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Agent Skill · 前端设计

software-design-philosophy(软件设计理念)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

software-design-philosophy 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 325。

总安装 34,608周安装 1,445GitHub Stars 779下载 10,864核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:software-design-philosophy(软件设计理念)
来源仓库:https://github.com/wondelai/skills
仓库路径:skills/software-design-philosophy
安装命令:
npx skills add https://github.com/wondelai/skills --skill software-design-philosophy
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/wondelai/skills --skill software-design-philosophy

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化,适合整理页面结构或生成 UI 方案。它能检查视觉一致性或改进组件层级,使用时需结合现有品牌、设计系统和用户任务。不应只堆装饰元素,涉及真实页面改动时应通过截图或浏览器预览检查文本溢出和对齐。

通过 npx skills add https://github.com/wondelai/skills --skill software-design-philosophy 安装。适用于界面设计类任务,需确保与项目规范一致。

来源仓库内路径:skills/software-design-philosophy

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/wondelai/skills --skill software-design-philos…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

software-design-philosophy 怎么安装?

在终端执行 npx skills add https://github.com/wondelai/skills --skill software-design-philosophy。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

software-design-philosophy 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

software-design-philosophy 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

software-design-philosophy 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

software-design-philosophy 用的人多吗?

公开数据是累计安装 34,608 次,近一周安装 1,445 次,下载 10,864 次,GitHub 779 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

software-design-philosophy 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
software-design-philosophy

软件设计理念 · 本页

34,608779需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

A Philosophy of Software Design Framework

A practical framework for managing the fundamental challenge of software engineering: complexity. Apply these principles when designing modules, reviewing APIs, refactoring code, or advising on architecture decisions. The central thesis is that complexity is the root cause of most software problems, and managing it requires deliberate, strategic thinking at every level of design.

Core Principle

The greatest limitation in writing software is our ability to understand the systems we are creating. Complexity is the enemy. It makes systems hard to understand, hard to modify, and a source of bugs. Every design decision should be evaluated by asking: "Does this increase or decrease the overall complexity of the system?" The goal is not zero complexity -- that is impossible in useful software -- but to minimize unnecessary complexity and concentrate necessary complexity where it can be managed.

Scoring

Goal: 10/10. When reviewing or creating software designs, rate them 0-10 based on adherence to the principles below. A 10/10 means deep modules with clean abstractions, excellent information hiding, strategic thinking about complexity, and comments that capture design intent. Lower scores indicate shallow modules, information leakage, tactical shortcuts, or missing design documentation. Always provide the current score and specific improvements needed to reach 10/10.

The Software Design Framework

Six principles for managing complexity and producing systems that are easy to understand and modify:

1. Complexity and Its Causes

Core concept: Complexity is anything related to the structure of a software system that makes it hard to understand and modify. It manifests through three symptoms: change amplification, cognitive load, and unknown unknowns.

Why it works: By identifying the specific symptoms of complexity, developers can diagnose problems precisely rather than relying on vague notions of "messy code." The two fundamental causes -- dependencies and obscurity -- provide clear targets for design improvement.

Key insights:

  • Change amplification: a simple change requires modifications in many places
  • Cognitive load: a developer must hold too much information in mind to make a change
  • Unknown unknowns: it is not obvious what needs to be changed, or what information is relevant (the worst symptom)
  • Dependencies: code cannot be understood or modified in isolation
  • Obscurity: important information is not obvious from the code or documentation
  • Complexity is incremental -- it accumulates from hundreds of small decisions, not one big mistake
  • The "death by a thousand cuts" nature of complexity means every decision matters

Code applications:

ContextPatternExample
Change amplificationCentralize shared knowledgeExtract color constants instead of hardcoding #ff0000 in 20 files
Cognitive loadReduce what developers must knowUse a simple open(path) API instead of requiring buffer size, encoding, and lock mode
Unknown unknownsMake dependencies explicitUse type systems and interfaces to surface what a change affects
Dependency managementMinimize cross-module couplingPass data through well-defined interfaces, not shared global state
Obscurity reductionName things preciselynumBytesReceived not n; retryDelayMs not delay

See: references/complexity-symptoms.md

2. Deep vs Shallow Modules

Core concept: The best modules are deep: they provide powerful functionality behind a simple interface. Shallow modules have complex interfaces relative to the functionality they provide, adding complexity rather than reducing it.

