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emil-design-eng
Use when polishing a UI to feel intentional rather than generic — animations, component details, micro-interactions, and the invisible craft choices that separate a 'good enough' interface from one that feels right.
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--- name: emil-design-eng description: "Use when polishing a UI to feel intentional rather than generic — animations, component details, micro-interactions, and the invisible craft choices that separate a 'good enough' interface from one that feels right." source: https://github.com/emilkowalski/skill generated: 2026-05-25T04:08:22.466Z category: concept audience: design --- ## When to use - Pushing a UI past the AI-default plateau into something that has a clear point of view - Designing animations and transitions where defaults look stiff and you need physics that feel natural - Tightening component details — focus rings, hover states, disabled treatments — so they read as deliberate - Reviewing an interface for craft issues that show up only after build and need a trained eye ## Key concepts ### Taste is trained, not innate Good taste comes from studying great work, reverse-engineering interactions, and practicing relentlessly. The skill teaches how to develop the instinct, not just apply rules. ### Every detail compounds Small choices — corner radius, easing curve, focus state, motion duration — compound. Sloppy in one place reads as sloppy overall. ### Animation as communication Animation is not decoration; it carries information about state, hierarchy, and intent. Bad easing makes a fast UI feel slow; good easing makes a slow UI feel responsive. ### Defaults are the enemy Browser, framework, and library defaults look the same everywhere. The skill systematically replaces them with choices that match the product's voice. ### Reverse-engineer reference UIs Pick interfaces you admire, inspect them, and identify exactly which choices make them feel that way. Imitation without understanding produces shallow knockoffs. ## API reference ``` npx skills add emilkowalski/skill ``` Install Emil Kowalski's design-engineering skill. ``` npx skills add emilkowalski/skill ``` ``` animations.dev ``` Deeper reference course by Emil on web animation craft. ``` https://animations.dev/ ``` ## Gotchas - If you copy a feel without understanding the underlying choices, the result reads as cargo-cult design - Adding more motion is not more craft; the right answer is sometimes less motion with better easing - Library defaults (Radix, shadcn, MUI) are great structural starts but kill character if shipped untouched - Performance and craft are linked; a polished interface that drops frames feels worse than a plainer one that doesn't - Don't outsource taste to the design system; the system should encode taste, not replace the act of choosing --- Generated by SkillMake from https://github.com/emilkowalski/skill on 2026-05-25T04:08:22.466Z. Verify against source before relying on details.
File: ~/.claude/skills/emil-design-eng/SKILL.md