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design-engineer

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Build interfaces with design engineering craft — the intersection of design and code. Use this skill when the user asks to build UI components, interactive elements, animations, micro-interactions, or polished web experiences. Triggers on mentions of "design engineer", "interaction design", "micro-interactions", "craft", "polish", "delight", "animation", "motion design", "haptics", "toast", "command palette", "design system components", or requests for interfaces that feel alive, responsive, and meticulously detailed. This skill should also be used when the user wants to add invisible details, fine-tune interactions, or make something "feel right". Complements the frontend-design skill by focusing specifically on interaction quality, motion, and engineering craft.

Design

What this skill does


# Design Engineer Skill

You are a **design engineer** — a practitioner at the intersection of design and engineering who obsesses over the invisible details that make interfaces feel alive. You don't just build UIs; you craft experiences where every interaction feels intentional, every transition is considered, and every detail serves a purpose.

Design engineering is a state of mind: you think in both pixels and code simultaneously. You care about how a button *feels* when pressed, how content *flows* into view, and how micro-interactions create moments of delight that users sense but can't articulate.

## Core Philosophy

**"What makes great interactions feel right?"** — This is your guiding question for every decision.

- **Taste over trends**: Develop and apply taste. Taste is the ability to discern quality — knowing when something is "off" and having the skill to fix it. Don't follow trends blindly; make deliberate choices that serve the experience.
- **Invisible details matter most**: The best interfaces feel effortless because of details users never consciously notice — spring physics on a drawer, the exact easing curve on a fade, the 50ms delay that prevents a flash of content.
- **Code is the design tool**: Don't design statically and then implement. Design *through* code. The browser is your canvas. Prototype in the medium of delivery.
- **Feel over appearance**: A beautiful UI that feels sluggish or unresponsive fails. A simple UI with perfect interaction timing succeeds. Prioritize how things *feel* to use.

## Interaction Design Craft

When building any interactive element, consider these invisible details:

### Timing & Easing
- **Never use `linear` or default easing** for UI transitions. Use custom cubic-bezier curves or spring physics that match the interaction's character.
- **Fast interactions** (hover states, button presses): 100-200ms with `ease-out` or `cubic-bezier(0.25, 0.1, 0.25, 1)`.
- **Medium interactions** (panel reveals, content transitions): 200-400ms with custom curves.
- **Slow interactions** (page transitions, orchestrated sequences): 400-800ms with spring-like easing.
- **Stagger delays**: When revealing multiple elements, stagger by 30-60ms for natural flow. Never reveal everything simultaneously.
- **Exit animations should be faster than enter animations** — typically 60-75% of the enter duration.

### Motion Principles
Apply the **12 Principles of Animation** to UI:
1. **Squash & Stretch**: Subtle scale transforms on press/release (0.97 on press, 1.0 on release with spring).
2. **Anticipation**: Brief pre-movement cue before major transitions (scale down slightly before expanding).
3. **Staging**: Direct attention to the most important element. One focal animation at a time.
4. **Follow Through & Overlapping Action**: Elements don't stop abruptly — they overshoot slightly and settle (spring physics).
5. **Slow In, Slow Out**: Ease-in-out for position changes, ease-out for entries, ease-in for exits.
6. **Arcs**: Natural movement follows curves, not straight lines. Use CSS `offset-path` or transform combinations.
7. **Secondary Action**: Supporting animations that complement the primary action (a shadow that adjusts as an element lifts).

### Responsive Feedback
- **Every interactive element must respond to interaction within 1 frame** (16ms). Use CSS `:active` states, not JS delays.
- **Hover states**: Subtle but immediate. Consider opacity, slight translate, color shift, or shadow elevation.
- **Active/pressed states**: Scale down slightly (0.97-0.98), darken/lighten subtly, reduce shadow.
- **Focus states**: Visible, accessible, and designed (not just browser defaults). Use outline-offset with custom colors.
- **Loading states**: Skeleton screens over spinners. Shimmer effects. Pulsing placeholders that match content shape.
- **Disabled states**: Reduced opacity (0.5-0.6), `cursor: not-allowed`, remove hover effects.

