nothing-design
Skill0 starsChanged 5 months agoMITView on GitHub
A senior product designer's toolkit trained in Swiss typography, industrial design (Braun, Teenage Engineering), and modern interface craft. Monochromatic, typographically driven, information-dense without clutter. Dark and light mode with equal rigor. Before starting any design work, declare which Google Fonts are required and how to load them (see references/tokens.md Section 1). Never assume fonts are already available. Every screen has exactly three layers of importance. Not two, not five. Three. The test: Squint at the screen. Can you still tell…
3 other projects use a version of this, 2 of them edited.
Adopted by
Most recently taken up by
- lucasmaher-hash/claude-skillstheir own version, first seen Jul 23, 2026
- lankyjo/lankyjo-core-skillsedited, first seen Jul 2, 2026
- dominikmartn/nothing-design-skilledited, first seen Apr 1, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 2
- dominikmartn/nothing-design-skill★ 2.8k100% same
- lankyjo/lankyjo-core-skills★ 0100% same
Wrote their own version · 1
- lucasmaher-hash/claude-skills★ 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
14 rules. 12 are common, 0 are distinctive, and 2 are very specific to this project.
12
Common
Most of the 3 edited versions we read keep these.
0
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
- Common: line 19
Subtract, don't add: Every element must earn its pixel.
- Common: line 32
Every screen has exactly three layers of importance.
- Common: line 61
Rule of thumb: If reaching for a new font-size, it's probably a spacing problem.
- Common: line 128
When 3+ data sections appear on one screen, vary the visual form:
- Common: line 146
No gradients in UI chrome
- Common: line 147
No shadows. No blur. Flat surfaces, border separation.
- Very specific: line 148
No skeleton loading screens.
- Very specific: line 149
No toast popups. Use inline status text: [SAVED], [ERROR: ...]
- Common: line 150
No sad-face illustrations, cute mascots, or multi-paragraph empty states
- Common: line 151
No zebra striping in tables
- Common: line 152
No filled icons, multi-color icons, or emoji as UI
- Common: line 153
No parallax, scroll-jacking, or gratuitous animation
- Common: line 154
No spring/bounce easing. Use subtle ease-out only.
- Common: line 155
No border-radius > 16px on cards.
“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
<!-- source: github-scout | repo: dominikmartn/nothing-design-skill | url: https://github.com/dominikmartn/nothing-design-skill | adopted: 2026-06-11 -->name: nothing-design description: This skill should be used when the user explicitly says "Nothing style", "Nothing design", "/nothing-design", or directly asks to use/apply the Nothing design system. NEVER trigger automatically for generic UI or design tasks. version: 3.0.0 allowed-tools: [Read, Write, Edit, Glob, Grep]
Nothing-Inspired UI/UX Design System
A senior product designer's toolkit trained in Swiss typography, industrial design (Braun, Teenage Engineering), and modern interface craft. Monochromatic, typographically driven, information-dense without clutter. Dark and light mode with equal rigor.
Before starting any design work, declare which Google Fonts are required and how to load them (see references/tokens.md Section 1). Never assume fonts are already available.
1. DESIGN PHILOSOPHY
- Subtract, don't add. Every element must earn its pixel. Default to removal.
- Structure is ornament. Expose the grid, the data, the hierarchy itself.
- Monochrome is the canvas. Color is an event, not a default — except when encoding data status (see Section 3).
- Type does the heavy lifting. Scale, weight, and spacing create hierarchy — not color, not icons, not borders.
- Both modes are first-class. Dark mode: OLED black. Light mode: warm off-white. Neither is "derived" — both get full design attention. Ask the user which mode to start with.
- Industrial warmth. Technical and precise, but never cold. A human hand should be felt.
2. CRAFT RULES — HOW TO COMPOSE
2.1 Visual Hierarchy: The Three-Layer Rule
Every screen has exactly three layers of importance. Not two, not five. Three.
| Layer | What | How |
| Primary | The ONE thing the user sees first. A number, a headline, a state. | Doto or Space Grotesk at display size. --text-display. 48–96px breathing room. |
| Secondary | Supporting context. Labels, descriptions, related data. | Space Grotesk at body/subheading. --text-primary. Grouped tight (8–16px) to the primary. |
| Tertiary | Metadata, navigation, system info. Visible but never competing. | Space Mono at caption/label. --text-secondary or --text-disabled. ALL CAPS. Pushed to edges or bottom. |
The test: Squint at the screen. Can you still tell what's most important? If two things compete, one needs to shrink, fade, or move.
Common mistake: Making everything "secondary." Evenly-sized elements with even spacing = visual flatness. Be brave — make the primary absurdly large and the tertiary absurdly small. The contrast IS the hierarchy.
2.2 Font Discipline
Per screen, use maximum:
- 2 font families (Space Grotesk + Space Mono. Doto only for hero moments.)
- 3 font sizes (one large, one medium, one small)
- 2 font weights (Regular + one other — usually Light or Medium, rarely Bold)
Think of it as a budget. Every additional size/weight costs visual coherence. Before adding a new size, ask: can I create this distinction with spacing or color instead?
| Decision | Size | Weight | Color |
| Heading vs. body | Yes | No | No |
| Label vs. value | No | No | Yes |
| Active vs. inactive nav | No | No | Yes |
| Hero number vs. unit | Yes | No | No |
| Section title vs. content | Yes | Optional | No |
Rule of thumb: If reaching for a new font-size, it's probably a spacing problem. Add distance instead.
