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YiftachCohenYiftachCohen/skills/design-prompt/SKILL.md

design-prompt

Skill1 starsChanged 10 days agoMITView on GitHub

Turn a rough request ("landing page for my productivity app", "redesign our settings screen", "a poster for the launch") into one ambitious, copy-pasteable design prompt for a coding or design agent, using the techniques from Anshu Chimala's "How to turn your AI into a world-class designer": a specific, bold creative direction instead of the model's default, a seed string for variety, a critic subagent loop scored out of 10, explicit use of image generation, and a restraint pass that strips AI tells. Use this whenever the user wants a prompt, brief, or spec for something visual: "write me a prompt for a landing page", "give me a design brief", "how should I prompt Claude Code to design X", "make the design less generic", "this looks like AI slop, write a better prompt", or when they describe something they want designed and ask for the prompt rather than the build. The output is a prompt, not the design itself.

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The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 5 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    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
  1. Distinctive:

    If the request is a one-liner, do not stall.

    line 53
  2. Distinctive:

    If the user gave a direction, sharpen it: make it more specific, more physical, more committed.

    line 61
  3. Distinctive:

    If they gave none, always show four to six candidate directions in one line each, above the prompt (the kind of thing that sounds like it …

    line 66
  4. Distinctive:

    A seed for variety: when the user wants surprise or gave no direction.

    line 92
  5. Distinctive:

    Use the article's technique: have the agent generate a long random alphanumeric string with a shell script, derive the creative direction …

    line 93

≈ “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.

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

Design prompt

The deliverable is a prompt the user pastes into a coding or design agent. Do not build the design. Do not write code.

Why the prompt matters

Models are next-token predictors trained toward safe, consistent choices. Left alone, every landing page comes out the same: purplish gradient, text left, graphic right, a few glows. Great design does the opposite. It bends a rule and produces an emotional response. A generic request gets the 1% default. A prompt that commits to a direction, injects variety, and sets up an objective critic gets the other 99%.

Read the input

From what the user gave you, pull out:

  • What is being designed and for whom (product, audience, the one thing it must accomplish).
  • Hard constraints: framework, existing design system, brand colors, copy that must appear, accessibility, deadline.
  • Taste signals: anything they liked, disliked, or reacted to. These are the most valuable input. The user's reactions are what make the result something only they could have made.
  • What tools the target agent has: image generation, a browser for screenshots, subagents. Assume Claude Code with subagents and a browser unless told otherwise. Do not assume an image generation key.

If the request is a one-liner, do not stall. Fill gaps with your judgment and say what you assumed at the end.

Pick a direction

The default output of a model is the average of everything. The prompt must name a direction ambitious enough that the agent cannot fall back on it.

If the user gave a direction, sharpen it: make it more specific, more physical, more committed. "Industrial control panel" becomes "tactile, clicky components, texture instead of flat gray gradients, a restrained accent color, no skeuomorphic cartoon."

If they gave none, always show four to six candidate directions in one line each, above the prompt (the kind of thing that sounds like it should not work: pixel-art stills from a video game, an isometric living city where features are buildings, a radically asymmetric layout with dissonant type that still looks good). Then write the full prompt for the one you would pick and say why. The list is not optional even when running unattended: the user's reaction to the options is the input that makes the next version theirs. If you are in an interactive session and the choice would change the prompt substantially, ask instead of guessing.

Ideas that sound terrible are the right kind. If you think "there is no way this works," keep going.

Write the prompt

Produce a single fenced block the user can copy. Cover, in prose or short sections, whatever of the following applies. Skip anything the input makes irrelevant. A prompt that is 80% boilerplate is a worse prompt.

  1. The build. What, for whom, the one job it has, and the hard constraints. One short paragraph.
  2. The direction. The committed aesthetic, described concretely enough that two runs would look like siblings. Include the user's taste notes verbatim where they are specific ("skeuomorphic feels tacky, avoid it").
  3. A seed for variety when the user wants surprise or gave no direction. Use the article's technique: have the agent generate a long random alphanumeric string with a shell script, derive the creative direction (palette, layout, type) from patterns in the string, look beyond the surface for sub-patterns and special numbers, bring it to life with its own judgment, and never reveal the string in the design. Omit this when the user has already chosen a direction and wants it executed.
  4. Real imagery, not decoration. Agents default to gradients, shapes, and pattern fills because they under-use image tools, and those are the most obvious AI tells. If the target agent has image generation, tell it to use it for personality, and to consider shaders or 3D effects combined with images. If it needs an API key, tell it to keep the key in a gitignored .env.agents file and never in shipped code. If no image tool exists, say so and ask for restraint over fake richness.
  5. The critic loop. This is the part agents will not do on their own, because an implementer cannot zoom out and defends its past decisions. Include it close to this wording:

    To decide what to improve, use a separate subagent as a design critic. Use the strongest model available for the critic; it only sees screenshots, so it costs little. At each iteration: take a screenshot of the current design. Invoke the critic in a fresh context with only the screenshot, not the code, implementation details, or earlier critiques. Ask it to name the aesthetic the design is going for, imagine how a top design studio would execute that aesthetic, and outline the biggest gaps in structure and composition and in fine detail. It should flag anything overdone, excessive, or obviously AI-generated. It should be tight, specific, bold, and opinionated. Finally it scores the design out of 10 against that studio-level bar. Stop when the score reaches 9 or after N iterations, whichever comes first. Do not tell the critic the stopping threshold.

    Pick N (usually 4 to 6). If the user has reference images, tell the agent to give them to the critic as the quality bar.

  6. The restraint pass. AI loves adding more; restrained design reads as premium. End the prompt with a pass that removes what serves no purpose: glows, gradients, and effects that carry no meaning; random accent colors and highlights; redundant labels that over-explain; custom components that are worse than the native ones; containers and empty space that do no layout work. Frame it as "cut everything that does not earn its place" rather than a checklist to tick.
  7. Verification. Open it in a browser and check every state and breakpoint frame by frame before calling it done.

After the block

Under the prompt, in two or three lines: what you assumed, and which of the listed directions you would try second. Nothing else. Do not explain the techniques to the user; the prompt speaks for itself.

Examples of direction sharpening

Input: "landing page for my productivity app, make it not boring" Direction: "Each section is a still from a bold pixel-art video game, yet the whole thing still reads and functions as a landing page. Chunky type, limited palette, real illustrated scenes, no gradients."

Input: "settings screen, it looks like every other SaaS" Direction: "Apple-native minimalism. Image-centric grid, native controls, no containers around containers, typography does all the hierarchy work. The goal is to remove until it looks expensive."

Input: "I want something tactile, like an industrial control panel, but the skeuomorphic stuff looks tacky to me" Direction: "Industrial control panel: consistent tactile components, clicky satisfying interactions, texture instead of flat gray gradients, one live accent color. No cartoon skeuomorphism, no fake screws or bevels."

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