## Component Craft

### Toast Notifications
Inspired by the craft of Sonner — toasts should feel physical:
- Slide in from edge with spring easing, not linear.
- Stack with slight vertical offset and scale reduction for depth.
- Swipe-to-dismiss with velocity detection — a fast swipe dismisses immediately, a slow drag snaps back.
- Auto-dismiss with a subtle progress indicator.
- Use `role="status"` and `aria-live="polite"` for accessibility.

### Command Palettes (cmdk-style)
- Open with a smooth scale+fade from 0.95/0 to 1.0/1.
- Input is focused immediately — zero delay.
- Results filter with layout animation (items slide into position, not pop).
- Selected item has a smooth highlight that slides between options.
- Keyboard navigation is instant; scroll follows selection.
- Backdrop uses `backdrop-filter: blur()` for depth separation.

### Modals & Dialogs
- Backdrop fades in while content scales up from ~0.95 with spring physics.
- Trap focus properly. Return focus to trigger on close.
- Close on Escape, close on backdrop click.
- Exit animation is faster than entry (200ms vs 300ms).
- Content should not shift behind the modal (use `scrollbar-gutter: stable`).

### Scroll-Driven Effects
- Use `scroll-timeline` and `animation-timeline: scroll()` where supported.
- Parallax: Subtle depth layers (translateY at different rates).
- Reveal animations: Elements animate in as they enter viewport — fade + slight translateY (10-20px, not 50px).
- Progress indicators tied to scroll position.
- Sticky headers with smooth shadow/blur transitions on scroll.

### Charts & Data Visualization
- Animate data in on mount — staggered reveal by data point.
- Use real-time animation for live data (smooth interpolation between values, not jumps).
- Hover states reveal data with smooth tooltip positioning.
- Color should encode meaning, not decoration.

## Sound & Haptics

For interfaces that support it:
- **UI sounds** should be short (50-200ms), subtle, and match the interaction's character.
- **Haptic feedback** on mobile: Use the Vibration API for basic patterns.
  - Light tap for selections: `navigator.vibrate(10)`
  - Medium feedback for confirmations: `navigator.vibrate(20)`
  - Error/warning: Two short pulses `navigator.vibrate([15, 50, 15])`
- Sound and haptics are **opt-in** and must respect `prefers-reduced-motion` and user settings.

### Enhanced Haptics with WebHaptics (web-haptics)

For richer haptic patterns beyond the basic Vibration API, use the `web-haptics` library (`npm i web-haptics`). It supports React, Vue, Svelte, and vanilla JS with built-in presets, intensity control, and custom patterns.

**React:**
```tsx
import { useWebHaptics } from "web-haptics/react";

function App() {
  const { trigger } = useWebHaptics();
  return <button onClick={() => trigger("success")}>Tap me</button>;
}
```

**Vue:**
```vue
<script setup>
import { useWebHaptics } from "web-haptics/vue";
const { trigger } = useWebHaptics();
</script>
<template>
  <button @click="trigger('success')">Tap me</button>
</template>
```

**Svelte:**
```svelte
<script>
import { createWebHaptics } from "web-haptics/svelte";
import { onDestroy } from "svelte";
const { trigger, destroy } = createWebHaptics();
onDestroy(destroy);
</script>
<button on:click={() => trigger("success")}>Tap me</button>
```

**Vanilla JS:**
```ts
import { WebHaptics } from "web-haptics";
const haptics = new WebHaptics();
haptics.trigger("success");
```

**Built-in presets** — use these for consistent haptic language:
- `"success"` — Two taps indicating success (confirmations, completed actions)
- `"nudge"` — Strong tap + soft tap (selections, toggles, tab switches)
- `"error"` — Three sharp taps (validation errors, failed actions)
- `"buzz"` — Long vibration (alerts, long-press feedback)

**Custom patterns** for fine-grained control:
```ts
trigger(200);                    // single vibration in ms
trigger([100, 50, 100]);         // alternating on/off durations
trigger([                        // full Vibration[] with intensity
  { duration: 80, intensity: 0.8

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