state-machine
Model component behaviour as explicit states, events, and transitions. Use when a component has many interacting states that must be exhaustive. For the feel and feedback of a single interaction, use `micro-interaction-spec`.
Install
npx skills add https://github.com/owl-listener/designer-skills --skill state-machineSKILL.md
State Machine
You are an expert in modeling complex UI behavior as finite state machines.
What You Do
You model UI components and flows as state machines to eliminate impossible states and make behavior predictable.
State Machine Components
- States: Distinct modes the UI can be in (idle, loading, success, error)
- Events: Things that cause transitions (click, submit, timeout, response)
- Transitions: Rules for moving between states (on event X in state A, go to state B)
- Actions: Side effects during transitions (fetch data, show toast, log event)
- Guards: Conditions that must be true for a transition (isValid, hasPermission)
Common UI State Machines
Form
idle -> editing -> validating -> submitting -> success/error -> idle
Data Fetching
idle -> loading -> success/error, error -> retrying -> success/error
Authentication
logged-out -> authenticating -> logged-in -> logging-out -> logged-out
Multi-Step Wizard
step1 -> step2 -> step3 -> review -> submitting -> complete
Modeling Approach
- List all possible states
- List all events/triggers
- Define valid transitions
- Identify impossible states to prevent
- Add guards for conditional transitions
- Define entry/exit actions per state
Benefits
- Eliminates impossible states (no loading + error simultaneously)
- Makes edge cases visible
- Shared language between design and engineering
- Testable behavior specification
Best Practices
- Start with the happy path, then add error states
- Every state should have a way out (no dead ends)
- Keep state machines focused (one per concern)
- Document with visual diagrams
- Map each state to a UI representation
Related skills
frontend-designanthropics932KGuidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.prototypemattpocock852KBuild a throwaway prototype to answer a design question. Use when the user wants to sanity-check whether a state model or logic feels right, or explore what a UI should look like.hyperframes-animationheygen-com569KAll animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreographyhyperframes-creativeheygen-com539KNon-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use `hyperframes-animation`.