accessibility-design
Skill105 starsChanged 8 months agoMITView on GitHub
Build accessibility into design decisions instead of treating it as late-stage options work.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- SWEStash/swe-workflow-skillstheir own version, first seen Nov 8, 2026
- Abhinavbwj/Skills-Architectstheir own version, first seen Apr 15, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- Abhinavbwj/Skills-Architects★ 291same name
- SWEStash/swe-workflow-skills★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
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 29
document limitations explicitly when they cannot be fully solved
- Distinctive: line 58
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 59
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 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
Accessibility Design
Purpose
Build accessibility into design decisions instead of treating it as late-stage options work.
Use When
- designing new mechanics, UI, or content
- features rely on reaction speed, color, audio, or precision input
- accessibility scope must be planned
Inputs
- feature spec
- input model
- UI requirements
- audio and narrative needs
Process
- identify likely barriers early
- design equivalent outcomes rather than identical inputs
- specify settings, fallbacks, and persistence behavior
- coordinate with QA and UI for verification
- document limitations explicitly when they cannot be fully solved
Outputs
- accessibility requirements
- option set
- verification targets
- known limitation log
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- adding systems that do not serve the core loop
- shipping vague rules that QA and engineering must guess at
- tuning without instrumentation or hypotheses
Related Agents
- accessibility-reviewer
- ui-ux-designer
- systems-designer
Related Commands
- verify
- onboarding
- ui-flow-review
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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