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daveebbelaardaveebbelaar/bama/skills/design/design-system/SKILL.md

design-system

Skill1.7k starsChanged 12 days agoMITView on GitHub

Accent color and design system for a macOS app, from the app's accent and the accent picker in Settings to Swift tokens in code plus a design/DESIGN-SYSTEM.md that says which token to use when. Use when the user wants a brand or accent color, wants people to pick a color, when an app has more than a few screens, when screens drift apart or animations feel inconsistent, or when the user asks for themes, a style guide, or design tokens.

192 other projects use a version of this, 2 of them edited.

Adopted by

Steady: 0 new projects took it in the last 4 weeks, none the 4 weeks before.thin data

Week of Sep 13: 0 new projectsWeek of Sep 20: 0 new projectsWeek of Sep 27: 0 new projectsWeek of Oct 4: 0 new projectsWeek of Oct 11: 0 new projectsWeek of Oct 18: 0 new projectsWeek of Oct 25: 0 new projectsWeek of Nov 1: 0 new projects
Sep 2026Oct 2026Nov 2026
New projects taking a version of this file each week, over the 8 weeks our latest run read: only 0 in all, so this is a hint, not a trend.

Most recently taken up by

Who's talking about daveebbelaar/bama

The biggest 5 of 42 mentions linking to the repository that our crawl found. Each line is their own headline.

See all 42

Talked about on GitHub, YouTube and the web (42 times).

On GitHub · 20

15 more on GitHub

On YouTube · 13

8 more on YouTube

On the web · 9

4 more on the web

Used with

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

12 rules. 0 are common, 4 are distinctive, and 8 are very specific to this project.

  • 0

    Common

    Most of the 175 edited versions we read keep these.

  • 4

    Distinctive

    This author's own choices. Worth a look.

  • 8

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Start from mac-design. Tokens cover only what the system does not: the accent, custom surfaces, radii, motion, overlays, and custom …

    line 13
  2. Very specific:

    Read ## Look in docs/BRIEF.md.

    line 34
  3. Distinctive:

    Use brand color sparingly: the app icon, an empty state, one hero element in the content.

    line 46
  4. Very specific:

    Check: ThemeStore.defaultID is "system", and the snapshots show the accent on buttons, toggles, and selection in light and dark mode.

    line 53
  5. Very specific:

    Never hard-code a hex accent.

    line 91
  6. Very specific:

    Every custom color has four values: light, dark, and a stronger one of each for Increase Contrast …

    line 92
  7. Very specific:

    Never redefine or copy a semantic color (.separator as text, a label color as a fill).

    line 95
  8. Very specific:

    Every animation goes through Motion, so a per-feature "Full, Fast, Off" setting and Reduce Motion apply everywhere.

    line 107
  9. Distinctive:

    Search results and switchers do not animate.

    line 109
  10. Distinctive:

    Never animate a view's first layout.

    line 113
  11. Distinctive:

    Leave room around glass for its shadow (about 3 times the shadow radius).

    line 115
  12. Very specific:

    Add one line to the app's CLAUDE.md (create the file if it is missing): "Design rules: design/DESIGN-SYSTEM.md.

    line 126

“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 a short list of tokens in code and one page that says which token to use when. Every screen uses tokens, never raw values. Then a change in one place changes the whole app, and an agent can review a screen against one page.

Start from mac-design. Tokens cover only what the system does not: the accent, custom surfaces, radii, motion, overlays, and custom controls.

The app keeps Apple's look. Only the accent color changes. For parts of your own (a custom sidebar, buttons, icons), call the Skill tool with design-kit. To copy the look of an app the user names, call it with design-from-app.

The template already has the base in Sources/<App>/UI/:

  • Theme.swift: the accent colors (Theme.all), the saved choice (ThemeStore), the tokens Palette.accent, Palette.accentText, Palette.onAccent, and .themed(), which tints every scene.
  • AppearanceSettings.swift: Settings > Appearance, where people pick the accent. Light and dark mode follow the Mac. Apple advises against an app-specific mode setting; add a System/Light/Dark picker only when the owner asks for one, with System as the default. [HIG Dark Mode]
  • Grid.swift: spacing (see the layout-grid skill).

1. Pick the accent

Read ## Look in docs/BRIEF.md. With no color named, keep system: it follows the accent color the person set for their Mac.

