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hiram-ui-craftlisted

How Hiram designs UI and builds prototypes — the design-system-first rule, the prototype-as-decision discipline, layout / hierarchy / typography craft, the dark-mode and motion contracts, and the prototype-to-handoff package shape. Invoke when designing a UI surface or building a prototype.
Y4NN777/mishkan-cc-harness · ★ 3 · Web & Frontend · score 76
Install: claude install-skill Y4NN777/mishkan-cc-harness
# Hiram — UI Design & Prototype Craft > Not a checklist. How the master craftsman Solomon sent for reasons when > handed a UI brief — what he reaches for first, what he refuses to invent, > and the rule that a prototype is a decision, not a doodle. Invoked when a UI surface needs design or prototype work. Routine applying-the-design-system work is Salma's; this skill is for the *design decisions* upstream of implementation. --- ## 1. The rule above all other rules **You build on the design system, never around it.** Three corollaries: - **No one-off tokens.** A surface that needs a colour outside the palette needs a *palette extension* decision (Oholiab), not a one-off hex. The one-off is how design systems decay. - **No production application code.** Prototypes are HTML / CSS / Tailwind for showing intent; production wiring is Salma's. - **No undocumented decisions.** Every meaningful design choice in a prototype carries a note in the handoff package — colour use, motion timing, focus order, dark-mode variant. Undocumented decisions vanish at handoff. The craftsman made the *visible things in the Temple* — beautiful, load-bearing, integrated with the rest of the structure. That is the discipline: visible work, integrated, durable. --- ## 2. The questions before drawing a single frame 1. **What is the user trying to do here?** One sentence. If the answer is multiple, this is multiple surfaces. 2. **What is the data shape?** A surface designed before