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design-with-taste有品味的设计

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

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GitHub

来源数

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unknown

最后核验

2026-05-01

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复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:design-with-taste(有品味的设计)
来源仓库:https://github.com/cristicretu/family-taste-skill
仓库路径:skills/design-with-taste
安装命令:
npx skills add https://github.com/cristicretu/family-taste-skill --skill design-with-taste
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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skills.shnpx skills
npx skills add https://github.com/cristicretu/family-taste-skill --skill design-with-taste

简介

注入 Family 产品的独特设计哲学:人性化、有温度且具意图性。

  • 三大支柱为简约、流动与愉悦,层层递进不可偏废。
  • 拒绝表面装饰,追求每个操作带来的界面自然演化。
  • 每次编码前必读,确保输出超越机械式模板生成。
  • design-with-taste 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Design with Taste

This skill encodes the design philosophy behind Family — a product widely praised for feeling *alive*, *welcoming*, and *intentional*. Originally documented by Benji Taylor at benji.org/family-values.

Read this before writing any UI code. Every time.

The user wants something built. Your job is to make it feel like a human who gives a shit designed it.


The Three Pillars

Ordered by priority. You cannot have Delight without Fluidity, and you cannot have Fluidity without Simplicity.


1. Simplicity — Gradual Revelation

"Each action by the user makes the interface unfold and evolve, much like walking through a series of interconnected rooms."

The problem: Most UIs dump everything at once — every feature, every option, every edge case, all visible, all the time. This transfers cognitive burden from the designer to the user.

The principle: Show only what matters *right now*. The interface should feel like walking through rooms — you glimpse what's next before you arrive.

Rules:

  • One primary action per view. Two equally weighted CTAs = failure. Make everything else secondary.
  • Progressive disclosure over feature dumps. Layered trays, step-by-step flows, expandable sections. Never show a 12-field form when 3 steps of 4 fields works.
  • Context-preserving overlays over full-page navigations. Sheets/trays/modals that overlay the current context keep users oriented. Full-screen transitions displace them.
  • Vary heights of stacked layers. Each subsequent sheet/tray must be a visibly different height so the progression is unmistakably clear. Never stack two identical-height layers.
  • Every sheet/tray/modal needs a title and dismiss action. Users must always know what they're looking at and how to get back.
  • Trays adapt to context. A tray appearing within a dark-themed flow should adopt a darker color scheme. The visual environment follows the user.
  • Trays can launch full-screen flows. A compact tray is a valid entry point for a multi-step full-screen experience — don't force a binary choice between "tray" and "page."
  • Use trays for transient actions; full screens for persistent destinations. Confirmations, warnings, and contextual info = tray. Settings, core content = full screen.
// GOOD: Progressive tray — compact, focused, context-aware
<Sheet>
  <SheetTrigger>Confirm Send</SheetTrigger>
  <SheetContent className="h-[45vh]"> {/* height varies from parent */}
    <SheetHeader>
      <SheetTitle>Review Transaction</SheetTitle>
      <DismissButton />
    </SheetHeader>
    {/* Core info only — no extras */}
    <Button>Send $42.00</Button>
  </SheetContent>
</Sheet>

Self-check: Can the user tell within 1 second what to do next? If not, simplify.


2. Fluidity — Seamless Transitions

"We fly instead of teleport."

The problem: Static transitions make products feel dead. A dead product feels uncared for. Instant cuts destroy spatial orientation — where did that come from? Where did it go?

The principle: Treat your app as a space with unbreakable physical rules. Know *why* a transition makes sense architecturally before adding it. Every element moves *from* somewhere *to* somewhere.

Rules:

  • No instant show/hide. Every element that appears or disappears must animate. Pick a transition that makes spatial sense — fade, slide, scale, morph.
  • Shared element transitions. If an element exists in both State A and State B (a card that expands, a button that becomes a sheet), it must visually *travel* between them. Never unmount and remount — morph.
  • Directional consistency. Navigate right (next step, next tab) → content enters from right. Go back → content enters from left. Tabs to the left of current slide left. This builds spatial memory.
  • Text morphing over instant replacement. When button labels change (e.g., "Continue" → "Confirm"), animate the transition. Identify shared letter sequences ("Con") — keep them fixed while the rest morphs. Use torph (npm i torph) — dependency-free, works with React/Vue/Svelte. Crossfade is the minimum fallback; shared-letter morphing is the ideal.
  • Partial text changes: only animate what changes. If a sentence gains or loses a word, keep the unchanged portion static. Animating unchanged text creates jarring redundancy.
  • Persistent elements stay put. If a header, card, or component persists across a transition, it must NOT animate out and back in. Only the changing parts move.
  • Loading states travel to their destination. A spinner doesn't just sit where triggered — it moves to where the user will look for results (e.g., after submitting a transaction, the spinner migrates to the activity tab icon).
  • Micro-directional cues. Chevrons, arrows, and carets should animate to reflect the action taken. A becomes a on back-navigation. An accordion chevron rotates on expand.
  • Unified interpolation. All visual elements driven by the same data should share the same lerp/easing. This makes the interface feel like *one thing breathing* rather than a bunch of parts updating independently. When the value changes, the line, the label, the axis, and the badge should all move as one.
// Text morphing — use torph
import { TextMorph } from 'torph/react';
<TextMorph>{label}</TextMorph>  // handles shared-letter animation automatically

