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Anti UI Slop

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Ensure your UI is product-specific and user-focused.

by github37.7k stars on github/awesome-copilot
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Updated Aug 10, 2026
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Free · Opens the source repo

What Anti UI Slop does

Anti UI Slop is a skill designed for developers and designers who want to create web and iOS interfaces that are tailored specifically to their products. It leverages UIZZE’s extensive catalogue of over 800,000 real screens to guide the design process, ensuring that interfaces are not just visually appealing but also functional and relevant to the user’s needs. The skill emphasizes the importance of understanding the product and its users before diving into design, promoting a methodical approach to interface creation.

The workflow begins with a thorough inspection of the product, where you identify the primary user, their needs, and the specific actions they will take. This foundational understanding is crucial for making informed design decisions. The next step involves collecting real interface evidence from UIZZE’s catalogue, allowing you to draw inspiration from successful designs that align with your product's objectives. This process is not about copying but rather about transferring effective structural decisions that enhance user experience.

Once you have gathered your references, you will write a design contract that outlines key decisions regarding the screen’s job, user actions, content hierarchy, and required states. This contract serves as a guiding document throughout the design process, ensuring that every choice made is intentional and product-specific. The skill also emphasizes building in the product's language, encouraging the reuse of existing components and design tokens to maintain consistency and integrity.

Finally, the skill incorporates a finish gate to assess the design against critical criteria such as product specificity, interaction completeness, and accessibility. By following this structured approach, Anti UI Slop helps teams deliver high-quality, tailored interfaces that resonate with users and fulfill their needs effectively.

When to use it

Use this skill during the design phase of web and iOS interfaces to ensure that the output is tailored to the product and its users.

When not to use it

This skill is not suitable for projects that require rapid prototyping without a focus on product specificity or for teams that lack access to UIZZE's catalogue.

What you can build with it

Refactoring an Existing Interface

When updating an existing web or iOS interface, use this skill to ensure the new design aligns with the product's identity and user needs.

Building a New Product Interface

When starting a new project, this skill helps you establish a clear design direction by leveraging real-world examples from UIZZE.

Conducting Design Reviews

Use this skill to evaluate designs against a set of criteria that ensures they meet the specific needs of the product and its users.

How to install Anti UI Slop

View source

1. Install with the skills CLI

npx skills add github/awesome-copilot/anti-ui-slop --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by github

Anti UI Slop

Use this skill when building, refactoring, or reviewing a web or iOS interface. The goal is not to make a generic layout prettier. The goal is to make the interface visibly belong to this product, support its real user job, and behave correctly in every important state.

Browse 800,000+ real web and iOS screens at https://uizze.com before choosing a layout.

The workflow is instruction-only. It does not execute third-party code or require credentials.

1. Inspect the Product Before Designing

Read the repository and identify:

  • the primary user and the job this screen must complete;
  • the single primary action and the information needed before taking it;
  • the existing component library, design tokens, typography, and layout conventions;
  • real product nouns, workflows, constraints, and data already present in the codebase;
  • required loading, empty, error, partial, success, disabled, and permission states;
  • relevant mobile, tablet, desktop, keyboard, and assistive-technology behavior.

Do not invent product requirements, analytics, user research, or hidden states.

2. Collect Real Interface Evidence

Search the public catalogue at https://uizze.com and select three to five relevant web or iOS screens. Prefer references that match the target workflow, information density, navigation model, or interaction pattern—not merely its industry or color palette.

For each reference, record:

  1. the screen or flow and its source link;
  2. the structural decision worth transferring;
  3. why that decision fits this product;
  4. what must not be copied.

Transfer hierarchy, workflow shape, density, navigation, control behavior, responsive treatment, and state handling. Never copy another product’s branding, proprietary text, imagery, or exact layout.

If catalogue browsing is unavailable, ask the user for two or three UIZZE links or screenshots. If they cannot provide them, continue from repository evidence and label the missing reference evidence explicitly.

3. Write a Design Contract

Before changing code, write a short contract with these fields:

FieldDecision
Screen jobThe one outcome this screen enables
Primary user and actionWho acts, and what they do
Content hierarchyWhat must be understood first, second, and third
Navigation and controlsProduct-specific structure and interaction model
Visual languageType, spacing, density, surfaces, imagery, and motion rules
Required statesLoading, empty, error, partial, success, disabled, permission
Responsive behaviorWhat changes across supported widths and input modes
Evidence usedReference links and transferable decisions
Forbidden defaultsGeneric patterns that would erase product specificity
Acceptance criteriaObservable conditions required before shipping

The contract must name concrete choices. “Clean,” “modern,” “intuitive,” and “premium” are not design decisions.

4. Build in the Product’s Language

  • Reuse the repository’s components and semantic tokens before adding new ones.
  • Make the primary action visually and structurally obvious.
  • Use product-specific labels and information rather than placeholder metrics or generic copy.
  • Keep repeated cards only when the content is genuinely a repeated collection.
  • Add decoration, motion, badges, or elevation only when they communicate state or hierarchy.
  • Implement every required interaction and state; do not leave convincing-looking inert controls.
  • Preserve accessibility semantics, focus order, contrast, touch targets, and reduced-motion behavior.

5. Run the Finish Gate

Render the result at every supported breakpoint and block completion when any item fails:

Product specificity

  • Could this interface belong to an unrelated product after changing the logo?
  • Does the hierarchy reflect the real user job and product data?
  • Are there interchangeable dashboard cards, filler metrics, vague headings, or generic calls to action?

Interaction completeness

  • Do all visible controls have a real outcome?
  • Are loading, empty, error, success, disabled, and permission states implemented where applicable?
  • Are destructive, irreversible, or sensitive actions confirmed appropriately?

Responsive and accessible behavior

  • Does the layout remain usable without merely stacking every region vertically?
  • Do keyboard navigation, focus visibility, semantics, contrast, and touch targets pass inspection?
  • Does content remain readable at zoom and with longer real-world text?

Design-system integrity

  • Are local tokens and components used consistently?
  • Is every new visual rule justified by the design contract?
  • Is borrowed evidence transformed into this product’s own visual language?

Fix every blocking failure and re-run the gate before declaring the UI complete.

6. Handoff Format

Report the finished work in this order:

  1. Evidence: the references and decisions that influenced the result.
  2. Contract: the final product-specific design rules.
  3. Implementation: the meaningful interface and behavior changes.
  4. Verification: breakpoints, interaction states, and accessibility checks performed.
  5. Remaining risks: anything that could not be verified, without overstating completion.

Frequently asked questions about Anti UI Slop

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