Why it works: A module's interface represents the complexity it imposes on the rest of the system. Its implementation represents the functionality it provides. Deep modules give you a high ratio of functionality to interface complexity. The interface is the cost; the implementation is the benefit.

Key insights:

  • A module's depth = functionality provided / interface complexity imposed
  • Deep modules: simple interface, powerful implementation (Unix file I/O, garbage collectors)
  • Shallow modules: complex interface, limited implementation (Java I/O wrapper classes)
  • "Classitis": the disease of creating too many small, shallow classes
  • Each interface adds cognitive load -- more classes does not mean better design
  • The best abstractions hide significant complexity behind a few simple concepts
  • Small methods are not inherently good; depth matters more than size

Code applications:

ContextPatternExample
Deep moduleHide complexity behind simple APIfile.read(path) hides disk blocks, caching, buffering, encoding
Shallow moduleAvoid thin wrappers that just pass throughA FileInputStream wrapped in BufferedInputStream wrapped in ObjectInputStream
Classitis cureMerge related shallow classesCombine RequestParser, RequestValidator, RequestProcessor into one RequestHandler
Method depthMethods should do something substantialA delete(key) that handles locking, logging, cache invalidation, and rebalancing
Interface simplicityFewer parameters, fewer methodsconfig.get(key) with sensible defaults, not 15 constructor parameters

See: references/deep-modules.md

3. Information Hiding and Leakage

Core concept: Each module should encapsulate knowledge that is not needed by other modules. Information leakage -- when a design decision is reflected in multiple modules -- is one of the most important red flags in software design.

Why it works: When information is hidden inside a module, changes to that knowledge require modifying only that module. When information leaks across module boundaries, changes propagate through the system. Information hiding reduces both dependencies and obscurity, the two fundamental causes of complexity.

Key insights:

  • Information hiding: embed knowledge of a design decision in a single module
  • Information leakage: the same knowledge appears in multiple modules (a red flag)
  • Temporal decomposition causes leakage: splitting code by when things happen forces shared knowledge across phases
  • Back-door leakage through data formats, protocols, or shared assumptions is the subtlest form
  • Decorators are frequent sources of leakage -- they expose the decorated interface
  • If two modules share knowledge, consider merging them or creating a new module that encapsulates the shared knowledge

Code applications:

ContextPatternExample
Information hidingEncapsulate format detailsOne module owns the HTTP parsing logic; callers get structured objects
Temporal decompositionOrganize by knowledge, not timeCombine "read config" and "apply config" into a single config module
Format leakageCentralize serializationOne module handles JSON encoding/decoding rather than spreading json.dumps everywhere
Protocol leakageAbstract protocol detailsA MessageBus.send(event) hides whether transport is HTTP, gRPC, or queue
Decorator leakageUse deep wrappers sparinglyPrefer adding buffering inside the file class over wrapping it externally

See: references/information-hiding.md

4. General-Purpose vs Special-Purpose Modules

Core concept: Design modules that are "somewhat general-purpose": the interface should be general enough to support multiple uses without being tied to today's specific requirements, while the implementation handles current needs. Ask: "What is the simplest interface that will cover all my current needs?"

Why it works: General-purpose interfaces tend to be simpler because they eliminate special cases. They also future-proof the design since new use cases often fit the existing abstraction. However, over-generalization wastes effort and can itself introduce complexity through unnecessary abstractions.