2.3 Spacing as Meaning
Spacing is the primary tool for communicating relationships.
Tight (4–8px) = "These belong together" (icon + label, number + unit)
Medium (16px) = "Same group, different items" (list items, form fields)
Wide (32–48px) = "New group starts here" (section breaks)
Vast (64–96px) = "This is a new context" (hero to content, major divisions)If a divider line is needed, the spacing is probably wrong. Dividers are a symptom of insufficient spacing contrast. Use them only in data-dense lists where items are structurally identical.
2.4 Container Strategy (prefer top)
- Spacing alone (proximity groups items)
- A single divider line
- A subtle border outline
- A surface card with background change
Each step down adds visual weight. Use the lightest tool that works. Never box the most important element — let it float on the background.
2.5 Color as Hierarchy
In a monochrome system, the gray scale IS the hierarchy. Max 4 levels per screen:
--text-display (100%) → Hero numbers. One per screen.
--text-primary (90%) → Body text, primary content.
--text-secondary (60%) → Labels, captions, metadata.
--text-disabled (40%) → Disabled, timestamps, hints.Red (#D71921) is not part of the hierarchy. It's an interrupt — "look HERE, NOW." If nothing is urgent, no red on the screen.
Data status colors (success green, warning amber, accent red) are exempt from the "one accent" rule when encoding data values. Apply color to the value itself, not labels or row backgrounds. See references/tokens.md for the full color system.
2.6 Consistency vs. Variance
Be consistent in: Font families, label treatment (always Space Mono ALL CAPS), spacing rhythm, color roles, component shapes, alignment.
Break the pattern in exactly ONE place per screen: An oversized number, a circular widget among rectangles, a red accent among grays, a Doto headline, a vast gap where everything else is tight.
This single break IS the design. Without it: sterile grid. With more than one: visual chaos.
2.7 Compositional Balance
Asymmetry > symmetry. Centered layouts feel generic. Favor deliberately unbalanced composition:
- Large left, small right: Hero metric + metadata stack.
- Top-heavy: Big headline near top, sparse content below.
- Edge-anchored: Important elements pinned to screen edges, negative space in center.
Balance heavy elements with more empty space, not with more heavy elements.
2.8 The Nothing Vibe
- Confidence through emptiness. Large uninterrupted background areas. Resist filling space.
- Precision in the small things. Letter-spacing, exact gray values, 4px gaps. Micro-decisions compound into craft.
- Data as beauty.
36GB/sin Space Mono at 48px IS the visual. No illustrations needed. - Mechanical honesty. Controls look like controls. A toggle = physical switch. A gauge = instrument.
- One moment of surprise. A dot-matrix headline. A circular widget. A red dot. Restraint makes the one expressive moment powerful.
- Percussive, not fluid. Imagine UI sounds: click not swoosh, tick not chime. Design transitions that feel mechanical and precise.
2.9 Visual Variety in Data-Dense Screens
When 3+ data sections appear on one screen, vary the visual form:
| Form | Best for | Weight |
| Hero number (large Doto/Space Mono) | Single key metric | Heavy — use once |
| Segmented progress bar | Progress toward goal | Medium |
| Concentric rings / arcs | Multiple related percentages | Medium |
| Inline compact bar | Secondary metrics in rows | Light |
| Number-only with status color | Values without proportion | Lightest |
| Sparkline | Trends over time | Medium |
| Stat row (label + value) | Simple data points | Light |
Lead section → heaviest treatment. Secondary → different form. Tertiary → lightest. The FORM varies, the VOICE stays the same.
3. ANTI-PATTERNS — WHAT TO NEVER DO
- No gradients in UI chrome
- No shadows. No blur. Flat surfaces, border separation.
- No skeleton loading screens. Use
[LOADING...]text or segmented spinner. - No toast popups. Use inline status text:
[SAVED],[ERROR: ...] - No sad-face illustrations, cute mascots, or multi-paragraph empty states
- No zebra striping in tables
- No filled icons, multi-color icons, or emoji as UI
- No parallax, scroll-jacking, or gratuitous animation
- No spring/bounce easing. Use subtle ease-out only.
- No border-radius > 16px on cards. Buttons are pill (999px) or technical (4–8px).
- Data visualization: differentiate with opacity (100%/60%/30%) or pattern (solid/striped/dotted) before introducing color.
4. WORKFLOW
- Declare fonts — tell the user which Google Fonts to load (see
references/tokens.md) - Ask mode — dark or light? Neither is default.
- Sketch hierarchy — identify the 3 layers before writing any code
- Compose — apply craft rules (Sections 2.1–2.9)
- Check tokens — consult
references/tokens.mdfor exact values - Build components — consult
references/components.mdfor patterns - Adapt to platform — consult
references/platform-mapping.mdfor output conventions
5. REFERENCE FILES
For detailed token values, component specs, and platform-specific guidance:
references/tokens.md— Fonts, type scale, color system (dark + light), spacing scale, grid, motion, iconography, dot-matrix motifreferences/components.md— Cards, buttons, inputs, lists, tables, nav, tags, segmented controls, progress bars, charts, widgets, overlays, state patternsreferences/platform-mapping.md— HTML/CSS, SwiftUI, React/Tailwind, Paper output conventions
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