educlopez/ui-craft

unhappy

State-first design pass — inventories and implements all non-happy states (loading, empty, error, partial, conflict, offline) before the happy path, and refactors impossible boolean state to proper state machines. Use when starting a new screen, reviewing an existing one for edge-case gaps, or when the user says \"handle the error state\" / \"add loading states\" / \"what happens when data is missing\". Invoke when the user asks for unhappy on their UI, or mentions 'unhappy' alongside design / …

First seen Apr 20, 2026

Installation

$ npx skills add educlopez/ui-craft --skill unhappy

Summary

  • State-first design pass — inventories and implements all non-happy states (loading, empty, error, partial, conflict, offline) before the happy path, and refactors impossible boolean state to proper state machines.
  • Use when starting a new screen, reviewing an existing one for edge-case gaps, or when the user says \"handle the error state\" / \"add loading states\" / \"what happens when data is missing\".
  • Invoke when the user asks for unhappy on their UI, or mentions 'unhappy' alongside design / UI / frontend work.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from educlopez/ui-craft · top by installs.

npx skills add educlopez/ui-craft

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 320
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,686 B
  • docs SUMMARY.md 535 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 258 installs

SKILL.md

<!-- HARNESS MIRROR — do not edit here. Canonical source: skills/ or commands/. After editing source, copy into cli/assets/<harness>/ and repo-root harness mirrors. -->

Context: this sub-skill is one lens of the broader ui-craft skill. If the ui-craft skill is also installed, read its SKILL.md first for Discovery + Anti-Slop + Craft Test, then apply the specific lens below.

Design every non-happy state for the UI at $ARGUMENTS. Load the ui-craft skill and read references/state-design.md.

Step 1 — Inventory. List every data source and interactive surface in the target. For each, enumerate its states:

Surface idle loading empty error partial conflict offline

Mark each cell as designed (exists in code), missing (must add), or N/A (not applicable — e.g., a read-only view has no conflict state).

Step 2 — Fill the missing states. For each missing state, either stub it inline or add a follow-up task comment. Use references/state-design.md for:

  • Skeleton sizing (match final layout, 200ms delay, 5s upper bound)
  • Empty-state copy (why empty + next action + visual)
  • Error-state contract (specific cause + one-click recovery + support ID)
  • Offline handling (queue writes + reconcile on reconnect)

Step 3 — Audit the happy path. Flag every spot where the happy path assumes resource presence without checking. Fix with early-returns, state guards, or discriminated-union state handling. Booleans like isLoading && !error && data that allow impossible states are findings — refactor to a proper state machine or reducer.

Step 4 — Optimistic UI + reconciliation. For offline-likely actions (saves, sends, edits, toggles), implement optimistic UI with reconciliation on reconnect. Queue writes locally. Surface any rejected writes — never swallow them.

Knob gating (CRAFT_LEVEL):

CRAFT_LEVEL Required states to stub
≤ 4 idle, loading, error
5-7 idle, loading, empty, error, success
8+ all six — add partial, conflict, offline

If CRAFT_LEVEL is unknown, default to 7.

Convergence note: To iterate until all required states are present, load skills/ui-craft/references/loops.md and run preset state-coverage (budget = the default loop budget defined in loops.md): after stubbing the highest-priority missing required state, re-inventory until all knob-required states are present or budget exhausted. Emit the pre-flight cost notice before iteration 1.

Output: edit the code directly. After each file, print the Review Format table from SKILL.md:

Before After Why
no loading state on <ProjectList> skeleton rows matching final layout, 200ms delay prevents "is it broken?" perception; avoids CLS
generic "Error" toast inline error with specific cause + retry + support ID recoverability (heuristic 9)

One row per state added. No full diffs.

Next step: /harden — implement the states you just designed (rung 1).