Key insights:

  • "Somewhat general-purpose" is the sweet spot between too specific and too generic
  • The key question: "What is the simplest interface that will cover all my current needs?"
  • General-purpose interfaces are often simpler than special-purpose ones (fewer special cases)
  • Push complexity downward: modules at lower levels should handle hard cases so upper levels stay simple
  • Configuration parameters often represent failure to determine the right behavior -- each parameter is complexity pushed to the caller
  • When in doubt, implement the simpler, more general-purpose approach first

Code applications:

ContextPatternExample
API generalityDesign for the concept, not one use caseA text.insert(position, string) API instead of text.addBulletPoint()
Push complexity downHandle defaults in the moduleA web server that picks reasonable buffer sizes instead of requiring callers to configure them
Reduce configurationDetermine behavior automaticallyAuto-detect file encoding instead of requiring an encoding parameter
Avoid over-specializationRemove use-case-specific methodsOne store(key, value, options) instead of storeUser(), storeProduct(), storeOrder()
Somewhat generalGeneral interface, specific implementationA Datastore interface that currently backs onto PostgreSQL but does not expose SQL concepts

See: references/general-vs-special.md

5. Comments as Design Documentation

Core concept: Comments should describe things that are not obvious from the code. They capture design intent, abstraction rationale, and information that cannot be expressed in code. The claim that "good code is self-documenting" is a myth for anything beyond low-level implementation details.

Why it works: Code tells you what the program does, but not why it does it that way, what the design alternatives were, or what assumptions the code makes. Comments capture the designer's mental model -- the abstraction -- which is the most valuable and most perishable information in a system.

Key insights:

  • Four types: interface comments, data structure member comments, implementation comments, cross-module comments
  • Interface comments are the most important: they define the abstraction a module presents
  • Write comments first (comment-driven design) to clarify your thinking before writing code
  • "Self-documenting code" works only for low-level what; it fails for why, assumptions, and abstractions
  • Comments should describe what is not obvious -- if the code makes it clear, don't repeat it
  • Maintain comments near the code they describe; update them when the code changes
  • If a comment is hard to write, the design may be too complex

Code applications:

ContextPatternExample
Interface commentDescribe the abstraction, not the implementation"Returns the widget closest to the given position, or null if no widgets exist within the threshold distance"
Data structure commentExplain invariants and constraints"List is sorted by priority descending; ties are broken by insertion order"
Implementation commentExplain why, not what"// Use binary search here because the list is always sorted and can contain 100k+ items"
Cross-module commentLink related design decisions"// This timeout must match the retry interval in RetryPolicy.java"
Comment-driven designWrite the interface comment before the codeDraft the function's contract and behavior first, then implement

See: references/comments-as-design.md

6. Strategic vs Tactical Programming

Core concept: Tactical programming focuses on getting features working quickly, accumulating complexity with each shortcut. Strategic programming invests 10-20% extra effort in good design, treating every change as an opportunity to improve the system's structure.

Why it works: Tactical programming appears faster in the short term but steadily degrades the codebase, making every future change harder. Strategic programming produces a codebase that stays easy to modify over time. The small upfront investment compounds -- systems designed strategically are faster to work with after a few months.

Key insights:

  • Tactical tornado: a developer who produces features fast but leaves wreckage behind; often celebrated short-term but destructive long-term
  • Strategic mindset: your primary job is to produce a great design that also happens to work, not working code that happens to have a design
  • The 10-20% investment: spend roughly 10-20% of development time on design improvement
  • Startups need strategic programming most -- early design shortcuts compound into crippling technical debt as the team grows
  • "Move fast and break things" culture (early Facebook) vs design-focused culture (Google) -- Google engineers were more productive on complex systems
  • Every code change is an investment opportunity: leave the code a little better than you found it
  • Refactoring is not a special event -- it is part of every feature's development

Code applications:

ContextPatternExample
Tactical trapResist quick-and-dirty fixesDon't add a boolean parameter to handle "just this one special case"
Strategic investmentImprove structure during feature workWhen adding a feature, refactor the module interface if it has become awkward
Tactical tornadoRecognize and interveneA developer who writes 2x the code but creates 3x the maintenance burden
Startup disciplineInvest in design from day oneClean module boundaries and good abstractions even under time pressure
Incremental improvementFix one design issue per PREach pull request improves at least one abstraction or eliminates one piece of complexity
Design reviewsEvaluate structure, not just correctnessCode reviews should ask "does this make the system simpler?" not just "does it work?"

