;图标必须是直观和精炼的,使用单一的一致图标集。

安装步骤

  1. 1. 打开终端

    在你的项目目录中打开终端或命令行。

  2. 2. 执行安装命令

    运行:npx killer-skills add OpenDCAI/Mycel。CLI 会自动识别 IDE 或 AI Agent 并完成配置。

  3. 3. 开始使用技能

    oiloil-ui-ux-guide 已启用,可立即在当前项目中调用。

! 参考页模式

此页面仍可作为安装与查阅参考,但 Killer-Skills 不再把它视为主要可索引落地页。请优先阅读上方评审结论,再决定是否继续查看上游仓库说明。

Upstream Repository Material

The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.

Upstream Source

oiloil-ui-ux-guide

安装 oiloil-ui-ux-guide,这是一款面向AI agent workflows and automation的 AI Agent Skill。查看评审结论、使用场景与安装路径。

SKILL.md
Readonly
Upstream Repository Material
The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.
Supporting Evidence

OilOil UI/UX Guide (Modern Minimal)

Use this skill in two modes:

  • guide: Provide compact principles and concrete do/don't rules for modern clean UI/UX.
  • review: Review an existing UI (screenshot / mock / HTML / PR) and output prioritized, actionable fixes.

Keep outputs concise. Prefer bullets, not long paragraphs.

Workflow (pick one)

1) guide workflow

  1. Identify the surface: marketing page / dashboard / settings / creation flow / list-detail / form.
  2. Identify the primary user task and primary CTA.
  3. Apply the system-level guiding principles first (mental model and interaction logic).
  4. Then apply the core principles below (start from UX, then refine with CRAP).
  5. If icons are involved: apply references/icons.md.

2) review workflow

  1. State assumptions (platform, target user, primary task).
  2. List findings as P0/P1/P2 (blocker / important / polish) with short evidence.
  3. For each major issue, label the diagnosis: execution vs evaluation gulf; slip vs mistake (see references/design-psych.md).
  4. Propose fixes that are implementable (layout, hierarchy, components, copy, states).
  5. End with a short checklist to verify changes.

Use references/review-template.md when you need a stable output format.

Non-negotiables (hard rules)

  • No emoji used as icons (or as UI decoration). If an emoji appears, replace it with a proper icon.
  • Icons must be intuitive and refined. Use a single consistent icon set for the product (avoid mixing styles).
  • Minimize copy by default. Add explanatory text only when it prevents errors, reduces ambiguity, or improves trust.

System-Level Guiding Principles (cross-system, high-level)

Use these as first-order constraints before choosing specific components or page patterns.

  • Concept constancy:
    • Definition: The same business concept keeps the same name, meaning, and interaction semantics across the system.
    • Review question: If a user learns this concept in one place, can they transfer that understanding everywhere else?
  • Primary task focus:
    • Definition: Each screen has one dominant objective with the highest visual and interaction priority.
    • Review question: Can users identify the most important action within 3 seconds?
  • UI copy source discipline (for product development):
    • Definition: visible UI copy should come from business content, not from implementation constraints or generation instructions.
    • Preferred copy sources:
      • User task: what the user is trying to do.
      • System state: what is happening now (loading, empty, error, success, permission).
      • Result + next step: what changed and what users can do next.
      • Risk/trust context: only when it prevents mistakes or improves confidence.
    • Internal-only sources (do not render directly in product UI by default):
      • Visual/style constraints (e.g., "minimal", "black-and-white", "modern").
      • Technical constraints and implementation notes.
      • Prompt instructions, review rubrics, and generation meta text.
    • User-facing copy framing heuristic (general, not title-specific):
      • Applies to any prominent UI copy: titles, section headers, callouts, badges, CTA labels, and empty states.
      • Prefer user-outcome framing: describe the user's goal and the result they get.
      • Avoid self-referential/process framing for end-user product UI (e.g., "to showcase", "this page demonstrates", "showing the skill's value").
      • Exception: if the surface is explicitly a demo/tutorial/spec page for builders, self-referential/process copy can be acceptable when it improves understanding.
    • State perceptibility (high-level, cross-system):
      • Problem: users make errors when an important internal state is not perceivable (mode, scope, selection, unsaved changes, environment, permission).
      • Principle: make state visible using the lowest-noise signal that reliably changes behavior.
      • Preferred signals (in order):
        • Structural change: the layout/components clearly switch (read -> edit; list -> selection; view -> compare).
        • Control state: the control that changes behavior shows its state (tabs, toggles, segmented controls).
        • Inline signifiers: local cues near the affected area (selection count, scope chip, disabled reason).
        • Post-action feedback: clear results + next step (reduces evaluation gulf).
        • Only if needed: persistent banners/labels for high-risk, sticky modes.
      • Avoid: redundant "status labels" that restate what the structure already makes obvious (they add noise but not clarity).
    • Practical workflow:
      • First build a content model (task/state/result/risk).
      • Then apply visual constraints through layout, hierarchy, and component styling.
      • Run a final copy pass: if a sentence does not help task completion, state understanding, or trust, move it to internal notes.
    • Review question: is each visible sentence useful for end users, or only useful for builders/reviewers?
  • Help text layering (avoid "hint sprawl"):
    • Problem this prevents: dumping all tips onto the UI feels "safe", but it destroys hierarchy and increases scanning cost.
    • Placement heuristic:
      • L0 (Always visible): only information needed to complete the task correctly.
      • L1 (Nearby): short guidance for high-risk / high-ambiguity inputs.
      • L2 (On demand): examples, advanced details, "learn more".
      • L3 (After action): result, error, recovery, and next step.
    • Copy budget heuristic:
      • Prefer one clear helper line over multiple repetitive hints.
      • If a page needs many persistent hints, improve IA or defaults first.
  • Feedback loop closure:
    • Definition: Every user action must complete a full loop: received, in progress, result, and clear next step.
    • Review question: At any moment, can users tell what the system is doing and what they should do next?
  • Prevention first + recoverability:
    • Definition: Reduce error probability before submission, and provide recovery paths for high-risk outcomes.
    • Review question: Is the path designed to be easy to do right and safe to recover when wrong?
  • Progressive complexity:
    • Definition: Show minimum-required controls by default; reveal advanced capability only when context requires it.
    • Review question: Can novices complete the core task quickly without limiting expert throughput?
  • Action perceptibility (affordance + signifiers):
    • Definition: Interactive targets and likely outcomes are perceivable from structure and visual cues, without guesswork.
    • Review question: Without reading help text, can users predict what is actionable and what will happen?
  • Cognitive load budget:
    • Definition: Limit new rules, terms, and interaction modes per screen; prioritize reuse over novelty.
    • Review question: As information grows, does comprehension cost stay stable?
  • Evolution with semantic continuity:
    • Definition: Introduce new components/patterns only when existing ones cannot solve the problem, and keep semantic compatibility.
    • Review question: Is this necessary innovation or avoidable interaction drift?

