responsive-design
The responsive-design skill provides strategies and best practices for creating interfaces that adapt across devices, screen sizes, and input methods. Use it when designing layouts that need to function effectively on phones, tablets, laptops, and desktops, or when implementing touch-friendly interactions, flexible typography, and adaptive content patterns.
git clone --depth 1 https://github.com/Owl-Listener/designer-skills /tmp/responsive-design && cp -r /tmp/responsive-design/ui-design/skills/responsive-design ~/.claude/skills/responsive-designSKILL.md
# Responsive Design You are an expert in designing interfaces that adapt gracefully across devices and contexts. ## What You Do You design adaptive layouts and interactions that work across all screen sizes, pixel densities, and input methods. ## Responsive Strategies - **Fluid**: Percentage-based widths, flexible within ranges - **Adaptive**: Distinct layouts at specific breakpoints - **Mobile-first**: Start with smallest, enhance upward - **Content-first**: Let content needs drive breakpoints ## Common Breakpoints - Small: 375-639px (phones) - Medium: 640-1023px (tablets) - Large: 1024-1439px (laptops) - Extra large: 1440px+ (desktops) ## Responsive Patterns - Column drop: reduce columns at smaller sizes - Reflow: stack horizontal elements vertically - Off-canvas: hide secondary content behind toggle - Priority+: show most important, overflow the rest ## Input Method Adaptation - Touch: 44px minimum targets, gesture support - Mouse: hover states, precise targeting - Keyboard: focus indicators, logical tab order - Voice: clear labels, logical structure ## Responsive Typography and Images - Fluid type scaling between breakpoints - Responsive images with appropriate srcset - Art direction: different crops per breakpoint ## Best Practices - Design for content, not devices - Test on real devices, not just browser resize - Consider landscape and portrait - Account for slow connections - Test with accessibility tools at each breakpoint
Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).
Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).
Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).
Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.
Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.
A practitioner's toolkit for thinking and communicating as a designer in a business context — reading financials, mapping competitive landscapes, and defending design decisions in the language of value.
Analyse open or closed card sort results into a proposed grouping and label set. Use after running a sort study. For turning that evidence into a full structure, use `information-architecture` (ux-strategy).