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emil-design-eng

This skill encodes Emil Kowalski's philosophy on UI polish, component design, animation decisions, and the invisible details that make software feel great.

70

1.42x
Quality

57%

Does it follow best practices?

Impact

90%

1.42x

Average score across 3 eval scenarios

SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

tessl review fix ./skills/emil-design-eng/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

65%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is an exceptionally concrete, example-rich guide with executable code, precise numeric guidance, and a clear decision framework — strong on actionability. Its weaknesses are philosophical padding that hurts conciseness, a review workflow without explicit validation checkpoints, and a monolithic structure with no progressive disclosure via reference files.

Suggestions

Trim or relocate the 'Core Philosophy' section and the Paul Graham quote so the overview stays lean and assumes Claude's competence, improving conciseness toward level 3.

Add an explicit validation/feedback loop to the review workflow (e.g. 'After applying a fix, test the animation in slow motion; if it still feels off, revert and try the next candidate'), which would lift workflow clarity.

Split the large reference-style sections (CSS Transform Mastery, clip-path for Animation, Performance Rules, Accessibility) into separate files in references/ and link to them one level deep, leaving SKILL.md as a concise overview with the decision framework and review checklist.

DimensionReasoningScore

Conciseness

The body is densely packed with concrete, non-obvious specifics, but it also carries philosophical padding (the 'Core Philosophy' section, the Paul Graham quote, 'Review your work the next day') and restates some basics Claude already knows (what springs/clip-path are), placing it at 'mostly efficient but includes some unnecessary explanation or could be tightened' rather than the lean level 3.

2 / 3

Actionability

It provides fully executable, copy-paste-ready guidance throughout — exact cubic-bezier values, specific millisecond ranges, concrete CSS/JS/JSX snippets, a frequency decision table, and a dismissal velocity formula (>0.11) — matching 'fully executable code/commands; specific examples; copy-paste ready.'

3 / 3

Workflow Clarity

The Animation Decision Framework is a clearly ordered sequence (should it animate -> purpose -> easing -> duration) and is paired with a Review Format and Review Checklist, but it lacks explicit validation/checkpoint feedback loops (e.g. test-then-revert for the reviewed animation), leaving checkpoints implicit and capping it at level 2.

2 / 3

Progressive Disclosure

No bundle files exist (references/scripts/assets absent), so the entire ~680-line guide is one monolithic SKILL.md; while it is well-sectioned with clear headers, large tracts (Transform Mastery, clip-path, Performance, Sonner Principles) that could be split into one-level-deep reference files are inlined, matching 'content that should be separate is inline.'

2 / 3

Total

9

/

12

Passed

Description

50%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description clearly identifies a niche (Emil Kowalski's design-engineering philosophy on UI polish and animation) but is written as a topical summary rather than an action-oriented, trigger-equipped skill description. It lacks a 'Use when...' clause and concrete action verbs, which cap completeness and specificity at 2.

Suggestions

Rewrite as third-person action verbs with concrete capabilities, e.g. 'Reviews UI code for animation and polish, recommends easing curves, durations, and transform-origin fixes, and applies Emil Kowalski's design-engineering principles.'

Add an explicit trigger clause: 'Use when reviewing or building UI animations, transitions, popovers, tooltips, or when the user asks about making interfaces feel polished or responsive.'

Drop the abstract framing ('philosophy', 'invisible details that make software feel great') in favor of the concrete trigger terms users would actually say (animations, transitions, easing, springs, popovers).

DimensionReasoningScore

Specificity

It names a clear domain ("UI polish, component design, animation decisions, and the invisible details") but lists no concrete actions like extract/fill/merge, so it sits at the 'names domain and some actions, but not comprehensive' anchor rather than the action-listing level 3 or the vague level 1.

2 / 3

Completeness

It states what the skill does (encodes a design philosophy) but provides no 'Use when...' clause or equivalent trigger guidance, so per the rubric a missing explicit trigger caps completeness at 2.

2 / 3

Trigger Term Quality

It includes relevant terms ("UI polish", "component design", "animation decisions") but leans abstract ("philosophy", "invisible details that make software feel great") and omits common user phrasings like transitions, easing, or popovers, matching the 'some relevant keywords but missing common variations' anchor.

2 / 3

Distinctiveness Conflict Risk

The animation/feel-engineering niche is fairly distinct, but with no explicit distinct triggers it could overlap with a general front-end or design skill, matching 'somewhat specific but could still overlap with similar skills' rather than the distinct-trigger level 3.

2 / 3

Total

8

/

12

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (680 lines); consider splitting into references/ and linking

Warning

Total

15

/

16

Passed

Repository
emilkowalski/skill
Reviewed

Table of Contents

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