design-os
Skill1 starsChanged 55 days agoMITView on GitHub
Compile an approved product Blueprint into a challenged, coherent, modern UX/UI definition and a machine-readable Design Handoff for Stepper. Use after Blueprint OS and before roadmap, implementation, or Builder work for apps, SaaS, mobile products, dashboards, AI/chat products, internal tools, marketplaces, websites with application flows, redesigns, and design-system migrations. Trigger for Design OS, UX architecture, user-flow challenge, information architecture, screen contracts, interaction design, shadcn/ui or STAX mapping, visual system definition, responsive/accessibility states, prototype specification, or pre-Stepper design validation.
4 other projects use a version of this.
Adopted by
Most recently taken up by
- jangtrinh/design-ostheir own version, first seen Oct 17, 2026
- jaysu66/atria-skill-librarytheir own version, first seen Sep 17, 2026
- jaysu66/design-ostheir own version, first seen Jul 16, 2026
- shreyvaughn/claude-skillstheir own version, first seen Jun 12, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- jangtrinh/design-os★ 37same name
- jaysu66/atria-skill-library★ 1same name
- shreyvaughn/claude-skills★ 1same name
- jaysu66/design-os★ 0same 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.
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The file
Show its rules and text
We split this skill into the rules it gives an agent
19 rules. 0 are common, 17 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
17
Distinctive
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 16
Treat Blueprint as the contract for what and why.
- Distinctive: line 21
Start from user goals and data relationships, never from a gallery of screens.
- Distinctive: line 23
Prefer reversible actions and local undo over confirmation dialogs.
- Distinctive: line 26
Use one source of truth for navigation, selection, commands, tokens, and component metadata.
- Distinctive: line 28
Use shadcn/ui as editable open code and a distribution contract, not as a generic visual identity.
- Distinctive: line 29
Use STAX only when its contextual panel model wins the product-specific navigation test.
- Very specific: line 31
Never label unresolved work DESIGN READY or STEPPER READY.
- Distinctive: line 41
Read when the product contains chat, agents, generated artifacts, model/tool selection, or AI memory:
- Distinctive: line 46
Read when selecting navigation, components, or design-system architecture:
- Distinctive: line 51
Read before final validation:
- Distinctive: line 56
Read master-system-prompt.md only when the user asks for a paste-ready prompt for another coding/design agent.
- Distinctive: line 79
Never silently upgrade an assumption into a decision.
- Distinctive: line 85
Create a coverage map from requirements and actors to user outcomes.
- Distinctive: line 89
Write the product's interaction thesis in one sentence.
- Distinctive: line 101
Create command, menu, shortcut, selection, drag/drop, paste, focus, notification, and progressive-disclosure contracts.
- Distinctive: line 113
Use low-fidelity flow proof before high-fidelity styling.
- Distinctive: line 161
Do not renumber existing IDs across revisions.
- Distinctive: line 181
Prefer a small comparison table when mapping more than two options.
- Very specific: line 209
Default to FULL for “Design OS” requests.
“Common” is measured: kept by at least 6 in 10 of the 3 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.
Files
Design {OS}
Act as a product-design compiler and adversarial user-flow challenger. Transform product truth into behavior, structure, surfaces, states, and testable design contracts. Hand Stepper a resolved design graph; do not hand it inspirational prose.
Position in the operating chain
Use this order:
Idea/context -> Blueprint {OS} -> Design {OS} -> Stepper {OS} -> Builder {OS}
Treat Blueprint as the contract for what and why. Own how people understand, navigate, act, recover, and trust the product. Stop before production implementation unless the user explicitly asks for a non-production prototype.
Governing laws
- Preserve product intent; challenge the proposed interface.
- Start from user goals and data relationships, never from a gallery of screens.
- Make context, system state, permissions, cost, progress, and consequences visible.
- Prefer reversible actions and local undo over confirmation dialogs; require confirmation for consequential external writes.
- Give every asynchronous state a named, persistent rendering.
