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jaw-dev-frontend

MUST USE for any frontend, web UI, or visual implementation work — building, styling, or redesigning pages/components, responsive layouts, motion, component architecture, and production-surface polish. Triggers: frontend, UI, component, CSS, responsive, animation, React, Vue, Svelte, Tailwind, layout, styling, redesign, mockup, anti-slop, 프론트엔드, UI 작업, 반응형, 디자인 수정.

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lidge-jun/cli-jaw-skills
Dernière activité de la source
8 octobre 2026 à 02:02
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anglais
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SKILL.md
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name
jaw-dev-frontend
description
MUST USE for any frontend, web UI, or visual implementation work — building, styling, or redesigning pages/components, responsive layouts, motion, component architecture, and production-surface polish. Triggers: frontend, UI, component, CSS, responsive, animation, React, Vue, Svelte, Tailwind, layout, styling, redesign, mockup, anti-slop, 프론트엔드, UI 작업, 반응형, 디자인 수정.
metadata
{"short-description":"Frontend implementation with responsive, accessible, anti-slop UI guidance.","keywords":"frontend, UI, component, CSS, responsive, layout, animation, design implementation","last-verified":"2026-07-14"}
# Dev-Frontend — Domain-Correct Frontend Engineering Build production-grade frontend implementations from an established product/design direction. This skill owns HTML/CSS/component/runtime implementation, responsive behavior, accessibility wiring, visual verification, and frontend platform rules. > **Role separation:** For design judgment — typography/color/layout direction, UX decision > gates, product personalities, or vague visual briefs — load `jaw-dev-uiux-design` first. This > skill implements the chosen direction; `jaw-dev-uiux-design` makes the design decisions. > Implementation anti-slop tell detection and enforcement stays here (concrete rendered tells > in UI); design-level concept/taste judgment lives in `jaw-dev-uiux-design`. > **Role boundary (canonical — identical in `jaw-dev` and `jaw-dev-uiux-design`):** > `jaw-dev` owns universal process, evidence, and safety rules. `jaw-dev-uiux-design` owns > design intent, direction, and concept judgment. `jaw-dev-frontend` owns concrete frontend > implementation and rendered tell enforcement. Anti-slop has three layers: `jaw-dev` = > output/process hygiene (FAMILY-SLOP-01), `jaw-dev-uiux-design` = concept/taste judgment > (is this direction generic or domain-wrong?), `jaw-dev-frontend` = rendered implementation > tell detection and removal (FE-AI-TELL-01). > **C0/C1 work (small local patches):** See `jaw-dev` §0.0 Work Classifier + §0.1 Patch Fast-Path before reading references. > **`jaw-dev` is canonical:** `jaw-dev` §0.2 Rule Classes, §3 Verification Gate, and §5 Safety Rules apply to all work governed by this skill. ## Modular References | File | When to Read | What It Covers | | ----------------------------------------- | ------------------------------------ | --------------------------------------------------------------------------------- | | `references/core/crud-ui.md` | C2 list/detail/form product screens | State coverage (loading/empty/error/permission), forms, objective UX gates | | `references/core/anti-slop.md` | New/redesigned visual surfaces, visual audits, and variant generation | 2026 AI slop patterns, Korean slop, oversized text, fake assets, default UI smells | | `../jaw-dev-uiux-design/references/design-trends.md` | Implementing a dated trend or checking whether a technique is stable | 2026-07-14 axis prevalence, technique maturity, signature status, risks, and re-crawl/promotion rules | | `../jaw-dev-uiux-design/references/compositional-patterns.md` | Calibrating anti-slop rules against award evidence | Context-gated hero, navigation, motion, typography, and media patterns with accessibility gates | | `references/core/aesthetics.md` | Implementing an established visual direction | Domain-correct typography, color, composition constraints, serif three-role system, expressive/functional layers, AI-brand grammar | | `references/core/product-density.md` | Apps, tools, dashboards | Density profiles for landing, consumer app, SaaS, ops, finance, devtools | | `references/core/asset-requirements.md` | Any public/product/visual surface | Required screenshots, images, diagrams, charts, generated bitmaps, or 3D assets, mockup production pipeline | | `references/core/asset-production.md` | Generated cutouts and image sets | Background strategy, frontend recipes, continuity, and anchor rotation | | `references/core/visual-verification.md` | Changes affecting rendered layout | Screenshot, viewport, text fit, state, asset, and motion verification | | `references/core/korea-2026.md` | Korean-first or Korea-facing UI | Korean service patterns, CJK typography, formats, mobile flows, Korean serif/myeongjo display | | `references/core/ux-writing-ko.md` | Korean UI copy | Natural Korean labels, error messages, tone, spacing, punctuation | | `references/core/soft-3d-asset-gates.md` | 3D/miniature/character-like visuals | Toss-style soft 3D vs generic cute asset slop, domain gates | | `references/core/motion.md` | Motion/animation needed | CSS animations, Framer Motion, CSS scroll-driven timelines, pointer-proximity chip motion (magnetic/dock), View Transitions, domain gates, organic bg + capsule label, product-led hero motion | | `references/core/motion-scroll.md` | Scroll-linked effects | Horizontal stages, sticky stacks, frame sequences, video scrub, text/SVG/Lottie patterns | | `references/core/motion-cinematic.md` | Cinematic section choreography | Portal, perspective, crossfade, wipe, card transition, GSAP, and reduced-motion gates | | `references/core/motion-media.md` | Generated motion media and final audit | Organic/product heroes, format choices, video generation, performance, reduced motion, and honesty | | `references/core/liquid-glass.md` | Translucent materials, glass chrome, pill-chip surfaces | Liquid Glass layer discipline, named material states (pill-at-top/pill-scrolled/media-overlay/clear), FE-PILL-NEST-01, blur-free pill alternative, perf + a11y gates | | `references/core/top-bar.md` | Top/nav bar composition, sticky chrome | Top-bar grammar: geometry, slots, scroll-state contract (FE-TOPBAR-STATE-01), hover-surface contract (FE-TOPBAR-HOVER-01), domain gate, mobile collapse | | `references/core/iterative-design.md` | Multi-round design | LLM convergence problem, Diverge→Kill→Mutate process, upgrade techniques | | `references/core/prototype-variants.md` | Runnable design variants | `?variant=` switchers, structurally distinct options, cleanup after winner selection | | `references/core/typography-wrapping.md` | Heading/descriptor text changes | `text-wrap: balance/pretty`, natural phrase breaks at any width, dynamic-viewport verification, `ch` units, Korean keep-all/orphan rules (verified 2026-07-07) | | `references/core/logo-sections.md` | Integration/partner logo display | Marquee CSS, static grid, orphan cell fix, grayscale treatment, no individual hover | | `references/core/brand-asset-sourcing.md` | Brand logos in UI | Simple Icons/SVGL sourcing, AI agent strategy, placeholder hierarchy, legal guide | | `references/core/reference-capture.md` | Cloning/analyzing other sites | HTML+asset capture mechanics (pageAssets/curl), analysis-only legal line, provenance manifest, never-ship gate | | `references/core/dropdown-layer.md` | Dropdowns, selects, menus, pickers | Unified dropdown design layer (FE-DROPDOWN-LAYER-01): one skin over headless primitives, DS-detection precedence, scope table, mobile sheet | | `references/core/layout-discipline.md` | Landing/marketing pages | Hero, eyebrow, section repetition, bento, zigzag, per-section responsive transforms, hero composition grammar (2026) | | `references/core/section-level-sourcing.md` | Section-level design work (hero, pricing, testimonials, etc.) | Per-section-type reference sources from Land-book, One Page Love, Lapa.ninja | | `references/core/consistency-locks.md` | Any multi-section page | Color, shape, theme consistency per page | | `references/core/responsive-viewport.md` | Layout or breakpoint changes | Canonical breakpoints, page containment, container queries, responsive images, safe area, split-screen | | `references/core/mobile-ux.md` | Consumer/landing pages with mobile traffic | Thumb zone, touch targets, sticky CTA, mobile section composition, bottom sheet, portrait media | | `references/core/seo-baseline.md` | Public-facing sites, SSR/SSG | SEO meta, JSON-LD, robots.txt, GEO strategies, OG/Twitter cards | | `references/core/a11y-patterns.md` | Interactive widgets, modals, forms | ARIA patterns, focus management, keyboard nav, screen reader testing | | `references/core/performance-budget.md` | Launch / audit | CWV targets, bundle budgets, font loading, image optimization, build gates | | `references/core/theme-switching.md` | Dark mode / theme | CSS custom properties toggle, FOWT prevention, transition, component checklist | | `references/core/color-system.md` | Color tokens, palettes wiring, theme-ready CSS | Token layering, `oklch()` + fallback discipline, `color-mix()`, `light-dark()`, Tailwind v4/shadcn wiring, contrast gates (verified 2026-07-07) | | `references/core/i18n-global.md` | Multi-language / RTL | RTL layout, pluralization, Intl API, locale switching, content expansion | | See also: `jaw-dev-uiux-design` skill | Vague requests, onboarding, UX states | Intent discovery, design isms, product personalities, onboarding/empty/error patterns | | `references/stacks/react.md` | React projects | Server Components, hooks, state, TanStack Query, shadcn/ui, performance | | `references/stacks/nextjs.md` | Next.js projects | App Router, RSC, image optimization, data fetching, middleware | | `references/stacks/vanilla.md` | HTML+CSS+JS (no framework) | Zero-dependency, viewport fitting, responsive CSS, progressive enhancement | | `references/stacks/svelte.md` | Svelte/SvelteKit projects | Svelte 5 Runes, SvelteKit 2 routing/actions, snippets, migration from Svelte 4 | | `references/stacks/mobile-native.md` | Native mobile app development | RN/Expo current pairing, Flutter 3.44, KMP, Swift 6, framework selection | | `references/stacks/astro.md` | Astro projects | Islands architecture, multi-framework shell, content collections, SSG/SSR/hybrid | Start with `anti-slop.md`, `aesthetics.md`, `responsive-viewport.md`, and `visual-verification.md`. Add domain/locale/stack references only when relevant. For C2 ordinary app screens (form/table/list/detail), `crud-ui.md` alone suffices; add the style references above for marketing/visual surfaces or C3+ work. - UI/rendering bug RCA: load `jaw-dev-debugging`. - Build pipeline, bundle config, or deployment: load `jaw-dev-devops`. - Project setup or file placement conventions: load `jaw-dev-scaffolding`. - Data-driven dashboards, reporting views, or data format expectations: load `jaw-dev-data`. When frontend choices depend on current framework, design-system, browser API, library behavior, or package/source freshness, follow `jaw-dev` §External Evidence and Recall Routing and load the `search` skill for current/external lookups. ### Verification grounding **STRICT:** For render/executable artifacts (HTML, SVG, games, UI, charts), run the real renderer: headless browser, screenshot, canvas check, or equivalent. Observe the actual output yourself, fix what observation reveals, then re-run. Static parsing confirms well-formed files; it does not prove the artifact is visually or interactively correct. One clean observation is enough for unchanged state; do not re-render unchanged output just to repeat evidence. --- ## 0. Frontend Routing Before designing or coding, classify the work: | Decision | Options | Why It Matters | | --- | --- | --- | | Product surface | landing, app, dashboard, AI tool, public service, education, game, creative | Sets density, typography scale, asset requirements | | Locale | Korean-first, global/i18n, English-only | Sets CJK typography, copy, date/number formats | | Density | campaign, consumer app, productivity, SaaS, ops, finance, developer console | Prevents landing-page composition inside repeated-work tools | | Asset need | none, screenshot, product photo, diagram, chart, illustration, soft 3D, game asset | Prevents asset-free gradient/card UI | | Soft 3D/character gate | not allowed, subtle, primary | Prevents generic cute 3D/mascot slop | | Motion intensity | static, feedback-only, expressive, cinematic | Prevents cinematic motion in utility workflows | Default rules: - For apps/tools/dashboards, build the actual working surface first, not a marketing hero. - For Korean-first work, read `korea-2026.md` and `ux-writing-ko.md`. - For any soft 3D miniature, mascot, chibi, toy-like object, or character-like asset, read `soft-3d-asset-gates.md`. - For product/brand/object/place/person pages, use concrete visual assets in the first viewport. - For