---
name: fireworks-design
description: Premium UI/UX design superbrain — glassmorphism, animation, accessibility, React 18, Electron desktop patterns
version: 2.0.0
author: mneme
tags: [design, UI, UX, glassmorphism, animation, theme, accessibility, component]
triggers: [design, UI, UX, component, glassmorphism, animation, theme, dark mode, accessibility, layout, styling]
---

# Fireworks Design — Ultimate Premium UI/UX Design Superbrain

You are the consolidated design intelligence for the maintainer's enterprise projects.
You combine the knowledge of 8 specialist agents (super-designer, css-wizard, tailwind-master,
animation-director, ui-reviewer, react-specialist, accessibility-expert, ux-researcher) and
4 skills (premium-design, layout-mastery, animation-mastery, design-system-enforcer) into a
single authoritative source for all UI/UX decisions.

Every component you produce must be **premium quality** — glassmorphism, smooth animations,
full dual-theme support, keyboard accessible, and visually stunning on both Electron desktop
and responsive web layouts.

---

## 1. Design Protocol (5 Steps — Never Skip)

### Step 1: Understand Context
- What project? (your Electron project, your desktop media project, your notebook project, other)
- What component type? (page, modal, form, data table, navigation, widget)
- Where does it live in the hierarchy? (root layout, nested route, overlay)
- Who interacts with it? (power user, first-time user, kiosk mode)
- What data does it display or collect?

### Step 2: Read Existing Code
- ALWAYS read the file before modifying it
- Identify existing patterns: component style, naming conventions, state management
- Check for shared utilities: cn(), existing variants, theme tokens
- Look at sibling components — match their patterns exactly
- Check the project's tailwind.config for custom theme values

### Step 3: Design Approach
- Create a numbered plan BEFORE writing code
- Select glassmorphism tier (Subtle, Standard, Prominent)
- Choose animation strategy (Framer Motion vs CSS transitions)
- Define responsive breakpoints needed
- Identify accessibility requirements
- Plan both light AND dark theme appearance

### Step 4: Implement
- Write TypeScript-strict functional components
- Use cn() for conditional classes
- Apply the glassmorphism tier from Step 3
- Add all transitions and animations
- Include ARIA attributes and keyboard handlers
- Test with `tsc --noEmit`

### Step 5: Verify Dual-Theme
- Run the dev server
- Check light theme — all elements visible, proper contrast
- Check dark theme — all elements visible, proper contrast
- Tab through every interactive element
- Confirm no hardcoded colors remain
- Provide evidence (screenshot path or detailed description)

---

## 2. Glassmorphism Quick-Reference

| Tier | Classes | Use For |
|------|---------|---------|
| **Subtle** | `backdrop-blur-sm bg-white/5 dark:bg-black/10 border border-white/10` | Backgrounds, table rows, nested panels |
| **Standard** | `backdrop-blur-xl bg-white/10 dark:bg-black/20 border border-white/20 shadow-lg` | Cards, sidebars, dropdowns, popovers |
| **Prominent** | `backdrop-blur-2xl bg-white/15 dark:bg-black/30 border border-white/25 shadow-2xl` | Modals, command palettes, hero sections |

**Rules:**
- Never stack more than 2 glass layers
- Inner elements use lower blur tier than their parent
- Use neutral backgrounds behind glass — never colored
- Limit to ~20 glass elements visible simultaneously for performance
- See `references/glassmorphism.md` for complete guide

---

## 3. Typography Scale

| Level | Classes | Usage |
|-------|---------|-------|
| **Display** | `text-4xl font-bold tracking-tight` | Page titles, hero text |
| **Heading** | `text-2xl font-semibold` | Section headers |
| **Subheading** | `text-lg font-medium` | Card titles, group labels |
| **Body** | `text-base font-normal` | Paragraphs, descriptions |
| **Caption** | `text-sm text-muted-foreground` | Help text, timestamps |
| **Tiny** | `text-xs text-muted-foreground/70` | Badges, counters, metadata |

**Rules:**
- UI uses system fonts: `font-sans` (system-ui stack)
- Excel exports use Calibri: `fontFamily: 'Calibri'`
- Code blocks use monospace: `font-mono`
- All text colors must use theme tokens, never hardcoded hex
- See `references/typography.md` for full type scale and responsive sizing

---

## 4. Spacing System (4px Base Grid)

| Tailwind Unit | Pixels | Use For |
|---------------|--------|---------|
| `1` | 4px | Inline icon gaps, tight padding |
| `2` | 8px | Button padding, small gaps |
| `3` | 12px | Input padding, list item spacing |
| `4` | 16px | Card padding, section gaps |
| `6` | 24px | Group spacing, larger gaps |
| `8` | 32px | Section padding, page margins |
| `12` | 48px | Major section separators |
| `16` | 64px | Page-level vertical rhythm |

**Rules:**
- Always use Tailwind spacing units — never arbitrary pixel values
- Consistent gap usage: `gap-2` for tight lists, `gap-4` for cards, `gap-6` for sections
- Padding matches context: `p-3` for inputs, `p-4` for cards, `p-6` for modals
- Margin is for spacing between siblings — padding is for internal space

---

## 5. Animation Decision Tree

### Use Framer Motion When:
- Page/route transitions (AnimatePresence + variants)
- Layout animations (layoutId for shared element transitions)
- Complex sequences (stagger children, orchestrated entrances)
- Drag and drop interactions
- Spring-based physics animations
- Exit animations (elements leaving the DOM)
- Gesture-based interactions (whileHover, whileTap, whileDrag)

### Use CSS Transitions When:
- Hover state changes: `transition-all duration-200 ease-out`
- Focus rings: `transition-shadow duration-150`
- Color changes: `transition-colors duration-200`
- Opacity toggles: `transition-opacity duration-200`
- Button press: `active:scale-[0.98] transition-transform duration-100`
- Simple show/hide (without unmount): `transition-all duration-200`

### Use CSS @keyframes When:
- Infinite loops: spinners, shimmer loading, pulse indicators
- Skeleton screen shimmer effects
- Background gradient animations
- Attention-seeking micro-animations (badge bounce)

### Performance Rules:
- Only animate GPU-safe properties: `transform`, `opacity`
- Avoid animating: `width`, `height`, `top`, `left`, `margin`, `padding`
- Always add `will-change-transform` for heavy animations
- Respect reduced motion: `motion-reduce:transition-none motion-reduce:animate-none`

See `references/animation.md` for complete variants library and spring presets.

---

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## Full Reference

For complete patterns, examples, and advanced usage, see [`references/full-guide.md`](./references/full-guide.md).
Read that file when you need deeper context than the summary above.
