Design engineering principles for making interfaces feel polished. Use when building or reviewing UI components, motion, typography, surfaces, icons, micro-interactions, and state feedback. Supports quick and full review modes. Triggers on UI polish, "make it feel better", "feels off", motion restraint, icon weight, optical alignment, and interaction-state review.
Great interfaces rarely come from a single thing. It is usually a collection of small details that compound into a great experience. Before changing anything, detect the project's existing styling and motion systems and express the fix in those systems. Never introduce a second styling system for a polish pass.
For motion work, inspect the interface at 10% speed in browser animation tooling and walk default, hover, focus-visible, active, loading, empty, disabled, and reduced-motion states. A full-speed happy-path replay is not sufficient proof.
| Category | When to Use |
|---|---|
Typography (typography.md) | Text wrapping, font smoothing, tabular numbers |
Surfaces (surfaces.md) | Border radius, optical alignment, shadows, image outlines, hit areas |
Animations (animations.md) | Interruptible animations, enter/exit transitions, icon animations, scale on press |
Icons (icons.md) | Optical weight, one SVG across states, render-size checks, RTL behavior |
Performance (performance.md) | Transition specificity, will-change usage |
Outer radius = inner radius + padding. Mismatched radii on nested elements is the most common thing that makes interfaces feel off.
When geometric centering looks off, align optically. Buttons with icons, play triangles, and asymmetric icons all need manual adjustment.
Use layered transparent shadows for elevation. Keep borders when they communicate structure or state: dividers, layout boundaries, selection, and focus.
Use CSS transitions for interactive state changes — they can be interrupted mid-animation. Reserve keyframes for staged sequences that run once.
For infrequent staged entrances where sequence clarifies hierarchy, split semantic chunks and stagger by about 100ms. Do not stagger routine, high-frequency interactions.
Use a small fixed translateY instead of full height. Exits should be softer than enters.
Animate icons with opacity, scale, and blur instead of toggling visibility. Use exactly these values: scale from 0.25 to 1, opacity from 0 to 1, blur from 4px to 0px. If the project has motion or framer-motion in package.json, use transition: { type: "spring", duration: 0.3, bounce: 0 } — bounce must always be 0. If no motion library is installed, keep both icons in the DOM (one absolute-positioned) and cross-fade with CSS transitions using cubic-bezier(0.2, 0, 0, 1) — this gives both enter and exit animations without any dependency.
Apply -webkit-font-smoothing: antialiased to the root layout on macOS for crisper text.
Use font-variant-numeric: tabular-nums for any dynamically updating numbers to prevent layout shift.
Use text-wrap: balance on headings. Use text-wrap: pretty for body text to avoid orphans.
Add a subtle 1px outline with low opacity to images for consistent depth. Use untinted black in light mode and untinted white in dark mode unless the brand system explicitly requires another neutral; colored outlines make media feel muddy.
A subtle scale(0.96) on click gives buttons tactile feedback. Always use 0.96. Never use a value smaller than 0.95 — anything below feels exaggerated. Add a static prop to disable it when motion would be distracting.
Use initial={false} on AnimatePresence to prevent enter animations on first render. Verify it doesn't break intentional entrance animations.
transition: allAlways specify exact properties: transition-property: scale, opacity. Tailwind's transition-transform covers transform, translate, scale, rotate.
will-change SparinglyOnly for transform, opacity, filter — properties the GPU can composite. Never use will-change: all. Only add when you notice first-frame stutter.
Interactive elements need at least 44×44px hit area on touch/mobile surfaces and at least 40×40px on precise-pointer desktop surfaces. Extend with a pseudo-element if the visible element is smaller. Never let hit areas of two elements overlap.
For compact controls, verify every interactive state: default, hover, pressed, active/selected, focus-visible, disabled, and loading. The visible glyph can stay small, but the active state and hit target must be obvious in screenshots and browser inspection.
Do not add custom animation to high-frequency interactions. Motion must never be the only feedback channel; pair it with a static change such as color, icon, label, or position, and provide a reduced-motion result.
| Mistake | Fix |
|---|---|
| Same border radius on parent and child | Calculate outerRadius = innerRadius + padding |
| Icons look off-center | Adjust optically with padding or fix SVG directly |
| Hard borders between sections | Use layered box-shadow with transparency |
| Jarring enter/exit animations | Split, stagger, and keep exits subtle |
| Numbers cause layout shift | Apply tabular-nums |
| Heavy text on macOS | Apply antialiased to root |
| Animation plays on page load | Add initial={false} to AnimatePresence |
transition: all on elements | Specify exact properties |
| First-frame animation stutter | Add will-change: transform (sparingly) |
| Tiny hit areas on small controls | Extend with pseudo-element to 44×44px on touch or 40×40px on desktop |
| Compact control state is ambiguous | Show default, hover, pressed, active, focus, disabled, and loading states |
initial={false} for default-state elementstransition: all — only specific propertieswill-change only on transform/opacity/filter, never alltypography.md — Text wrapping, font smoothing, tabular numberssurfaces.md — Border radius, optical alignment, shadows, image outlinesanimations.md — Interruptible animations, enter/exit transitions, icon animations, scale on pressperformance.md — Transition specificity, will-change usageThese former standalone skills are bundled here as references to keep the runtime list compact. Load only the reference that matches the user's exact product, framework, or failure mode.
| Former skill | Reference | Description |
|---|---|---|
dedalus-make-interfaces-feel-better | references/skills/dedalus-make-interfaces-feel-better/SKILL.md | Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, typography, micro-interactions, enter/exit animations, or any visual detail work. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, font smoothing, tabular numbers, image outlines, box shadows. |