// Directional tab transitions
const direction = newIndex > currentIndex ? 1 : -1;
<motion.div
  key={currentTab}
  initial={{ x: direction * 20, opacity: 0 }}
  animate={{ x: 0, opacity: 1 }}
  exit={{ x: -direction * 20, opacity: 0 }}
  transition={{ duration: 0.3, ease: [0.16, 1, 0.3, 1] }}
/>

// Shared element: card → detail view
<motion.div
  layoutId={`card-${id}`}
  className={isExpanded ? "fixed inset-0 rounded-none" : "rounded-xl"}
  transition={{ duration: 0.4, ease: [0.16, 1, 0.3, 1] }}
/>

The golden easing curve: cubic-bezier(0.16, 1, 0.3, 1) — fast start, gentle settle. Default for all entrances and morphs. Use ease-in (cubic-bezier(0.4, 0, 1, 1)) for exits only. Never use linear.

Self-check: Record your screen and play back at 0.5x speed. Can you follow every element's journey? Anything that teleports needs a transition.


3. Delight — Selective Emphasis

"Mastering delight is mastering selective emphasis."

The problem: Either zero personality (corporate slop) or everything bounces and sparkles (annoying). Both miss the point.

The principle: The Delight-Impact Curve — the less frequently a feature is used, the *more* delightful it should be. Daily actions need efficiency with subtle touches. Rare moments deserve theatrical ones.

Delight ↑
        |         *  (rare features: theatrical)
        |       *
        |     *
        |   * *  (medium: memorable)
        | * *
        |* *  *  (frequent: subtle)
        +------------------→ Feature frequency

Rules:

  • Polish everything equally. The settings page, the empty state, the error screen — all receive the same care as the hero section. One unpolished corner makes the whole feel unpolished. *"Like a fancy restaurant with a dirty bathroom."*
  • Easter eggs reward exploration. Hide moments in unexpected places. They create stories users share. Key: place them in features used just enough that discovery feels like reward, not annoyance.
  • Celebrate completions. Significant actions (backup, onboarding, first transaction) deserve confetti, a custom animation, a satisfying sound — not a green checkmark.
  • Make destructive actions satisfying. Deleting items? They tumble into a trash can with a sound effect. Destructive ≠ unpleasant.
  • Animate numbers and live charts. Values that change (prices, counts, balances) should count/flip/morph. Commas should shift position smoothly as numbers grow — never just swap. For real-time line charts, use liveline (npm i liveline) — one canvas, no dependencies beyond React 18, 60fps interpolation. For 60fps value overlays, update the DOM directly rather than through React state to avoid re-render overhead.
  • Empty states are first impressions. An animated arrow pointing toward the create button, a floating illustration, a warm message. Never "No items yet" with nothing else.
  • Sound design amplifies physicality. Completion sounds, subtle interaction feedback. Sound reinforces reward and makes actions feel real.
  • Drag-and-drop should feel satisfying. Stacking animations, smooth reorder, visual feedback on lift. Reordering items should feel better than the result deserves.

Delight pattern library — concrete moments proven to work:

FeatureFrequencyDelight LevelPattern
Number inputDailySubtleCommas shift position as digits are typed
Tab/chart navigationDailySubtleArrow icon flips direction with value change
Empty stateFirst visitMediumAnimated arrow + floating illustration
Item reorderOccasionalMediumStacking animation + smooth drop
Delete/trashOccasionalMediumItem tumbles into skeuomorphic trash + sound
First feature useOnceHighAnimated guide arrow in empty state
Critical completion (backup, onboarding)OnceTheatricalConfetti explosion + celebratory sound
Easter egg (QR, hidden gesture)RareTheatricalRipple on tap → sequin effect on swipe
// Animated number with smooth comma shifting
function AnimatedNumber({ value }) {
  const spring = useSpring(value, { stiffness: 80, damping: 20 });
  return <motion.span>{useTransform(spring, v => Math.round(v).toLocaleString())}</motion.span>;
}

// Real-time chart — liveline handles interpolation, momentum arrows, scrub, theming
import { Liveline } from 'liveline';
<div style={{ height: 200 }}>
  <Liveline
    data={history}           // [{ time, value }]
    value={latestValue}      // current number
    momentum                 // directional arrows (green/red/grey)
    showValue                // 60fps DOM overlay, no re-renders
    color="#3b82f6"          // derives full palette from one color
  />
</div>

// Satisfying empty state
function EmptyState() {
  return (
    <div className="flex flex-col items-center gap-4 py-16">
      <motion.div animate={{ y: [0, -8, 0] }} transition={{ repeat: Infinity, duration: 2, ease: "easeInOut" }}>
        <IllustrationIcon />
      </motion.div>
      <p className="text-muted">Nothing here yet</p>
      <motion.div animate={{ x: [0, 5, 0] }} transition={{ repeat: Infinity, duration: 1.5 }}>
        <ArrowRight className="inline mr-1" /> Create your first item
      </motion.div>
    </div>
  );
}

// Confetti on significant completion
function CompletionScreen() {
  useEffect(() => { playSound('success'); }, []);
  return (
    <motion.div initial={{ scale: 0.8, opacity: 0 }} animate={{ scale: 1, opacity: 1 }}
      transition={{ type: "spring", damping: 15, stiffness: 200 }}>
      <ConfettiExplosion />
      <h2>You're all set!</h2>
    </motion.div>
  );
}

Self-check: Show your UI to someone for 30 seconds. Do they smile? If not, add delight. Do they look annoyed? You over-delighted a high-frequency interaction.


