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Get Started Free →Turn ONE design axis up or down as a coordinated, deterministic transform — "denser", "sharper corners", "more muted", "bolder", "flatter", "livelier". Not a vibe the model reinterprets each time; a defined ramp that moves many tokens together, respects the guardrails (8px grid, a11y floors, single accent, nested-radius), updates the lock, and re-runs the gate. Use this when a human saying "more X" would otherwise get an inconsistent one-off.
.claude/skills/bitjaru-ss-dial/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-03 | ✗→✓ | ▲ Improved | -29% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 28% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 475% | 0% |
| case-16 | ✗→✓ | ▲ Improved | -27% | 0% |
| case-17 | ✗→✓ | ▲ Improved | 18% | 0% |
"Make it more minimal" is something you can just say — the model already reads plain language. A skill only earns its place where one word must move many tokens at once, in a coordinated way, without breaking a rule — and where doing it by hand gives an inconsistent result (some tokens changed, the grid broken, a second accent introduced). That's what /ss-dial is: not interpretation, but a deterministic ramp + guardrails + re-gate.
If the request is a mood word ("more premium", "more editorial", "more playful"), that's not one axis — it's a combination of positions across several axes. Use /ss-restyle <preset> for those. /ss-dial moves exactly one axis.
skill; say it.
/ss-restyle (a preset of dial positions).STYLESEED.md lock yet → run /ss-build or /ss-setup first; there's nothing to dial from.STYLESEED.md — find the axis's current position (Mood/Density/Radius/Elevation/Type scale/Font weight/Motion fields). If the lock doesn't record it, infer it from the code.
step; an explicit target ("density: dense") jumps straight there. Clamp at the ends — you cannot dial past dense or below airy. If already at the end, say so and stop (this is why "each use makes it more" is bounded, not runaway).
those tokens — not just the one component in view. This is the point: system-wide, consistent.
dial — if "denser" would push a touch control below 44px, stop at the floor and note it.
STYLESEED.md with the new position (so it persists and the next prompt obeys it)./ss-score, loop to ≥ 80). A dial that drops the score below 80is reverted or fixed, not shipped. Report: axis, old → new position, score.
Ramp: airy → comfortable → compact → dense. The page gutter stays px-6/mx-6 always (fixed rule); density moves the vertical rhythm, card interior, and reading scale.
| Position | Section space-y | Card padding | Grid gap | Body line-height | Type scale | |---|---|---|---|---|---| | airy | space-y-10 | p-8 | gap-8 | leading-relaxed | one step up (desktop-larger) | | comfortable | space-y-6 | p-6 | gap-6 | leading-normal | surface default | | compact | space-y-4 | p-4 | gap-4 | leading-normal | surface default, tighter headings | | dense | space-y-4 | p-4 | gap-3 (12px half-step) | leading-snug on data | data-table scale |
Guardrails: stay on the 8px grid (only p-2/4/6/8, gap-* on grid or the 4px half-step — never invent p-5/gap-2.5); touch controls stay ≥ 44px even at dense (shrink padding, not tap targets); body never drops below the surface floor (desktop 16px). Dense is for data-heavy surfaces; don't dense-ify a marketing landing.
Ramp: subtle → balanced → strong → dramatic. Moves the ratio between the hero and the body, plus display tracking.
| Position | Hero : body size ratio | Display weight | Display tracking | |---|---|---|---| | subtle | ~2:1 | 600 | -0.01em | | balanced | ~2.5:1 | 700 | -0.02em | | strong | ~3.2:1 | 700–800 | -0.02em | | dramatic | ~4:1 | 800 | -0.03em |
Guardrails: pick sizes from the Font Size table only (don't invent); body stays at the surface floor regardless; keep the number-to-unit 2:1 pairing intact; one focal element still dominates (dialing contrast up must not create two competing heroes).
Ramp: sharp ↔ soft ↔ pill. Swaps the whole mapping table as one set, never one component.
| Position | Controls (btn/input/chip) | Cards | Inner panels | |---|---|---|---| | sharp | 2–4px | 6–8px | 4–6px | | soft | 8–10px | 12–16px | 10–12px | | pill | full (9999px) | 20–24px | 14–16px |
Guardrails: one personality everywhere (sharp cards + pill buttons is the exact mixed-personality tell we ban); nested elements still follow inner = outer − padding.
Ramp: flat → subtle → layered → lifted. Light and dark speak different languages — apply the one that matches the theme.
| Position | Light (shadow, ≤8% opacity) | Dark (tonal + hairline) | |---|---|---| | flat | no shadow; 1px hairline border | page = card tone; hairline only | | subtle | 0 1px 3px /4% | one surface step + hairline | | layered | 0 1px 3px /4% + 0 4px 12px /8% | two surface steps + hairline | | lifted | add 0 8px 24px /8% on raised | three steps; brightest = highest |
Guardrails: never exceed ~8% shadow opacity in light; never a drop shadow in dark (use the tonal surface ramp + hairline borders); one shadow language / one light direction across the whole UI.
saturation: muted ↔ balanced ↔ vivid · temperature: cooler ↔ neutral ↔ warmer. Shifts the one accent in HSL and re-derives its tints; may nudge the neutral greys' chroma. Does NOT add a hue.
| Sub-dial | Move | Applies to | |---|---|---| | more-muted | accent saturation −10–15% (HSL S) | --brand + re-derive bg-*-tint at 10–14% alpha | | more-vivid | accent saturation +10–15% | same | | warmer | hue toward 20–40° (amber/terracotta) | --brand; optionally greys +2–4% warm chroma | | cooler | hue toward 200–220° (blue/teal) | --brand; greys toward cool |
Guardrails: still one accent — this shifts the existing hue, never introduces a second; tints follow the 10–14%-alpha-over-card formula (light + dark); accent keeps ≥4.5:1 where it carries text; a warm/cool grey shift must stay near-neutral (chroma ≤ ~6%), not become a tint.
Ramp: light → regular → bold. Shifts the whole weight scale up/down by one notch, keeping the spread (so hierarchy survives).
| Position | Body | Labels / nav | Headings / metrics | |---|---|---|---| | light | 400 | 400–500 | 600 | | regular | 400 | 500 | 700 | | bold | 500 | 600 | 700–800 |
Guardrails: keep contrast between levels (don't make everything one weight — that flattens hierarchy); body ≤ 500 for readability at length; CJK weight does the work tracking can't.
Ramp: still → calm → lively → energetic. Swaps the motion seed and scales durations globally.
| Position | Seed | Durations | Character | |---|---|---|---| | still | none | instant / color-only | no entrance motion | | calm | Silk / Snap | 100–200ms, ease-out | smooth, restrained | | lively | Spring | 200–350ms, slight overshoot | responsive, alive | | energetic | Spring / Pulse | 250–400ms, visible spring | bouncy, playful |
Guardrails: numbers, balances, and money never animate at any level; always honor prefers-reduced-motion; scroll-linked/parallax/3D is surface-scoped (§43 — forbidden on app/data surfaces, allowed as the Cinematic tier on marketing/landing pages; scroll-JACKING banned everywhere); motion never delays content or blocks an action.
/ss-restyle, not this.incoherence this skill exists to prevent. Grep the token across the project and move all of it.
dense/sharp/bold, say so and stop.
nested-radius, ≤8% shadow, no dark drop-shadow, font-size table) to satisfy a direction — stop at the floor and tell the user.
STYLESEED.md, then /ss-score to ≥ 80.Report axis: old → new and the score. A dial that lowered the score is fixed, not shipped.
Other measured skills in the registry, with their headline benchmark lift.