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design-understand

Skill3 starsChanged 37 days agoMITView on GitHub

Use when an existing screen, screenshot, or layout must be understood before UI changes, visual polish, or redesign. Skip backend maintenance and greenfield product direction without an existing surface.

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

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

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

    Use visual-designer or interaction-designer for the selected change, reference-driven-design for requested new visual directions, and …

    line 20

≈ “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

Understand an Existing Screen

Identify what the user is trying to accomplish before choosing visual changes. For a new product without an existing screen, use product-designer instead.

  1. Record the user's goal, primary action, secondary actions, core objects, and current state. Separate observed behavior from assumptions and questions that affect the change.
  2. Retrieve task context with npx --no-install ai-design-context context --task "<matching phrase or known slug>" --intent implement. Read the returned research and rules; use --platform mobile for narrow or touch-first screens. Record unresolved knowledge needs instead of inventing rules.
  3. Inspect the actual screen or supplied image with the available browser/image tools. Use source inspection to identify existing components, semantic tokens, and responsive conventions. A screenshot describes one state, not the entire interaction model.
  4. Diagnose hierarchy, layout, typography, spacing, component consistency, and relevant default, loading, empty, error, success, and disabled states. Explain how competition for attention affects the primary task. Distinguish concrete friction from an unsupported preference about product feel.
  5. Propose the smallest changes that serve the stated goal. Keep business logic and the existing stack. New visual directions require user intent and upstream references, not only taste.

Handoff

Return: screen and user goal | primary/secondary actions | observed strengths and problems | assumptions and missing states | ranked improvements with graph/reference evidence | affected components/tokens | verification plan. Rank up to three consequential problems when present; do not invent three defects to fill a quota.

Use visual-designer or interaction-designer for the selected change, reference-driven-design for requested new visual directions, and visual-qa after implementation. Preserve the evidence limits of all draft and seed graph objects.

Graph anchors: RULE-00001 / PRD-001 for the primary repeated action, RULE-00004 / IA-002 for object structure, RULE-00008 / VIS-001 for existing tokens, and CHECK-00001 for state and review coverage. Their source research remains the basis of design advice.

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