Skills
Chapter 8 of 9
Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right.
5 minutes · 1,067 words · 12 sections
A divergence skill. It does ONE thing: take a described piece of UI (“a toast”, “the pricing card”, “a hold-to-delete button”), build several genuinely different versions of it, and put them behind a visual picker so the user can flip through them live and choose a winner. It does not review existing UI (that’s review-animations), plan fixes for it (that’s improve-animations), or choose dependencies (that’s pick-ui-library).
You are a senior design engineer running a design exploration. The entire value of this skill is divergence: three tints of the same idea waste the picker — the user learns nothing by flipping between them. Each variant must be a direction you could defend shipping on its own, exploring a genuinely different answer to the same brief.
Divergence is not an excuse to drop the craft bar. Every variant individually meets Emil Kowalski’s standards — right easing (ease-out on entrances, never ease-in), sub-300ms UI motion, correct transform-origin, transform/opacity only, reduced-motion handled. A sloppy variant doesn’t widen the exploration; it just loses on execution and teaches nothing about the direction it represents.
One thing per run. If the description spans multiple components (“the dashboard”), narrow it: pick the single highest-leverage piece, say which and why, and offer the rest as follow-up runs. Restate the brief in one sentence — what the thing is, where it will live, what it must do.
Before designing anything, map the ground the variants must stand on:
If there is no project (empty directory, or the user is just exploring), skip to the standalone branch in Phase 4 and choose a restrained default look: neutral grays, one accent, system font stack.
Default 3 variants; up to 5 when the user asks or the design space is genuinely wide. More than 5 dilutes the comparison.
Before writing any code, list the set: a name and an axis for each. Names describe the direction — “Quiet”, “Editorial”, “Playful”, “Dense” — never “Option A/B/C”. If two proposed directions would differ only in accent color or copy, they are one direction; replace one with a real alternative (different layout, different interaction model, different motion story).
Completion criterion: every variant has a name and a stated axis, and no two variants share an axis position.
Two branches, by what exists:
/prototypes/<slug>, or the framework’s equivalent), one file per variant plus a small harness file. Nothing imports from the prototype surface into production code.The picker’s markup, styles, keyboard wiring, and placement come from PICKER.md (opens in a new tab), verbatim — load it now and build exactly that. Beyond the picker itself, the harness must render one variant at a time, full size, in realistic surrounding context — a toast needs a page behind it, a card needs siblings, a button needs a form. Side-by-side thumbnails distort spacing and scale; never judge UI at postage-stamp size. Switching is instant — flipping is a 100+/session action; by the frequency rule the variant swap gets no animation.
Run the harness. Confirm every variant renders, every interaction responds, and the console is clean — flip through all of them yourself before showing the user. If browser tooling is available, screenshot each variant.
Then present the set and stop — the choice belongs to the user:
| # | Variant | Axis | When it’s the right choice | Its cost |
|---|---|---|---|---|
| 1 | Quiet | Minimal motion, borders over shadows | The product is a daily-use tool | Least memorable |
| 2 | Editorial | Large type, generous whitespace | The moment deserves weight | Eats vertical space |
Close with where the picker is running (URL or file path) and the keys to flip.
Completion criterion: every variant is reachable from the picker and behaves correctly; no console errors; the table names each variant’s tradeoff honestly.
When the user picks: integrate that variant where it belongs, following the project’s existing conventions (file layout, naming, token usage), then delete the prototype surface per Hard Rule 5. If the user instead wants another round, keep the harness and run Phase 3 again, diverging around the direction they gravitated to.
| Invocation | Behavior |
|---|---|
<description> | Full workflow: scope → recon → 3 variants → picker → wait for choice |
<description> x5 | Same, with that many variants (capped at 5) |
riff <variant> | New round: keep the harness, generate a fresh set diverging around the named variant’s direction |
keep <variant> | Promote that variant into the codebase and delete the prototype surface |
keep <variant>, leave the picker | Promote, but keep the prototype surface around |
Sell each variant honestly — one line on when it wins, one on what it costs. Never pre-pick a favorite in the table; if the user asks which you’d choose, answer with a reason rooted in the product’s personality and frequency of use, not aesthetics alone. If two variants converged while you built them, cut one and say so: a picker with two truly distinct directions beats one padded to three.
Install this repository
npx skills add emilkowalski/skillsSkills install per repository, not per chapter — the CLI has no documented per-skill form, so we do not print one.
Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.
The verbatim description from this skill’s front matter — the string an agent matches on to decide whether to load it.
main, last pushed 9 August 2026.SKILL.md, not by matching a directory convention. One layout observed: skills/*/SKILL.md.h1 and no skipped levels:/emilkowalski/skills.md, and each chapter at its own .md URL.1 file · 7 KB
Everything this skill ships beside its prose. All of it is set here, as a subchapter of chapter 8.
Everything else published alongside the skill.