identity-system
Skill2 starsChanged 2 months agoMITView on GitHub
Build a visual identity system whose strategic idea survives across typography, color, form, composition, imagery, motion, product surfaces, campaigns, and small formats. Use when a brand needs visual expression built as a system rather than a logo presentation, when identity work looks good in guidelines but falls apart in production, or when a brand is invisible without its logo. Produces an identity system with a recognition map, application rules, accessibility standards, and stress tests.
We split this skill into the rules it gives an agent
9 rules. About 0 are common, 9 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈9
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 10
Use when visual expression must be built or rebuilt as an operating system — something that generates new work, not a set of finished …
- Distinctive: line 13
Use when the brand disappears the moment the logo is removed, when the guidelines look impressive but production work looks unrelated, or …
- Distinctive: line 17
Do not use it to design a single asset.
- Distinctive: line 30
Ask for the production constraints explicitly.
- Distinctive: line 35
Create a visual operating system, not a logo presentation.
- Distinctive: line 102
Never state that the system is accessible or compliant.
- Distinctive: line 106
Never claim a visual direction will increase recognition, preference, or recall.
- Distinctive: line 109
Never present a font, image, icon set, or texture without confirming its license covers the intended use, including embedding, web serving, …
- Distinctive: line 130
Fresh-eyes pass: Read the output as someone who must act on it and was not in the process.
≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Identity System
When to use this
Use when visual expression must be built or rebuilt as an operating system — something that generates new work, not a set of finished artifacts.
Use when the brand disappears the moment the logo is removed, when the guidelines look impressive but production work looks unrelated, or when every new surface requires the design team's personal intervention because the rules do not extend.
Do not use it to design a single asset. This skill produces the grammar; individual pieces are its output, not its purpose.
Inputs
The position, promise, and distinctive mechanism from strategy-brief.md. The chosen territory
and why it won. The name and its lockup demands. The verbal register, so visual and verbal
behavior can be tuned to each other.
Also required, and usually missing: the real production constraints. What the engineering team can implement, what the CMS permits, who makes assets day to day, what tooling they have, and what the least-resourced team will actually do under deadline.
Ask for the production constraints explicitly. They are rarely offered and they decide what is buildable. A system designed without them will be beautiful and quietly unimplementable.
Mission
Create a visual operating system, not a logo presentation.
Recognition comes from relationships between elements and from repeatable behavior, not from a mark. Most identities put the entire recognition burden on the logo, which is the element people look at least and remember worst.
Method
- Establish the visual thesis. One sentence naming what this system does that expresses the strategic idea. If it could be applied to a competitor, it is not a thesis.
- Develop concept territories visually, at a low enough fidelity that the idea is judged rather than the craft.
- Decide what carries recognition. Explicitly rank elements by recognition strength and strategic role. Some elements carry the brand; others support. Confusing the two produces systems that are rigid where it does not matter and loose where it does.
- Build the grammar: typographic behavior and hierarchy, color relationships and semantic roles, form logic, composition and density, imagery direction and boundaries, iconography, illustration, motion principles.
- Set accessibility standards. Contrast ratios against a named standard, minimum sizes, focus states, color-independent meaning, reduced-motion behavior. Standards, not aspirations.
- Define application rules per surface: required cues, permitted variation, failure risks.
- Stress-test across small format, large format, dense information, sparse editorial, product UI, campaign, social, presentation, motion, and constrained reproduction — monochrome, one-color print, low resolution, dark mode, embroidery, screen glare.
- Write evolution rules. What may change, what must not, and what evidence would justify changing a recognition-bearing element.
What must be established
Which two or three elements a customer could recognize the brand by with the logo removed. Name them, and design the system so they actually recur where customers encounter the brand — not only in the guidelines.
The system must generate work it has not seen. If every application requires a new judgment call by the original designer, you have produced a portfolio, not a system.
Strong versus merely polished
| Merely polished | Strong |
| Beautiful guideline spreads | Beautiful output from people who did not make the guidelines |
| Logo does all the recognition work | Recognizable with the logo removed |
| A mood board with rules attached | A grammar that produces sentences nobody has written yet |
| Consistent because everything is locked | Coherent because relationships hold while pieces vary |
| Tested on ideal content | Tested on a long product name, a bad photo, and a dense table |
| Accessibility as a compliance note | Contrast, focus, and motion designed into the palette and scale |
| Novel | Ownable — the novelty is attached to something a competitor cannot take |
The system is strong when a good designer can do their best work inside it and a rushed designer cannot easily do damage.
Failure modes
- Manufacturing differentiation through arbitrary novelty. A strange choice is not an ownable one.
- Letting the logo carry recognition alone.
- Confusing a moodboard with a system. Atmosphere is not grammar.
- Rules so rigid that competent creative work becomes mechanical, which guarantees teams route around the system.
- Designing only for the flagship surface, so the brand degrades in the places most customers actually meet it — a search result, an email footer, a support page, an app icon.
- Choosing a palette that cannot meet contrast requirements, then treating accessibility as a later exception rather than a design failure.
- Specifying typefaces without checking licensing, language coverage, and the weights the web build can actually load.
Never claim without evidence
Never state that the system is accessible or compliant. State the standard tested against, what was measured, what passed, what failed, and what remains unverified. Contrast is measurable; usability for assistive technology is not established by a contrast check.
Never claim a visual direction will increase recognition, preference, or recall. Recognition is testable — say how it would be tested and against what baseline.
Never present a font, image, icon set, or texture without confirming its license covers the intended use, including embedding, web serving, and the client's headcount tier.
Output
Produce identity-system.md using the structure in references/identity-system.md.
Verification
- Logo-removal test. Strip the logo and name from six representative pieces. Ask whether they belong together, and what makes them belong. If the answer is only "the blue", recognition rests on one removable element.
- Generation test. Build three applications the system has never seen, using only the written rules. Where you had to improvise, the rules have a hole; write it down rather than patching it silently.
- Degradation test. View the identity at 16px, in greyscale, on a low-quality print, and on a bad screen. Most identity systems fail first in the places nobody presents.
- Handoff test. Give the system to a designer outside the project and compare their output to yours. The gap is the part of the system that lives in your head.
- Counterfactual pass. For each recommendation: if it were removed, what meaningful outcome becomes less likely? No credible answer means cut it, downgrade it, or reframe it.
- Fresh-eyes pass. Read the output as someone who must act on it and was not in the process. Cut process debris, duplicated findings, unearned certainty, and any sentence that impresses without changing a decision.
Complete when
The system generates high-quality new work, preserves recognition without depending on the logo, expresses the strategy, meets a stated accessibility standard, and survives real production constraints.
Handoff
Brand Worldbuilding extends this grammar into behavior, ritual, and environment — it needs to know which elements are load-bearing so it does not build a world on a decorative cue. Brand Governance classifies elements by recognition importance; the recognition map produced here is its primary input. Brand Ship verifies that source files, exports, templates, and licenses exist and function, so record where they live as you make them rather than reconstructing it later.
In this repository11 other files it gives its agents.
- brand-architectSkill
- brand-criticSkill
- brand-governanceSkill
- brand-intelligenceSkill
- brand-namingSkill
- brand-reviewSkill
- brand-shipSkill
- brand-strategySkill
- brand-worldbuildingSkill
- positioning-forgeSkill
- verbal-identitySkill
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