See: references/strategic-programming.md

Common Mistakes

MistakeWhy It FailsFix
Creating too many small classesClassitis adds interfaces without adding depth; each class boundary is cognitive overheadMerge related shallow classes into deeper modules with simpler interfaces
Splitting modules by temporal order"Read, then process, then write" forces shared knowledge across three modulesOrganize around information: group code that shares knowledge into one module
Exposing implementation in interfacesCallers depend on internal details; changes propagate everywhereDesign interfaces around abstractions, not implementations; hide format and protocol details
Treating comments as optionalDesign intent, assumptions, and abstractions are lost; new developers guess wrongWrite interface comments first; maintain them as the code evolves
Configuration parameters for everythingEach parameter pushes a decision to the caller, increasing cognitive loadDetermine behavior automatically; provide sensible defaults; minimize required configuration
Quick-and-dirty tactical fixesEach shortcut adds a small amount of complexity; over time the system becomes unworkableInvest 10-20% extra in good design; treat every change as a design opportunity
Pass-through methodsMethods that just delegate to another method add interface without adding depthMerge the pass-through into the caller or the callee
Designing for specific use casesSpecial-purpose interfaces accumulate special cases and become bloatedAsk "what is the simplest interface that covers all current needs?"

Quick Diagnostic

QuestionIf NoAction
Can you describe what each module does in one sentence?Modules are doing too much or have unclear purposeSplit into modules with coherent, describable responsibilities
Are interfaces simpler than implementations?Modules are shallow -- they leak complexity outwardRedesign to hide more; merge shallow classes into deeper ones
Can you change a module's implementation without affecting callers?Information is leaking across module boundariesIdentify leaked knowledge and encapsulate it inside one module
Do interface comments describe the abstraction, not the code?Design intent is lost; developers will misuse the moduleWrite comments that explain what the module promises, not how it works
Is design discussion part of code reviews?Reviews only catch bugs, not complexity growthAdd "does this reduce or increase system complexity?" to review criteria
Does each module hide at least one important design decision?Modules are organized around code, not around informationReorganize so each module owns a specific piece of knowledge
Can a new team member understand module boundaries without reading implementations?Abstractions are not documented or are too leakyImprove interface comments and simplify interfaces until they are self-evident
Are you spending 10-20% of time on design improvement?Technical debt is accumulating with every featureAdopt a strategic mindset; include design improvement in every PR

Reference Files

  • complexity-symptoms.md: Three symptoms of complexity, two causes, measuring complexity, the incremental nature of complexity
  • deep-modules.md: Deep vs shallow modules, interface-to-functionality ratio, classitis, designing for depth
  • information-hiding.md: Information hiding principle, information leakage red flags, temporal decomposition, decorator pitfalls
  • general-vs-special.md: Somewhat general-purpose approach, pushing complexity down, configuration parameter antipattern
  • comments-as-design.md: Four comment types, comment-driven design, self-documenting code myth, maintaining comments
  • strategic-programming.md: Strategic vs tactical mindset, tactical tornado, investment approach, startup considerations

Further Reading

This skill is based on John Ousterhout's practical guide to software design. For the complete methodology with detailed examples:

About the Author

John Ousterhout is the Bosack Lerner Professor of Computer Science at Stanford University. He is the creator of the Tcl scripting language and the Tk toolkit, and co-founded several companies including Electric Cloud and Clustrix. Ousterhout has received numerous awards, including the ACM Software System Award, the UC Berkeley Distinguished Teaching Award, and the USENIX Lifetime Achievement Award. He developed *A Philosophy of Software Design* from his CS 190 course at Stanford, where students work on multi-phase software design projects and learn to recognize and reduce complexity. The book distills decades of experience in building systems software and teaching software design into a concise set of principles that apply across languages, paradigms, and system scales. Now in its second edition, the book has become a widely recommended resource for software engineers seeking to improve their design skills beyond correctness and into clarity.

平台分布

Codex

35.06%
按下载量换算3,809

Claude

32.15%
按下载量换算3,493

Cursor

20.07%
按下载量换算2,180

Gemini CLI

8.67%
按下载量换算942

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

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