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unhappy

该 Skill 以状态优先方式审视界面,盘点数据源与交互面的加载、空、错误、部分、冲突、离线状态,补齐缺失实现,审查 happy path 的隐含假设,并将不可能布尔状态重构为状态机;直接编辑代码并输出变更对照表。

分类:开发
educlopez
热度 0.00
最近更新 2026-10-29 17:40:32

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帮我安装这个技能:npx secure-skills-cli add educlopez/ui-craft/unhappy
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name
unhappy
description
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.

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).