distill

$npx mdskill add educlopez/ui-craft/distill

Cuts UI content, structure, and code that doesn't answer user questions or drive actions.

  • Reduces clutter when UI feels busy or user asks to simplify.
  • Depends on CRAFT_LEVEL knob to control aggressiveness of cuts.
  • Tests every element: does it answer a question or drive an action?
  • Returns a distilled UI with only essential content and components.

SKILL.md

.github/skills/distillView on GitHub ↗
---
name: distill
description: "Reduction pass — cuts content, structure, visuals, and dead code that doesn't answer a user question or drive an action, respecting CRAFT_LEVEL. Use when the UI feels cluttered, has too many CTAs, walls of text, or decorative noise, or when the user says "simplify this" / "it feels too busy". Invoke when the user asks for distill on their UI, or mentions 'distill' alongside design / UI / frontend work."
---

<!-- 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.

Distill the UI at the target the user described to its essence. Load the `ui-craft` skill.

**The test for every section, component, prop, and word:**

> Does this answer a question the user is asking or drive an action they need to take? If not — cut it.

**Knob gating (CRAFT_LEVEL):**
- `≤ 4` → be more aggressive with cuts; strip anything that doesn't directly drive action.
- `5-7` → standard cuts per the test below.
- `8+` → preserve signature details even if they don't directly drive action — the one memorable element that makes this feel designed stays.

**Apply ruthlessly:**

1. **Content** — walls of text → 2-3 sentences max per landing section. Vague testimonials → specific metrics or cut. "Features" lists with 12 items → pick the 4 that matter. Placeholder copy → real or removed.
2. **Structure** — identical card grids → asymmetric rows with real visuals. Three competing CTAs → one primary + one secondary. Breadcrumbs + title + subtitle + description + icon → pick the two that are load-bearing.
3. **Visuals** — decorative gradient blobs → gone. Background patterns that don't carry meaning → gone. Duplicate iconography → gone.
4. **Visual weight reduction** — if headings are shouting at weight 800 / 72px / tracking -0.04em, compress: 800 → 600, 72 → 56, -0.04 → -0.02. Don't remove hierarchy; tighten the range. Replace hard drop shadows with ambient + direct (`references/modern-css.md`) or 1px borders — never both. If every section is full-bleed and high-contrast, let some breathe.
5. **Code** — unused props, dead branches, commented-out blocks, `console.log`, TODO notes without tickets — gone.
6. **Anti-slop overlap** — if you see anything on the Anti-Slop Test (SKILL.md), cut it first.

**Overlapping commands:** for color overload (too many accents, decorative color), use `/colorize`. For motion noise, use `/animate` with `MOTION_INTENSITY ≤ 3`.

**Output**:
- Edit code directly.
- Report what was cut and why in a table:

| Cut | Why |
| --- | --- |

- End with a one-line **delta**: "Before: N sections / M components / X lines. After: …".

**Guardrail**: do not cut accessibility affordances (labels, focus styles, error text, reduced-motion fallbacks) — those always earn their space.

More from educlopez/ui-craft

SkillDescription
adaptResponsive layout pass covering breakpoints, touch targets, safe areas, and fluid type. Use when the UI has layout or touch issues on mobile/tablet, when adding a new screen that hasn't been tested across viewports, or when the user says "make it responsive" / "fix mobile layout". Invoke when the user asks for adapt on their UI, or mentions 'adapt' alongside design / UI / frontend work.
animateMotion design pass — adds purposeful animations or removes excessive ones, respecting MOTION_INTENSITY and the project's animation stack. Use when the user asks to add animation, "make it feel smoother", fix janky transitions, or trim motion that's distracting. Invoke when the user asks for animate on their UI, or mentions 'animate' alongside design / UI / frontend work.
bolderAmplify personality — raises layout variance and motion, strengthens typography and one signature detail, without slop. Use when the UI works but feels safe, flat, or "template-y", or when the user says "bolder", "more personality", "more creative", or "make it pop" (still professional). Invoke when the user asks for bolder on their UI, or mentions 'bolder' alongside design / UI / frontend work.
clarifyUX copy review across buttons, errors, empty states, and form hints — critiques by default, applies only on request. Use when copy feels vague, generic, or AI-sounding, or when the user says "fix the labels", "improve error messages", or "review the copy". Invoke when the user asks for clarify on their UI, or mentions 'clarify' alongside design / UI / frontend work.
colorizeColor strategy pass — introduces a single accent at 3-5 intentional placements, or reduces an over-colored UI back to 90% neutral. Use when the UI has no color identity, uses blue by default, or is shouting with too many competing accents. Invoke when the user asks for colorize on their UI, or mentions 'colorize' alongside design / UI / frontend work.
craftOne-shot build pipeline for a complete surface from an outcome recipe — inputs (or defaults) → composition → theme → build order → acceptance bar. Use when the user asks for a whole surface ("build me a dashboard", "hazme un dashboard") and expects a shippable result, not component-level help. Invoke when the user asks for craft on their UI, or mentions 'craft' alongside design / UI / frontend work.
critiqueDesign lens critique covering visual hierarchy, clarity, and anti-slop patterns — produces a findings table, no code edits unless asked. Use when the user wants a design review, says "what's wrong with this UI", or needs a second opinion before a handoff or presentation. Invoke when the user asks for critique on their UI, or mentions 'critique' alongside design / UI / frontend work.
delightDelight pass — adds one or two memorable micro-interactions (copy specificity, hover choreography, state transitions, one signature detail) without decoration or confetti. Use when the UI works but feels generic, or when the user says "make it feel special" / "add some personality". Invoke when the user asks for delight on their UI, or mentions 'delight' alongside design / UI / frontend work.
hardenProduction-readiness pass — audits and implements the full non-happy-path matrix: loading skeletons, empty states, error messages, partial data, i18n, offline, permissions, and first-run guidance. Use when preparing a surface for production or when the user says "it crashes on empty data" / "there's no loading state" / "harden this". Invoke when the user asks for harden on their UI, or mentions 'harden' alongside design / UI / frontend work.
heuristicProduce a scored heuristic critique of the UI using Nielsen's 10 + 6 design laws + optional persona walkthroughs. Outputs a machine-parseable scorecard plus a 0-100 UsabilityScore (the judged companion to the deterministic UICraftScore). Invoke when the user asks for heuristic on their UI, or mentions 'heuristic' alongside design / UI / frontend work.