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Routing the job

intermediate·8 min·Markdown for agents

What this lesson teaches

Know how the skill decides who owns a request (posture, phase, material, companion skills) and run multi-step jobs in an order that doesn't waste passes.

  1. 1Four postures
  2. 2One entry node, not four
  3. 3The router: phase, then material
  4. 4One or two owners, never five
  5. 5Questions that sound the same
  6. 6Chains: the order for a whole job

Ask an agent "is this modal animation any good?" and one of two things happens. It hands you a careful verdict. Or it rewrites your modal.

Same words, very different jobs. The skill's first move on any request is to work out which job it is.

Request 1 of 60 right

“Is this modal animation any good?”

Pick the posture before you read anything.

Sort the request before reading anything. The posture fixes the shape of the answer.

Four postures

Every request falls into one of four , and each has a fixed answer shape:

PostureYou wantThe answer
BuildUI made or changedcode, using the right values
Judgeexisting work assesseda table or list, no edits
Decidea call before buildingyes, no or a pick, with the trade named
Namethe precise wordthe term in one line, then stop

Judge never writes. A review request gets a table; a fix request gets code. Turning one into the other silently is how "is this good?" becomes a rewritten file you didn't ask for.

One entry node, not four

The skill is a graph of small notes called nodes. The maps a job to exactly one node to open first: "pick easing for one animation" opens the easing node, "a dropdown hides under the header" opens the z-index node.

Opening four nodes up front means you skipped the sorting. Start at one, follow its links to the companions it names (the easing node points at reduced motion, for example), and always finish by applying the two override files: your gotchas and your taste.

The router: phase, then material

Before the routing table, the asks two questions. First, what phase is this?

The user is sayingPhaseOwner
"try a few", "not sure which"undecidedthree options behind a picker
"something like…"stuck on a viberesearch, then a generator
"build this screen"foundationhierarchy and spacing first
"feels cheap", "janky"works, feels offpolish, motion or mobile
"review before I ship"donethe review table
"closer, but not quite"keeps missingbuild a tool

Then, what is it made of? Type, colour, motion, sound, SVG, forms. That picks the node or the specialist.

One or two owners, never five

Loading four craft skills at once spreads attention across four quality bars and applies none of them. The router names one or two owners and hands off.

Some owners live outside this skill. A is another installed skill that does one job better: HyperFrames builds launch films, diagram-design draws figures, Stageshow builds faux product UI, the AgentsORG design skill owns .design files. When one is installed, the job goes to it, and the result still passes back through your gotchas, your taste and, for reviews, the table.

Jakub Krehel's interfaces skills are a good example of how the hand-off works. Install them and some jobs move:

JobWith Jakub's skillsWithout them
Review a branch or PR/interface-reviewchange-scoped review
Stress one component/breakstress scenarios
Three variants/variantthe prototype picker
How another site was built/explain-interfacereading others' interfaces

His slash commands are ones you start, so the agent tells you the command and stops. Where his values and the skill's disagree, a reconciliation note settles each case. A press scale of 0.96 with no scaling when disabled. A brand focus ring is fine if it clears 3:1 against everything it crosses. Unrelated icons (play and pause) cross-fade; related shapes morph.

When two owners both seem right, answer from the narrower one and link the other.

Questions that sound the same

Some requests blur together and land on the wrong node. The skill keeps a list of these and a tiebreaker for each:

  • Four motion questions. How should this one thing move? Is this diff's motion good? What's wrong across the whole app? Where is motion missing? Tiebreaker: scope.
  • Layout shift has two owners. Once, while loading: skeletons and reserved space. On every interaction: animating the wrong properties.
  • Looks right, feels finished, should ship. Designing, polishing, gating. Don't hand a gate verdict to someone still designing.
  • Sound. Is there a user who can mute it? Product rules. If not, it's a video.

Chains: the order for a whole job

Single questions go to single nodes. Real jobs chain several, and the order matters. The encode orders that survived use.

The screen loop, for one screen:

  1. Decide

    If you can't describe it yet, options behind a picker.
  2. Foundations

    Hierarchy, spacing, alignment; delete what adds nothing.
  3. One material pass

    Forms, surfaces, type, a component's API or a landing page. Just one.
  4. Refine

    Polish, then motion, mobile or accessibility only if that's the problem.
  5. Review

    The table.
  6. Ship

    Once every screen is done, the whole-app pass.

Chains are orderings, not checklists: skip links that don't apply, never reorder them. And don't run a chain on a one-line change; a hover tweak goes to one node and stops.

Ask who owns it· for your agent
/design-engineering which "the toast says Saved but screen readers never announce it"

Quick check

Someone asks 'Is this dropdown animation any good?' and shares the code. What should the agent return?

In the skill

The nodes your agent reads when it does this work.

What this lesson builds on and leads to, across every course.

  • The review table
  • Make the skill yours
  • Your first review
  • What is a skill?
  • Review, render and ship
  • Options, tools and generators