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crit-elevation-shape
Use when evaluating depth, layering, shadow systems, surface treatments, and shape language (border radius, corner treatment) in a design.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when evaluating depth, layering, shadow systems, surface treatments, and shape language (border radius, corner treatment) in a design.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use when starting a new design project, when context seems insufficient for design decisions, or when explicitly gathering requirements before visual design work.
Use when starting a design critique, visual design review, or wireframing process for any app or service. Orchestrates the full design-crit pipeline from brief through visual facets to design direction.
Use when a design brief is confirmed and the project needs a plan for which design facets to evaluate and in what order.
Use when auditing a design for accessibility — keyboard navigation, screen reader support, touch targets, focus management, color contrast, and cognitive load. Typically runs as the last facet to audit accumulated decisions.
Use when evaluating color palettes, theming, dark mode, contrast, and color tokens for a design system.
Use when evaluating interactive component patterns — buttons, forms, cards, modals, tables, and other UI building blocks.
| name | crit-elevation-shape |
| description | Use when evaluating depth, layering, shadow systems, surface treatments, and shape language (border radius, corner treatment) in a design. |
Reference: Read ../../reference/crit-loop.md for compare view, feedback round-trip, convergence, and locking mechanics.
You are critting elevation and shape -- the Z-axis strategy, shadow systems, surface treatments, and shape language that give a design its sense of depth and materiality. Elevation tells users what sits on top of what. Shape language (border radius, corner treatments) communicates brand tone and functional grouping. Together, they turn flat rectangles into a layered, tangible interface.
Elevation and shape sit in the compositional lens. This facet depends on content-layout (surfaces must exist before they receive depth treatment) and component-design (components define what needs elevation). It feeds into sensory facets like color-system (surface colors by elevation), density-spacing (spacing interacts with perceived depth), and accessibility (contrast requirements change with layered surfaces).
Before generating any options, read:
.design-crit/state.json -- current facet state, round number, locked decisions.design-crit/brief.md -- project purpose, brand tone, platform.design-crit/facets/elevation-shape/feedback-round-{N-1}.json -- prior feedback (skip for round 1)content-layout (surfaces to elevate), component-design (components that need depth), and content-hierarchy (emphasis that elevation reinforces)State what you are building on: "Building on the locked layout with [N surfaces]. Component design defines [key components needing elevation]. Hierarchy uses [N] emphasis levels. Elevation and shape decisions layer onto this structure."
Generate elevation diagrams, surface layer mockups, and shape language specimens.
Each option file (option-{x}.html) must contain:
A vertical diagram showing all elevation levels in the system, from the lowest (background) to the highest (critical overlays). For each level, show:
Render the levels as stacked cards with visible shadows so the user can see the depth progression.
Show how surfaces look at each elevation level:
For each surface, show the treatment: shadow properties, background appearance, border treatment (if any), and the visual relationship to the surface below it.
Use grayscale or very subtle neutral tones. This facet is about depth and form, not color. The color system facet will assign surface colors later.
Define and display the shape vocabulary:
Border Radius Scale: Show a row of specimen shapes at each radius value in the system. Example scale:
| Token | Value | Used For |
|---|---|---|
radius-none | 0px | Tables, code blocks, full-bleed elements |
radius-sm | 4px | Buttons, inputs, chips |
radius-md | 8px | Cards, panels, modals |
radius-lg | 12-16px | Large cards, hero sections, containers |
radius-full | 9999px | Avatars, pills, circular buttons |
Corner Treatment Rules:
Shape Specimens: Render the key components from the locked component design with the shape language applied: buttons, cards, inputs, modals, tooltips. Show how the radius scale gives each component its appropriate softness or sharpness.
Show how overlapping surfaces layer in a realistic scenario:
Render this as a 3D isometric or offset-stack view so the user can see the physical layering. Include shadow interaction between layers.
Score each option against these questions. State your assessment in the critique.
Does the elevation system reinforce the content hierarchy? Higher-elevation elements should demand more attention. Check:
Is the shadow system systematic and predictable?
Does the shape vocabulary communicate the right personality?
Does the chosen shape language match the brand tone described in the brief? A children's education app and a financial compliance tool should not share the same radius scale.
Is the number of elevation levels appropriate for the project?
More levels is not better. Each level must be visually distinct and serve a clear purpose.
Reference these approaches when generating options.
No shadows. Surfaces distinguished by borders, background color differences, and spacing. Clean, modern, high-performance (no shadow rendering).
Small, tight shadows (1-4px blur) with low opacity. Surfaces feel slightly lifted but grounded. Most common approach in modern web design.
Large blur (8-24px), noticeable offset, visible depth. Surfaces feel genuinely floating. Creates strong visual hierarchy through depth.
Background blur effect behind semi-transparent surfaces. Creates depth through transparency rather than shadow.
Opaque surfaces with clear physical metaphor. Each layer is a distinct "sheet of paper." Material Design's approach.
Present these trade-offs when they apply.
Generate 2-4 options exploring different approaches to depth and shape. Each option should present a complete elevation + shape system, not just different shadow values.
Useful axes of variation:
Name each option by its character: "Flat & Sharp," "Soft Depth," "Glass Layers," "Bold Material."
Refine based on feedback. Typical refinements:
Focus on: shadow token precision (exact values for implementation), nested radius math, overlay stacking order for all identified overlay combinations, and ensuring the elevation system works with the locked layout across all screens.
When writing the critique for each option in critique.md, address every item:
Elevation and shape decisions constrain downstream facets:
State these downstream implications in the critique: "This elevation system uses [N] levels. The color system will need [N] surface color variants. Accessibility will need to verify contrast at each level."
When the user locks an elevation and shape option:
state.json with locked_summary describing the system (e.g., "5-level elevation with subtle shadows, 4-step radius scale from 0 to 12px, moderate rounding for approachable professional tone").