high-contrast-skeuomorphic-clean — Claude Code skill
Defines rules for building high-contrast, tactile dark interfaces with molded panels and restrained accents. Useful when designing industrial UI systems.
npx skills add MengTo/Skills --skill high-contrast-skeuomorphic-clean -a claude-codeWhat high-contrast-skeuomorphic-clean does
This skill guides coding agents to assemble tactile, industrial-grade interfaces instead of flat cards. It establishes a primary dark application shell framed by a lighter outer page, layering elements with one-pixel borders, top-edge highlights, and inset shadows. Components like search plates, orbit diagrams, and buttons resemble physically machined hardware modules.
Visual discipline relies on crisp sans-serif type, technical mono labels, and a single accent color reserved for status lights or active markers. The prompt explicitly rules out mushy neumorphism, chrome gimmicks, and loud neon glows: stacking too many layered effects without strict contrast quickly degrades the layout into visual clutter.
What it helps with
- build a tactile dark-mode design system with physical depth
- style UI cards and panels with inset shadows and edge highlights
- configure an industrial layout with guide rails and mono labels
- restrict accent coloring to focused status markers and indicators
Example prompts for the agent
- Build a settings dashboard using the high-contrast-skeuomorphic-clean design system
- Style these metric cards with molded dark fills, inset highlights, and a single brand accent dot
How to install high-contrast-skeuomorphic-clean
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill high-contrast-skeuomorphic-clean -a claude-code2Manually: put the files in place
~/.claude/skills/high-contrast-skeuomorphic-clean/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/high-contrast-skeuomorphic-clean/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill high-contrast-skeuomorphic-clean -a codex2Manually: put the files in place
.agents/skills/high-contrast-skeuomorphic-clean/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill high-contrast-skeuomorphic-clean -a cursor2Manually: put the files in place
.cursor/skills/high-contrast-skeuomorphic-clean/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install MengTo/Skills high-contrast-skeuomorphic-clean2Manually: put the files in place
.github/skills/high-contrast-skeuomorphic-clean/SKILL.md1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill high-contrast-skeuomorphic-clean -a gemini-cli2Platform CLI
gemini skills install https://github.com/MengTo/Skills --path agent-skills/web-design/high-contrast-skeuomorphic-cleanManually: put the files in place
.devin/skills/high-contrast-skeuomorphic-clean/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add MengTo/Skills --skill high-contrast-skeuomorphic-clean -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about high-contrast-skeuomorphic-clean
How do I install high-contrast-skeuomorphic-clean in Claude Code?
Run npx skills add MengTo/Skills --skill high-contrast-skeuomorphic-clean -a claude-code in your terminal. You can also place the skill file directly at ~/.claude/skills/high-contrast-skeuomorphic-clean/SKILL.md.
What does high-contrast-skeuomorphic-clean do?
It instructs the agent to create tactile UI components featuring dark molded containers, subtle gradients, inset shadow stacks, and high contrast against white text.
How is this system different from neumorphism?
It rejects low-contrast neumorphism with washed-out edges and avoids glossy fake materials. The focus remains on crisp industrial contrast, precision geometry, and disciplined monochrome shells.
Source text
SKILL.md · MIT
--- name: high-contrast-skeuomorphic-clean description: "Create a high-contrast clean skeuomorphic design system with molded dark surfaces, crisp light separation, tactile inset depth, and restrained signal accents." --- # High Contrast Skeuomorphic Clean Skill ## Use When - Create a high-contrast clean skeuomorphic design system with molded dark surfaces, crisp light separation, tactile inset depth, and restrained signal accents. ## Workflow ## Scope - Apply this as a full design-system direction across page shell, hero, cards, controls, supporting modules, and micro-visualizations. - Use it when the interface should feel tactile, premium, and industrial-clean, with real surface depth and contrast rather than flat minimal cards. - This is not playful neumorphism and not glossy consumer skeuomorphism. The result should stay sharp, modern, and system-like. ## Visual target - Build the experience around a strong contrast relationship: a light or neutral outer page framing a deep black or charcoal primary application shell. - Use dark premium surfaces with subtle vertical or radial gradients so panels feel molded and dimensional instead of flat. - Add true skeuomorphic depth through inset highlights, soft inner shadows, reflective edge cues, and nested object-like modules, but keep everything clean and controlled. - Let one restrained signal accent color derived from the design or brand drive status lights, active markers, tiny progress details, and focal emphasis. - Pair clean sans-serif typography with occasional mono labels or utility text so the system feels precise, not ornamental. ## Implementation guidance - Prefer one dominant rounded or softly chamfered master container that holds the whole interface inside a darker, premium shell. - Build cards and modules with one-pixel wrappers, top-edge highlights, dark-to-darker fills, inset shadow stacks, and soft outer shadow falloff to create tactile hierarchy. - Keep contrast high: white or near-white text on black shells, muted gray support copy, and clear separation between interactive and passive surfaces. - Use skeuomorphic objects selectively inside the system, such as browser-like windows, search fields, progress bars, orbit widgets, document tiles, or instrument modules that feel physically assembled. - Buttons, inputs, and chips should look touchable: layered fill, subtle bevel or inset edge, clean rounded geometry, and measured hover brightness rather than loud glow. - Add fine structural framing with quiet border lines, corner markers, or interior guide rails so the tactile surfaces still sit inside a disciplined layout. - Motion should support the material feel: masked reveals, gentle object lift, slow orbiting details, subtle shimmer on highlights, and calm particle drift are appropriate. ## Recommended patterns - Large dark industrial shell placed on a lighter background with generous radius and premium shadow weight. - Rounded cards wrapped in thin white-to-transparent gradient borders with dark inner fills and soft inset lighting. - Micro visual modules such as orbit diagrams, search plates, document chrome, or status widgets built as tactile objects rather than flat illustrations. - Accent signal dots, progress slivers, or active labels using the chosen brand accent sparingly against a mostly monochrome system. - Split compositions where one side carries bold editorial copy and the other side stacks molded product or system modules. - Canvas or particle background texture inside the main shell kept faint so it adds atmosphere without weakening the clean surface hierarchy. ## Tuning knobs - Contrast level: keep the shell dark enough and the text bright enough that the system reads immediately, even when gradients and shadows are subtle. - Skeuomorphic depth: increase or reduce bevel, inset shadow, and highlight intensity depending on how tactile versus minimal the system should feel. - Accent intensity: let the brand signal color punctuate the composition, but avoid turning the interface into a neon palette. - Surface softness: tune radii and shadow blur so components feel premium and manufactured, not puffy or toy-like. - Structural framing: add or reduce guide lines, separators, and outer rails depending on how technical the presentation should become. ## Avoid - Soft washed-out neumorphism with weak contrast and mushy edges. - Overly glossy retro skeuomorphism packed with fake materials, leather, or chrome gimmicks. - Flat monochrome dark UI that ignores the tactile layered-surface character. - Too many accent colors or bright glows that break the clean industrial mood. - Overcrowding every module with depth effects until the hierarchy becomes noisy.
© MengTo · MIT · MengTo/Skills