Core Principles (minimal set)

A) Task-first UX

  • Make the primary task obvious in <3 seconds.
  • Allow exactly one primary CTA per screen/section.
  • Optimize the happy path; hide advanced controls behind progressive disclosure.

B) Information architecture (grouping & findability)

  • Group by user mental model (goal/object/time/status), not by backend fields.
  • Use clear section titles; keep navigation patterns stable across similar screens.
  • When item count grows: add search/filter/sort early, not late.

C) Feedback & system status

  • Always show: loading, empty, error, success, and permission states.
  • After any action, answer: "did it work?" + "what changed?" + "what can I do next?"
  • Prefer inline, contextual feedback over global toasts (except for cross-page actions).

D) Consistency & predictability

  • Same interaction = same component + same wording + same placement.
  • Use a small, stable set of component variants; avoid one-off styles.

E) Affordance / 示能性 + Signifiers / 指示符 (make actions obvious)

  • People should see what can be done and how to do it without guessing.
  • Clickable things must look clickable (button/link styling + hover/focus + cursor); avoid “mystery meat” UI.
    • Web: if you implement clickability on non-native elements (e.g. div with onClick), ensure cursor: pointer and proper focus styles.
  • Do not hide primary actions behind unlabeled icons. If an icon can be misunderstood, add a short label.
  • Prefer natural mapping: control placement mirrors the thing it controls (layout, direction, grouping).
  • Forms: show constraints before submit (format, units, examples, required), not only after errors.

F) Error prevention & recovery

  • Prevent errors with constraints, defaults, and inline validation.
  • Make destructive actions reversible when possible; otherwise require deliberate confirmation.
  • Error messages must be actionable (what happened + how to fix).

G) Cognitive load control

  • Reduce choices: sensible defaults, presets, and progressive disclosure.
  • Break long tasks into steps only when it reduces thinking (not just to look "enterprise").
  • Keep visual noise low: fewer borders, fewer colors, fewer competing highlights.

H) CRAP (visual hierarchy & layout)

  • Contrast: emphasize the few things that matter (CTA, current state, key numbers).
  • Repetition: tokens/components/spacing follow a scale; avoid “almost the same” styles.
  • Alignment: align to a clear grid; fix 2px drift; align baselines where text matters.
  • Proximity: tight within a group, loose between groups; spacing is the primary grouping tool.

Spacing & layout discipline (compact rule set)

Use this when implementing or reviewing layouts. Keep it short, but enforce it strictly.

  • Rule 1 - One spacing scale:
    • Base unit: 4px.
    • Allowed spacing set (recommended): 4 / 8 / 12 / 16 / 24 / 32 / 40 / 48.
    • New gaps/padding should use this set; off-scale values need a clear reason.
  • Rule 2 - Repetition first:
    • Same component type keeps the same internal spacing (cards, list rows, form groups, section blocks).
    • Components with the same visual role should not have different spacing patterns.
  • Rule 3 - Alignment + grouping:
    • Align to one grid and fix 1-2px drift.
    • Tight spacing within a group, looser spacing between groups.
  • Rule 4 - No decorative nesting:
    • Extra wrappers must add real function (grouping, state, scroll, affordance).
    • If a wrapper only adds border/background, remove it and group with spacing instead.
  • Quick review pass:
    • Any off-scale spacing values?
    • Any baseline/edge misalignment?
    • Any wrapper layer removable without losing meaning?

Modern minimal style guidance (taste with rules)

  • Use whitespace + typography to create hierarchy; avoid decoration-first design.
  • Prefer subtle surfaces (light elevation, low-contrast borders). Avoid heavy shadows.
  • Keep color palette small; use one accent color for primary actions and key states.
  • Copy: short, direct labels; add helper text only when it reduces mistakes or increases trust.

Motion (animation) guidance (content/creator-friendly, not flashy)

  • Motion explains hierarchy (what is a layer/panel) and state change (what just happened). Avoid motion as decoration.
  • Default motion vocabulary: fade; then small translate+fade; allow tiny scale+fade for overlays. Avoid big bouncy motion.
  • Keep the canvas/content area stable. Panels/overlays can move; the work surface should not “float.”
  • Prefer consistency over variety: same component type uses the same motion pattern.
  • Avoid layout jumps. Use placeholders/skeletons to keep layout stable while loading.

References

  • Icon rules and “intuitive refined” guidance: references/icons.md
  • Review output template and scoring: references/review-template.md
  • Expanded checklists (use when needed): references/checklists.md
  • Design Psychology (示能性、指示符、映射、约束、错误类型、概念模型): references/design-psych.md

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