stageshow – skill Thiết kế & UI cho agent AI
Create React product illustrations and cursor demos using a reusable UI kit, examples, motion guidance, and visual verification tools.
Cài skill stageshow bằng một lệnh
Chọn công cụ bạn đang dùng, copy lệnh và dán vào terminal. Skill sẽ nằm trong thư mục skills của công cụ đó và sẵn sàng dùng ở phiên làm việc tiếp theo.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/stageshow-bf629.tgz | tar xz -C ~/.claude/skills
Gọi trong Claude Code: /stageshow – rồi mô tả công việc bạn muốn làm.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/stageshow-bf629.tgz | tar xz -C ~/.codex/skills
Gọi trong Codex: $stageshow – rồi mô tả công việc bạn muốn làm.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/stageshow-bf629.tgz | tar xz -C ~/.hermes/skills
Gọi trong Hermes Agent: /stageshow – rồi mô tả công việc bạn muốn làm.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/stageshow-bf629.tgz | tar xz -C ~/.deepcode/skills
Gọi trong DeepSeek: /stageshow – rồi mô tả công việc bạn muốn làm.
Nội dung SKILL.md
Nội dung SKILL.md gốc bằng tiếng Anh.
Stageshow
Adapted from [benjitaylor/skills](https://github.com/benjitaylor/skills/tree/802057409787133703c56001080169e347305572/stageshow) by Benji Taylor. Original source is MIT licensed; see LICENSE and NOTICE.md for third-party materials. AAS replaces app-bundle icons and five official brand graphics with neutral placeholders pending redistribution rights.
When to Use
Use for a requested illustrated product interface or animated walkthrough built in React. For general frontend implementation use a broader frontend design skill.
Limitations and safety
The kit requires React and local dependencies; filming runs a browser and writes files. The tools may overwrite screenshots and reports at the requested paths; choose fresh output paths. Inspect URLs, use authorized sites and review screenshots for private content. Some supplied brand marks are third-party assets subject to their notices and brand terms. Examples are illustrative, not evidence of affiliation. Verify accessibility, motion preferences and behavior in the host application.
Miniature product UI: a believable interface, framed in its space, as one still or a short animation in which one thing happens. The viewer recognizes the screen and sees the thing happen.
The one idea
It reads as a real product, simplified to what the viewer needs, framed with intent, and every motion has a cause.
Five ways it fails:
- Too much. Real text in every row, numbers everywhere, everything packed. The more detail, the more it looks generated.
- Wireframe. Two gray blobs and a button. Built too small, or stripped of what made it recognizable.
- Boxed. A whole window shrunk into a card with even margins: a screenshot pasted in, not a product shot.
- Flat. Every object the same weight in the same bordered card. The eye has nowhere to land.
- Bland. A gray window with a cursor, whatever the brief said. The brief's look and energy (a blueprint, glass over color, a Dynamic Island, a mascot) are the point; take what it asks for and build it to the rules, as
examples/hero-demodoes with its typed popup and terminal satellite (a satellite is a smaller second object, a receipt, phone or detail card, straddling the hero's edge).
The fix: a full, structured screen in quiet grays, real words only on what the story is about, placeholder lines for the rest, room to breathe, a crop that puts the eye where the story is. Simplify the words, not the context. An empty corner, a void under a list, rows spread to fill a pane, a window floating on a plate (a backdrop or tinted field behind it): unfinished, not calm.
These are authored illustrations, not browser automation: a.click() draws the cursor pressing, a.set() changes the scene.
How hard to press
Build it the way a product designer builds a launch page they will be judged on. The gold examples in examples/ are the bar, not a reference: if yours is the emptier, flatter or smaller one beside the closest gold, that is the first fix. Then look at the frame the way the most exacting designer you know would, the one who screenshots the one wrong thing and sends it back with "what is this?": a dot off its avatar, a unit on its own line, a grabber under the island, copy touching a card. If you can picture that screenshot, you have found the next fix.
Workflow
Most of the quality is decided before any code. Write the plan first: where it sits, the focal object, the action, the payoff, what can be left out.
