--- name: ss-dial description: 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. argument-hint: " — e.g. \"density denser\", \"radius sharper\", \"color more-muted\", \"weight bolder\"" allowed-tools: Read, Write, Edit, Grep, Glob, Bash --- # Dial an axis "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 `** for those. `/ss-dial` moves exactly one axis. ## When NOT to use - A vague vibe the model can just apply from words ("cleaner", "nicer") → don't wrap it in a skill; say it. - A named aesthetic (Swiss / editorial / brutalist) → `/ss-restyle` (a preset of dial positions). - Changing the accent *hue itself* (rebrand) → edit the lock's Key color directly, then re-derive. - No `STYLESEED.md` lock yet → run `/ss-build` or `/ss-setup` first; there's nothing to dial from. ## The mechanic (every axis) 1. **Read `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. 2. **Move ONE position** in the requested direction on that axis's ramp (below). "more X" = one 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). 3. **Apply the whole coordinated token set** for the new position across every file that uses those tokens — not just the one component in view. This is the point: system-wide, consistent. 4. **Respect the guardrails** (each axis lists its own). Never break a Golden Rule to satisfy a dial — if "denser" would push a touch control below 44px, stop at the floor and note it. 5. **Update `STYLESEED.md`** with the new position (so it persists and the next prompt obeys it). 6. **Re-run the Quality Gate** (`/ss-score`, loop to ≥ 80). A dial that drops the score below 80 is reverted or fixed, not shipped. Report: axis, old → new position, score. --- ## The axes ### 1. Density — spacing rhythm + internal padding + type/line-height, together 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. ### 2. Hierarchy contrast — the size/weight gap between levels 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). ### 3. Radius — the corner personality (categorical swap, not a slider) 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`. ### 4. Elevation / depth — how surfaces separate 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. ### 5. Color — saturation and temperature (two sub-dials, accent stays single) `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. ### 6. Font weight — the weight ramp 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. ### 7. Motion energy — seed + durations 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. --- ## Rules - **One axis per call.** A mood word ("premium") is a *combination* → `/ss-restyle`, not this. - **System-wide, or don't.** Applying a position to one component and not the rest re-creates the incoherence this skill exists to prevent. Grep the token across the project and move all of it. - **Clamp at the ends.** Bounded ramp, not an infinite "more" — if already at `dense`/`sharp`/ `bold`, say so and stop. - **Guardrails beat the dial.** Never break a Golden Rule (grid, ≥44px touch, single accent, nested-radius, ≤8% shadow, no dark drop-shadow, font-size table) to satisfy a direction — stop at the floor and tell the user. - **Persist + re-gate.** Write the new position to `STYLESEED.md`, then `/ss-score` to ≥ 80. Report `axis: old → new` and the score. A dial that lowered the score is fixed, not shipped.