For a brand color, set ThemeStore.brand to a Theme with three shades: light (accent text in dark mode), base (fills and tint), and deep (accent text in light mode). Set darkText: true when white text on base is hard to read (yellow, mint, cyan). Keep ThemeStore.defaultID = "system". The brand then shows only while the Mac's accent is Multicolor, as in Apple's apps. Any other accent the person chose for their Mac wins, and so do sidebar icons, which people expect in their own accent. [HIG Color, Sidebars]

Use brand color sparingly: the app icon, an empty state, one hero element in the content. Keep it off most controls. [HIG Branding]

To compare colors, take snapshots with APP_ACCENT=<id> for two or three of them and show the user the PNGs. Keep the picker in Settings, so people can still choose their own color.

Check: ThemeStore.defaultID is "system", and the snapshots show the accent on buttons, toggles, and selection in light and dark mode.

2. Collect

New app with no views yet? Skip this step: write the token files with the defaults below before the first view.

Existing app: read every view. List each raw value you find: hex colors, opacities, corner radii, paddings, frame widths, animation durations and curves, custom button styles. Group them. Most apps have 3 to 5 of each where 1 or 2 are meant.

3. Write the tokens

Accent values live in Theme.swift. The rest get one file per group in Sources/<App>/UI/. Add each token when the app first needs it:

FileHolds
Theme.swiftthe accents, ThemeStore, .themed(), and Palette: accent, onAccent (text and symbols on accent fills), accentText (accent-colored text: deep shade in light mode, light shade in dark mode)
Grid.swiftthe spacing scale (Space) and the layout probes
Surfaces.swiftsurface, surfaceHover, hairline, one warning color
Radius.swiftxs 6 chips and key caps, sm 8 controls, row 10 row hover fills, md 12 cards, lg 18 widgets, xl 26 floating glass
Layout.swiftcontentWidth, fixed column and sheet widths
Motion.swifthover, quick (presses, small flips), ui, select (selection moving through a live list), appear, dismiss, glide, numberRoll, listChange, loops (pulse) that stop under Reduce Motion
Components.swiftmore control styles: HoverButtonStyle, .hoverFill, toggles, chips
Overlay.swiftone panel builder, one entrance, one exit

Surfaces adapt to light and dark. Views read the accent through .tint or Palette, so a new choice in Settings redraws the whole app.

4. Write design/DESIGN-SYSTEM.md

One section per file above. Each section says which token to use when, and the rules that go with it. Keep it under 100 lines. Rules that transfer to most apps:

  • Never hard-code a hex accent. Use .tint or Palette.accent.
  • Every custom color has four values: light, dark, and a stronger one of each for Increase Contrast (Color(light:dark:highContrastLight:highContrastDark:) in Theme.swift). [HIG Color]
  • Never redefine or copy a semantic color (.separator as text, a label color as a fill). Their values change per release.
  • A custom surface in its neutral state is a little translucent, so it picks up the desktop tint like system surfaces. A colored state is opaque.
  • A custom font only for headings. Body and captions stay in the system font, and every custom font has a bold weight for the Bold Text setting.
  • Accent-colored text uses Palette.accentText. Text on an accent fill uses Palette.onAccent, never a fixed white.
  • Style controls with ButtonStyle and ToggleStyle. Never rebuild a control from shapes: it loses the keyboard, focus, and VoiceOver.
  • Inner corners are concentric: inner radius = outer radius - inset.
  • Every animation goes through Motion, so a per-feature "Full, Fast, Off" setting and Reduce Motion apply everywhere.
  • Search results and switchers do not animate. Speed wins.
  • Hover never moves a selection. Only a click or a key does.
  • Units ("KB/s", "%") never animate. Only the number does (.contentTransition(.numericText())).
  • Never animate a view's first layout. Overlays wait one frame, then animate opacity, scale, and a few points of travel.
  • Leave room around glass for its shadow (about 3 times the shadow radius).
  • One primary button per page or card.

5. Migrate

Replace raw values screen by screen, one commit per screen. After each, build and snapshot (build-and-verify skill). The screen looks the same or better, never worse.

6. Point agents at it

Add one line to the app's CLAUDE.md (create the file if it is missing): "Design rules: design/DESIGN-SYSTEM.md. Use its tokens; never raw colors, radii, or durations."

Done when this finds no hits outside the token files:

grep -rnE 'cornerRadius: [0-9]{1,2}\b|duration: [0-9]|\.spring\(response|\.snappy\b|\.easeInOut|\.easeOut\(|Color\(hex:|Color\(red:' Sources/ \
  | grep -v 'Path(roundedRect'

(hex strings in data and comments are fine), and DESIGN-SYSTEM.md has a section for every token file.

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