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