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design-system

Skill1 starsChanged 3 months agoMITView on GitHub

Tokens, primitive components, prop APIs, and state machines that hold together as one system. Use when creating or evolving design tokens, building reusable components, designing component prop APIs, working on tables and data display, or when a codebase has three button implementations.

192 other projects use a version of this.

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Projects with it also use setup-engine, team-level and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • CoralGameSkill

    setup-engine

    Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.

    Also in 13 projects that use this

  • CoralGameSkill

    team-level

    Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

    Also in 12 projects that use this

  • lilangMaxSkill

    create-stories

    Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.

    Also in 11 projects that use this

  • lilangMaxSkill

    story-done

    End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.

    Also in 11 projects that use this

  • +2 more from CoralGame
  • +6 more from lilangMax

The file

We split this skill into the rules it gives an agent

3 rules. 0 are common, 2 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 175 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Follow the target project's framework, styling, and naming.

    line 25
  2. Distinctive:

    Every added abstraction needs a caller that exists today.

    line 31
  3. Very specific:

    Every applicable state from the feature's declared state matrix (see the interaction-design skill), plus hover/active/focus/disabled on …

    line 33

“Common” is measured: kept by at least 6 in 10 of the 175 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Design System

A design system is the set of decisions you refuse to make twice. This skill owns the reusable layer: tokens, primitives, component contracts, data display.

The layers

Foundations (tokens) → Primitives → Components → Patterns → Domain components. Each layer builds on the one below and never reaches upward. The boundary that matters most: a primitive never knows the domain. Button, Input, Dialog, Popover are primitives; InvoiceStatusCard is a domain component composed from them. The moment a primitive grows an invoiceStatus prop, the system has started rotting.

The system is defined by recurring needs, not by quota. A primitive earns its place when the same need shows up on a second screen; a catalog completed for completeness is dead weight.

The ladder — always in this order

For every element the work touches:

  1. Reuse the existing token, component, or state.
  2. Extend an existing one (a new variant, a new state).
  3. Compose existing pieces.
  4. Create, only when something on screen today needs it and nothing fits.

Follow the target project's framework, styling, and naming. Never introduce a second token source, a parallel styling convention, or an outside framework's idioms. When a reference here disagrees with the project's established convention, the project wins, except accessibility, which always holds.

Hard rules

  • One source of truth per value. A color that exists as a token and a hardcoded hex is two sources; kill one.
  • Semantic names: --color-surface-elevated, not --gray-100. The name says what it's for, not what it looks like today.
  • Every added abstraction needs a caller that exists today. A component built "for later" is later's tech debt now.
  • A component that needs more than 3 variants to describe itself is fighting the domain: split it.
  • Every applicable state from the feature's declared state matrix (see the interaction-design skill), plus hover/active/focus/disabled on anything interactive, or the component isn't done.

References

  • tokens.md: OKLCH-first color tokens, the full naming convention, spacing/type/radius/shadow/z-index scales, type utility classes.
  • primitives.md: specs for the primitives that recur in every app (Button through ProgressBar), with prop shapes, naming contracts, states, and a11y wiring. What is deliberately not a primitive, and why there is no Typography component.
  • components.md: the component taxonomy, prop APIs as design contracts, discriminated unions over boolean bags, state machine tables for Button, Form, SearchableList, and Modal, and when to split a component.
  • data-display.md: tables and data grids: alignment, sort, loading, empty, pagination, keyboard grid navigation, and the density rules that keep data UI honest.

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