The Taste Checklist

Run before considering any UI "done":

Simplicity

  • Each screen has ONE clear primary action
  • Complex flows broken into digestible steps
  • Information revealed progressively, not all at once
  • Context preserved during transitions (overlays > navigations)
  • Stacked layers are visibly different heights
  • Every overlay has a title and dismiss action
  • User always knows where they are and how to go back

Fluidity

  • Zero instant show/hide — everything animates
  • Shared elements morph between states (not unmount/remount)
  • Directional transitions match spatial logic
  • Persistent elements don't redundantly animate
  • Text changes use torph or crossfade minimum
  • Only the changing part of partial text updates animates
  • Loading states move to where results will appear
  • Micro-directional cues on chevrons and arrows
  • Elements driven by same data share the same lerp/easing (unified interpolation)
  • Default easing is cubic-bezier(0.16, 1, 0.3, 1)

Delight

  • Frequent features have subtle micro-interactions
  • Infrequent features have memorable moments
  • Empty states are designed, not afterthoughts
  • Completions are celebrated (not just a checkmark)
  • Numbers animate when they change
  • At least one easter egg or hidden moment
  • All corners equally polished — no dirty bathrooms
  • At least one moment makes someone say "oh, that's nice"

General Taste

  • No generic AI aesthetics (Inter font, purple gradients, cookie-cutter layouts)
  • Typography is intentional — display + body pairing
  • Color palette has a dominant color with sharp accents
  • Spacing is generous and consistent
  • Interface feels like a physical space, not a slideshow
  • Every pixel looks placed by someone who cares

Anti-Patterns — Things That Kill Taste

  1. Static tab switches. No directional slide = digital whiplash.
  2. Modals that pop from nowhere. Grow from trigger or slide from edge. Never just opacity: 0 → 1 centered.
  3. Skeleton screens that don't match the real layout. If the skeleton has 3 bars and the content has 5 lines, you've broken the illusion.
  4. Redundant animations. A persistent header that fades out and back in during a page transition. Persistent = stays.
  5. Linear easing. Nothing in the physical world moves linearly.
  6. "No items" empty text. First impression. Treat it like one.
  7. Uniform sizing in stacked layers. Two sheets the same height = no sense of depth or progression.
  8. Toasts for important outcomes. Toasts = background info. Success/error/completion = inline, contextual, animated.
  9. Forms that are just stacked inputs. Step-by-step with transitions between them.
  10. Buttons that don't respond to interaction. Hover, active, and focus states. Always.
  11. Animating unchanged text. If only one word changes in a sentence, only that word moves.
  12. Spinner left at origin after action. Move it to where the user will look for the result.

Easing & Timing Reference

Use CaseEasingDuration
Element enteringcubic-bezier(0.16, 1, 0.3, 1)300–400ms
Element exitingcubic-bezier(0.4, 0, 1, 1)200–250ms
Shared element morphcubic-bezier(0.16, 1, 0.3, 1)350–500ms
Micro-interaction (hover, press)cubic-bezier(0.2, 0, 0, 1)100–150ms
Spring (bouncy)damping: 20, stiffness: 300auto
Spring (smooth)damping: 30, stiffness: 200auto
Number countingease-out cubic400–800ms
Page transitioncubic-bezier(0.16, 1, 0.3, 1)300ms
Stagger between items30–60ms per item

Recommended Tools

These libraries are built by the same people behind Family and embody the same philosophy:

LibraryPurposeInstall
torphDependency-free text morphing. Handles shared-letter transitions automatically. React, Vue, Svelte.npm i torph
livelineReal-time animated line charts. One canvas, 60fps lerp, momentum arrows, no dependencies beyond React 18.npm i liveline

When building anything with text that changes or live numeric/chart data, reach for these before rolling your own.


How to Use This Skill

  1. Read this before every UI task. Not after. Before.
  2. Apply pillars in order. Simplicity → Fluidity → Delight. You can't polish a bad layout with animations.
  3. Run the checklist before delivering.
  4. Pair with frontend-design skill for visual aesthetics (typography, color, layout). This skill handles *feel* and *interaction quality*.
  5. When in doubt, animate. Easier to tone down than to add life to a dead interface.
  6. Record and review at 0.5x. Slow motion reveals every teleport, every jarring cut, every missed opportunity.

The goal is not to make something that "works." The goal is to make something that someone uses and thinks: *"Whoever made this actually gives a shit."*

That's taste.

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