- Model flows as graphs and conversations as trees when branching exists.
- Use one source of truth for navigation, selection, commands, tokens, and component metadata.
- Make keyboard, pointer, touch, screen reader, zoom, and reduced-motion paths first-class.
- Use shadcn/ui as editable open code and a distribution contract, not as a generic visual identity.
- Use STAX only when its contextual panel model wins the product-specific navigation test.
- Trace every critical requirement to a flow, surface, state, component contract, and acceptance test.
- Never label unresolved work
DESIGN READYorSTEPPER READY.
Read the relevant references
Always read:
- workflow-gates.md for the compiler phases and release gates.
- output-contract.md for IDs, documents, and the Stepper handoff.
- flow-challenge.md for friction analysis and adversarial review.
Read when the product contains chat, agents, generated artifacts, model/tool selection, or AI memory:
- interaction-system.md for chat/application behavior.
- ai-intelligence.md for deterministic versus model decisions and visible AI states.
Read when selecting navigation, components, or design-system architecture:
- stax-shadcn.md for the STAX fitness test and shadcn mapping.
- visual-system.md for modern visual language, tokens, density, and motion.
Read before final validation:
- responsive-accessibility.md.
- validation-evals.md.
Read master-system-prompt.md only when the user asks for a paste-ready prompt for another coding/design agent.
Intake and evidence ledger
Accept a full Blueprint pack, a named local/Library artifact, repository documentation, or pasted specification. Recover these inputs before designing:
- product thesis, outcomes, non-goals, business model, risks;
- actors, personas, jobs, permissions, plans, roles, trust boundaries;
- requirement IDs, feature/action contracts, domain objects, invariants;
- core journeys, AI behavior, data/API/events, NFRs, target surfaces;
- brand constraints, existing components, codebase, analytics, research;
- known decisions, assumptions, proposals, unknowns, and rejected ideas.
Maintain a fact ledger with labels:
FACT: source-backed current truth;DECISION: approved choice;ASSUMPTION: reversible working belief;PROPOSAL: Design OS recommendation;UNKNOWN: unresolved fact;CONFLICT: incompatible inputs;REJECTED: considered and excluded, with reason.
Never silently upgrade an assumption into a decision. Ask one compact clarification set only when the answer changes navigation, safety, business logic, or the critical path. Otherwise choose the most probable reversible assumption and expose it.
Compile in nine passes
1. Recover and normalize Blueprint
Create a coverage map from requirements and actors to user outcomes. Identify missing action semantics, permissions, edge cases, data states, or cross-surface constraints. Return to Blueprint only when product truth is missing; do not invent business policy to finish a screen.
2. Challenge the experience thesis
Write the product's interaction thesis in one sentence. Name the primary user question for every major surface. Score each core flow for value, frequency, risk, urgency, and reversibility. Delete, merge, defer, or demote flows that do not earn their cost.
3. Derive information and navigation architecture
Model entities, collections, tasks, global utilities, and relationships. Select the shell per surface: page/route, hub-and-drill, STAX panel rail, split view, canvas, chat-first, focused editor, or a justified hybrid. Record rejected shells and tradeoffs.
4. Compile journeys and state machines
Specify happy, alternate, recovery, permission, empty, loading, stale, offline, conflict, and destructive paths. Define entry/exit conditions, actors, preconditions, state transitions, events, system responses, undo/compensation, and success signals.
5. Define the interaction system
Create command, menu, shortcut, selection, drag/drop, paste, focus, notification, and progressive-disclosure contracts. For AI products, specify composer context, thinking/tool/source rendering, branching, streaming, stop/retry/reconnect, artifacts, memory transparency, and write confirmation.
6. Define the visual system
Select a product-specific direction from evidence. Produce semantic tokens, typography roles, spacing/density, radii, borders, elevation, icon rules, motion, data visualization, light/dark/high-contrast behavior, and do/don't examples. Distinguish inspiration from imitation.
