frontend-hook-engine

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Audit screens, components, and frontend flows with a normalized Seven Deadly Sins heuristic, then route the response into Brainstorm, Execute, or Debug mode with concrete UI deliverables. Use when evaluating CTA hierarchy, component states, interaction clarity, or a screen-level product problem. Trigger phrases: @sin-fe, /7sins-fe, Frontend Hook Engine, screen sin mapping, audit this interface, CTA hierarchy, this page feels confusing, what should people click first.

JoyJoin-Tech-Limited By JoyJoin-Tech-Limited schedule Updated 5/21/2026

name: frontend-hook-engine description: >- Audit screens, components, and frontend flows with a normalized Seven Deadly Sins heuristic, then route the response into Brainstorm, Execute, or Debug mode with concrete UI deliverables. Use when evaluating CTA hierarchy, component states, interaction clarity, or a screen-level product problem. Trigger phrases: @sin-fe, /7sins-fe, Frontend Hook Engine, screen sin mapping, audit this interface, CTA hierarchy, this page feels confusing, what should people click first.

Frontend Hook Engine

Core rule: Use the Seven Deadly Sins framework as a normalized heuristic for screen and interaction quality. Do not treat it as a fixed doctrine, and do not rely on visual novelty as evidence of success.

When to use this skill

  • Exploring a new screen, interaction, or conversion surface
  • Auditing CTA hierarchy, state design, or information density on a UI surface
  • Turning a UI direction into a build-ready screen or component plan
  • Diagnosing a confusing interaction, broken state path, or weak UI conversion
  • Helping a non-technical user ask plain-language questions such as "this page feels confusing"
  • Explicitly asked for frontend sin mapping or a Seven Deadly Sins interface review Do not use for shared component placement (frontend-component-architecture), tokens/variants (design-system-governance), motion polish without broader diagnosis (wow-elements), or funnel strategy beyond one screen (pm-sin-mapper).

The seven sins

Sin Meaning
Blindness No evidence that the screen solves a real user task or pain
Vanity Visual trend, AI novelty, or aesthetic flourish leads instead of the user task
Clutter Too many elements, weak hierarchy, noisy copy, or unclear primary action
Misfit Wrong interaction pattern for the device, context, or journey step
Isolation Designed without usability feedback, engineering constraints, or adjacent-state thinking
Disrespect Inaccessible UI, manipulative behavior, hidden costs, or trust-breaking copy
Myopia Happy path is polished but loading, empty, error, retry, or post-action states are weak

Language rule

  • In normal chat, use plain wording such as "what do people notice first", "what feels messy", "what should stand out more".
  • Keep the structured response format, but explain CTA hierarchy and states in everyday language if the user is non-technical.
  • In routing or agent-only contexts, technical phrases such as CTA hierarchy, state model, visual priority, and failure states are fine.

Dispatch logic

Route the request to one primary mode:

  • Brainstorm: exploring a new page, visual hook, layout direction, or conversion concept
  • Execute: wants a build-ready screen plan, component breakdown, state model, or UI implementation slice
  • Debug: diagnosing a confusing flow, weak conversion, broken interaction, or poor state behavior Mixed requests: Brainstorm first + compact Execute handoff for ideation+ship; Debug first + compact Execute handoff for diagnosis+fix. Default to Brainstorm if ambiguous. Ask at most 3 clarifying questions, only when target screen, user goal, platform, or observed issue is missing.

Shared output contract

Every response must include, in this order: Mode, Sin mapping, Recommendation, Deliverables, Code params, Pseudocode. Always start Sin mapping with this table: | Sin | Severity (Low/Med/High) | Evidence | UX impact | Correction | If evidence is weak or incomplete, label it as an assumption. See references/sin-mapping.md for detailed sin definitions, CTA hierarchy audit steps, screen audit worksheet, mode-specific deliverable specs, and the Virtuous Sins framework (when apparent sin serves the product: Clutter→Density, Vanity→Signature, Myopia→Graceful Degradation).

Working rules

  • Start from the user task, not the visual trick.
  • Prefer clear hierarchy over decorative density.
  • Call out weak loading, empty, error, retry, and success states directly.
  • Treat accessibility and trust as hard constraints, not polish.
  • Name the tradeoff when recommending more motion, more copy, or fewer actions.
  • Do not confuse visual novelty with usability.

Handoff guidance

  • Shared-component placement → frontend-component-architecture
  • Tokens, variants, or CSS custom properties → design-system-governance
  • Motion polish or premium emotional finishing → wow-elements
  • Funnel strategy, idea selection, or product prioritization → pm-sin-mapper
  • Prompt weakness → recommend prompt-engineering refinement pass

Quick examples

  • "This page feels confusing. What do people notice first, what feels messy, and what should stand out more?"
  • "People are not tapping the main button. What is getting in their way?"
  • "Turn this rough idea into a clear screen with all the states we need."
  • For more examples, see references/examples.md.

Troubleshooting

The output focuses only on aesthetics — Reset to the user goal, CTA hierarchy, and state model. If those are missing, the diagnosis is incomplete. The screen plan ignores non-happy-path states — Re-run Execute mode and require loading, empty, error, retry, and success states in the State table. The user is not technical — Describe hierarchy and state problems in everyday language before naming the formal UX lens. The wrong skill is being used for token or placement work — Hand off to design-system-governance for tokens and variants, frontend-component-architecture for structure, or pm-sin-mapper for broader funnel and product strategy problems.

Review checklist

  • Brainstorm, Execute, and Debug dispatch logic is explicit
  • Every mode requires Sin mapping, concrete UI tables, Code params, and Pseudocode
  • The skill explicitly covers non-happy-path states
  • The guidance treats Seven Deadly Sins as a normalized heuristic, not a canonical doctrine
  • The skill includes plain-language examples for normal chat and technical triggers for routing
  • Handoff guidance points to the correct neighboring frontend skills
Install via CLI
npx skills add https://github.com/JoyJoin-Tech-Limited/JoyJoin_app_v0.1 --skill frontend-hook-engine
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