1. Medium and place. Still or animation (loop, once in view, or hover). The page, its ground, its width. Design at the size it will be seen, about 720 × 340 for a hero beside copy (hero-demo), 900 to 1100 wide for a full-width hero (linear), 400 × 300 for a card, shown at 1:1; never under about 320 wide for a demo, though a bento tile or a satellite card may be smaller. Every demo that can sit in a phone column ships a compact design at the column's width (358), a redesign not a squeeze (references/framing.md, Small formats and the page). A grid of tiles is one set: plan it with references/bento.md.
2. Look. With the product's code or site at hand, map its tokens to the kit's (references/looks.md); if the developer asks for their own components, use them inside the stage instead of the kit's small parts. Otherwise a theme (light, dark, blueprint, glass), a palette (accent, mono) and a fidelity: minimal is all bars, standard is words where they carry meaning and bars elsewhere, realistic is real content everywhere. Default light, accent, standard; go realistic at hero scale, for a named real product, or a still whose subject is a list or page. Write filler once with Text filler and the fidelity decides. The product's own icons, its real chrome, the content that makes it recognizable. A brief with a style (kawaii, paper, a poster color) gets that style in full, still built to these rules.
3. The story. Its shape (references/motion.md, Story): how it feels to use, a flow, or what the system does. Three to five beats and a payoff, 10 to 16 seconds. No cursor move you can't explain. Data never rewinds in view without a cause. Between a richer story and a calmer frame, choose the frame.
4. Start from an example. Find the closest gold example (the Gold table below) and film it (node scripts/film.mjs "<preview>/?capture=<gold>" --select '#example' --still --out gold.png; npm run dev serves the preview). Copy its folder into your project as the starting point; don't rewrite it from a glance. The quickest loop: copy it to examples/<yours>/ here, where the preview picks it up and ?capture=<yours> films it, then move it into the host when it passes and fix its kit import path. Keep its structure: the stage size, the crop and bleed, row and type sizes, spacing, the script's beats, the kit parts. Now read references/craft.md in full: it is short, and it holds the still-frame rules the gold can't show you, the cases your gold doesn't happen to contain. Then replace its look and content with the brief's product: the tokens from step 2, the product's own icons, chrome and words. A copy that only changes the name is not done: it should read as the brief's product, not the gold's. If no gold tells your story, choose in two parts: the layout first (pick it from the table in references/framing.md; each layout names its example), and copy that example even though its story differs; then borrow the motion for your beats from the example whose story is closest, and build what neither has in the same style. Then frame it: crop to the panel the story happens in, judged in the final visible crop (references/framing.md has the rules and the layout table). The short form: one gutter, a full one or well past; only filler bleeds; what opens stays in; windows keep their shape; the page is the ground, so no plate under a hero on a white or dark page and no window whole with air on four sides; unframed only when the developer asks; no dead corners. Film one still at both widths beside the gold's; if yours is emptier, flatter or more boxed, fix the frame before any motion.
5. The screen. Count the real strings, usually 3 to 7 (references/craft.md, Restraint): a budget for words, not elements. Build with the kit's tokens, Bar, Text and Row. Fit every control's text before it moves. Mark what the cursor touches with data-target and data-cursor; measure with rect(), never hard-code.
6. Choreograph. The Act API. Keep what appears mounted and toggle it so exits animate (Bubble and Fly hand off explicitly). Animate the relationship, not just the object: a new row carries the rows below it, a surface that resizes never stretches its text. Beats overlap, groups stagger, the payoff holds, the loop ends where it began or resets with a visible cause.
7. Rehearse. Set poster first: most people see only that frame (a thumbnail, reduced motion, a screenshot), so it is the beat that tells the story on its own, never one caught mid-change, with the result left on screen rather than tidied away (references/motion.md, Story). Then film the loop, not just a still: the contact sheet at the shown width and at 390, and step through every press, menu, morph and the loop seam (references/rehearse.md). A still can't show a pop. Read every frame, fix the largest visible fault first (framing, then hierarchy, then motion, then polish), re-film. Then hold it next to the closest gold and answer the whole-composition and style pairs in references/teaching.md as questions about your still (what does the eye land on first, and is it the result? is one window, tile or device clearly leading?); any no is the largest fault. film.mjs --gate ending rehearsal passed is necessary, not sufficient. Then run the last pass in references/rehearse.md: a fresh-eye review (references/review.md) and REHEARSAL.md beside the component (template in references/verify.md, Hand
… (nội dung đầy đủ có trong gói tải về)
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