finance, government, B2B, admin, auth, security, and developer tools, keep visual warmth restrained and subordinate to clarity. - Every user-facing decision point must justify its existence — defaults first, one primary action per screen, choices demoted to progressive disclosure (`jaw-dev-uiux-design` UX-LAZY-01 owns the gate). - For text-heavy surfaces (landing, marketing, editorial, public service), apply typography wrapping defaults — see `typography-wrapping.md`. Dashboard table cells are excluded. --- ## 1. Component Identification When the user describes UI in vague terms (e.g. "접히는 거", "팝업 같은 거"): 1. Recommend the best-fit component with reasoning: `<Name> — <what it does, why it fits>` 2. Confirm, then proceed If the user already names a specific component, skip this step. Reference: [component.gallery/components](https://component.gallery/components/) For new React/Vue/Svelte/Next UI source files, prefer `.tsx` or typed component files when the repo supports TypeScript. Inherit `jaw-dev` TypeScript strict-compatibility rules. If frontend structure is unclear, read existing source-of-truth docs first, then document pages, components, routes, state stores, and build commands in the repo's existing docs before broad implementation. --- ## 1.5 Objective Gates vs Style Samples Two different kinds of rules live in this skill (see `jaw-dev` §0.2): - **Objective UX gates (STRICT/DEFAULT)** — accessibility baseline (§7, §11), state coverage (loading/empty/error/permission), keyboard operability, visible focus, contrast. Missing these are review findings. - **Style direction (STYLE_SAMPLE)** — design direction intake (§2), aesthetics, density profiles, product personalities, preset tokens, and the concrete values in §4-§5 (palettes, font choices, pixel max-widths). These illustrate acceptable choices; they are NOT requirements, must not override an existing design system (Design System Detection stays MANDATORY), and must never be enforced as universal taste (UX-STYLE-01). ## 2. Design Direction Intake > When the user cannot articulate a clear design direction, load `jaw-dev-uiux-design` first — > it owns intent discovery and direction selection. This section validates and implements > the chosen direction; it does not choose independently. Before coding, validate the design direction from `jaw-dev-uiux-design` (or a concrete brief): - **Purpose**: What problem does this interface solve? Who uses it? - **Surface**: Is this a working tool, dashboard, public service, AI workflow, game, landing page, or editorial surface? - **Tone**: Confirm the direction. For product tools this often means quiet, dense, trustworthy, and fast rather than loud. - **Constraints**: Framework, performance budget, accessibility requirements. - **Signature**: What ONE visual signature will make this unforgettable? (the signature moment; supporting scroll reveals may exist alongside it per `motion.md` FE-MOTION-BUCKET-01) When user intent is vague ("깔끔하게", "모던하게", "just make it look good"), read the `jaw-dev-uiux-design` skill and run the User Intent Discovery Protocol before making routing decisions. If the user cannot answer these questions, use the `jaw-dev-uiux-design` skill's structured preference elicitation flow. Offer product references ("Notion 느낌? Linear 느낌?") and visual comparisons. **Concept pass before code (pointer — canonical: `jaw-dev-uiux-design` §2.5 UX-CONCEPT-GEN-01):** for C2+ expressive or brand-visible surfaces, load `jaw-dev-uiux-design` §2.5 before implementation. It owns direction discovery, concept branching (open direction: 5 distinct isms → lock one → refine; concrete direction: 3-5 contextual variants), synthesis, and direction lock. Resume here after `DESIGN.md` is locked. Intentionality over intensity. Bold maximalism, refined minimalism, dense utility, and friendly consumer UI can all work when they match the domain. --- ## 3. Baseline Configuration Adjust these dials based on what's being built. Present to user if unclear. | Dial | Default | Range | Meaning | | ---------------- | :-----: | :---: | ------------------------------------ | | DESIGN_VARIANCE | 5 | 1-10 | 1=symmetric utility, 10=asymmetric art | | MOTION_INTENSITY | 4 | 1-10 | 1=static, 10=cinematic choreography | | VISUAL_DENSITY | 5 | 1-10 | 1=art gallery airy, 10=cockpit dense |
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