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FoundryForge
FoundryForge contient 4 skills collectées depuis davidortinau, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Apply medium-specific UX reasoning for DESKTOP applications (mouse/trackpad + keyboard, large screen, multi-window). Use this skill alongside ux-first-principles whenever the target is a desktop app — Windows, macOS, or Linux, native or web-in-a-window — and the decision is affected by input precision, information density, hover, multi-window behavior, or keyboard operation. Trigger it for "design a desktop app screen", "lay out this desktop dashboard", "what should the desktop layout be", or any UI work where the user is on a pointer-and-keyboard machine. This skill holds only what CHANGES for desktop; the invariant principles live in ux-first-principles. It does NOT pick colors, fonts, or platform chrome — see the render-time handoff below.
Apply the foundational reasoning of a senior UI/UX designer to interface decisions — BEFORE and WHILE generating UI, not just styling it afterward. Use this skill whenever you are designing, structuring, or evaluating an application interface — choosing a layout, a navigation pattern, a flow, an affordance, how much to show at once, or how to group and prioritize elements. This is about design FIRST PRINCIPLES (visual hierarchy, cognitive load, Gestalt grouping, usability heuristics, accessibility) — the 'why' behind good design — NOT design EXECUTION (color tokens, fonts, spacing scales, brand systems, component libraries). Trigger it even when the user does not say 'principles' — phrases like 'design a screen for…', 'lay out this dashboard', 'what navigation should this app use', 'is this UI any good', 'structure this form', 'reduce clutter', or 'make this clearer' all warrant it. Composes alongside execution/styling skills — this one decides WHAT and WHY; those decide HOW it looks.
Apply medium-specific UX reasoning for MOBILE (phone) applications — touch input, small screen, one-handed use, single-surface focus. Use this skill alongside ux-first-principles whenever the target is a phone app (iOS or Android, native or otherwise) and the decision is affected by touch target sizing, the absence of hover, thumb reach, limited screen real estate, or single-task focus. Trigger it for "design a mobile screen", "lay out this phone app", "what should the mobile navigation be", or any UI work on a handheld touch device. This skill holds only what CHANGES for phones; the invariant principles live in ux-first-principles. It does NOT pick colors, fonts, or platform chrome — see the render-time handoff below.
Apply medium-specific UX reasoning for TABLET applications — the hybrid medium that is touch-first but large-screen, often two-handed, sometimes with an attached keyboard/pointer, and capable of multi-pane and split-view multitasking. Use this skill alongside ux-first-principles whenever the target is a tablet (iPad or Android tablet) and the decision is affected by touch sizing, large-screen density, two-handed reach, multi-pane layout, or intermittent pointer/keyboard. Trigger it for 'design a tablet app', 'lay out this iPad screen', 'should this be one pane or two on tablet', or any UI work on a large touch device. This skill holds only what CHANGES for tablets, and where they inherit from mobile vs. desktop. It does NOT pick colors, fonts, or platform chrome — see the render-time handoff.