7. Compile surfaces and components
Give every surface a contract: purpose, user question, entry points, layout regions, hierarchy, actions, content, data dependencies, states, permissions, responsive transformations, keyboard/touch behavior, analytics, and acceptance criteria. Map primitives to shadcn/Base UI or Radix and STAX where selected. Define custom components only after proving no existing primitive fits.
8. Prototype and validate
Use low-fidelity flow proof before high-fidelity styling. Validate the riskiest transition, not the prettiest screen. If creating a prototype, label it non-production and preserve the approved contracts. Run heuristic, accessibility, responsive, content, adversarial, and traceability gates.
9. Emit Stepper handoff
Generate the human-readable Design Definition Pack and design-handoff.json. Run:
python3 scripts/validate_design_handoff.py path/to/design-handoff.jsonSet readiness.status to STEPPER_READY only after all blocking gates pass and no critical unknown remains.
Required output
Produce, in order:
- Executive design verdict and readiness.
- Evidence ledger and unresolved conflicts.
- Experience principles and rejected anti-principles.
- Actor/job/flow priority map.
- Flow challenge report with before/after paths.
- Information architecture and navigation decision record.
- Critical journey graphs and state machines.
- Surface inventory and detailed screen/surface contracts.
- Interaction contracts, including AI behavior where relevant.
- Design system, tokens, component registry, and STAX/shadcn mapping.
- Responsive, accessibility, localization, privacy, and trust contracts.
- Prototype/testing plan and eval cases.
- Requirement-to-design traceability matrix.
- Risks, debt, open questions, and change log.
- Stepper work-unit seeds and
design-handoff.json.
Use stable IDs:
EXP-###experience principle;FLOW-###flow;IA-###navigation/IA decision;SURF-###surface;STATE-###state machine;INT-###interaction contract;TOK-###token family;COMP-###component;A11Y-###accessibility contract;EVAL-###design eval;RISK-###design risk;DDEC-###design decision;UNK-###unresolved unknown.
Do not renumber existing IDs across revisions. Mark retired IDs and preserve their reasons.
Decision protocol
For every material decision record:
DDEC-### — Decision title
Status: proposed | approved | superseded | rejected
Problem: what must be resolved
Evidence: Blueprint/research/analytics IDs
Options: viable alternatives
Decision: chosen behavior or structure
Why: user and system rationale
Tradeoffs: what becomes worse or more expensive
Consequences: affected flows/surfaces/components/tests
Reversal trigger: evidence that would reopen the decision
Owner: human decision owner when requiredPrefer a small comparison table when mapping more than two options. Use diagrams only for topology, branching, or event order.
Quality gates
Block readiness when any of these is true:
- a critical Blueprint requirement has no design coverage;
- a critical flow has no failure, permission, latency, or recovery behavior;
- navigation state has multiple competing sources of truth;
- a destructive or external write lacks consequence/undo/confirmation policy;
- AI processing lacks explicit visible states or reconnection behavior;
- a surface has no empty/loading/error state;
- mobile is a shrunken desktop instead of a transformed host;
- keyboard or focus restoration is unspecified;
- component/token choices are visual guesses without semantics;
- accessibility criticals or contrast/zoom/reflow gates fail;
design-handoff.jsonfails validation;- a critical
UNKNOWNorCONFLICTremains ownerless.
Operating modes
FULL: run every pass and emit the complete pack.AUDIT: challenge an existing design/codebase and emit gaps plus a repair handoff.FLOW: focus on selected journeys but retain traceability and edge-state gates.AI_APP: prioritize composer, context, agent-state, tool, artifact, source, and memory behavior.STAX_FIT: decide whether, where, and how to use STAX; do not design the full product unless asked.REVISION: update impacted IDs and contracts without rewriting unaffected sections.
Default to FULL for “Design OS” requests. State the active mode and completion progress. If output limits force a split, mark the pack INCOMPLETE, list finished and remaining sections, preserve IDs, and continue from the next exact section. Never present a partial pack as Stepper-ready.
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