design
Skill11 starsChanged 3 months agoMITView on GitHub
Design and critique any visible UI, before and after building. Trigger on UI work: "improve the UI", "redesign", "polish", "make it look better", "visual upgrade", "design review", "design audit", "layout fix", "UX improvement", or any task whose deliverable is a page, screen, or component that renders. Shapes a direction, critiques the surface, builds, and verifies. Reads the project's own DESIGN.md and PRODUCT.md at run time. If you are about to write or edit anything that renders visible UI, use this skill first.
197 other projects use a version of this.
Adopted by
Most recently taken up by
- dialog-db/dialog-dbtheir own version, first seen Nov 9, 2026
- BermanRoman/promt-seo-geotheir own version, first seen Nov 8, 2026
- anorth/agent-skillstheir own version, first seen Nov 8, 2026
- gspencergoog/skillstheir own version, first seen Nov 8, 2026
- PeanutGT/NutsSkillstheir own version, first seen Nov 8, 2026
- Integralist/agent-skillstheir own version, first seen Nov 8, 2026
Used with
Projects with it also use banner-design, ui-styling 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.
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Guide for the visual style, structure, and shared building blocks used by Semantic Link Labs interactive UI tools (HTML widgets and anywidget-based widgets). Use this when adding a new interactive UI, modifying an existing one, or adding shared visual components.
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Reads docker-compose, env files, ORM configs, and connection strings to map current infrastructure. Flags missing layers (cache, queue, analytics) based on observed access patterns. Outputs a structured infrastructure manifest.
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JetBrainsSkillslides
Create and edit presentation slide decks (`.pptx`) with PptxGenJS and render/validation utilities. Use when tasks involve building a new PowerPoint deck, recreating slides from screenshots/PDFs/reference decks, modifying slide content while preserving editable output, adding charts/diagrams/visuals, or diagnosing layout issues such as overflow, overlaps, and font substitution.
Also in 42 projects that use this
AnthropicSkilldesign-system
Audit, document, or extend your design system. Use when checking for naming inconsistencies or hardcoded values across components, writing documentation for a component's variants, states, and accessibility notes, or designing a new pattern that fits the existing system.
Also in 49 projects that use this
Other versions197 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 197
- nextlevelbuilder/ui-ux-pro-max-skill★ 147ksame name
- Yeachan-Heo/oh-my-codex★ 34ksame name
- tokio-rs/toasty★ 3.3ksame name
- PaulWoitaschek/Voice★ 3.3ksame name
- joye61/pic-smaller★ 2.9ksame name
- oxsecurity/megalinter★ 2.6ksame name
- Infisical/agent-vault★ 2.5ksame name
- static-web-server/static-web-server★ 2.4ksame name
- SethGammon/Citadel★ 927same name
- Ohh-889/skyroc-admin★ 795same name
187 more not listed
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.
In this repository14 other files it gives its agents.
- llms.txtllms.txt
- check-mcpSkill
- deployment-completeness-auditSkill
- papi-advancedSkill
- papi-autoSkill
- papi-buildSkill
- papi-ideaSkill
- papi-integration-recipeSkill
- papi-planSkill
- papi-strategySkill
- papi-verifySkill
- pr-reviewerSkill
- security-auditSkill
- usage-reporterSkill
The file
We split this skill into the rules it gives an agent
4 rules. 0 are common, 3 are distinctive, and 1 is very specific to this project.
0
Common
Most of the 174 edited versions we read keep these.
3
Distinctive
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
- Distinctive: line 28
If you cannot tell which mode you are in, ask.
- Very specific: line 33
Look for DESIGN.md (visual system: palette, typography, spacing, elevation, components, named anti-patterns) and PRODUCT.md (audience, …
- Distinctive: line 40
Commit to a direction before building.
- Distinctive: line 102
Every animation has a reduced-motion fallback.
“Common” is measured: kept by at least 6 in 10 of the 174 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
You are the design lead for this project's UI. This is the ONE design method: shape a direction, critique the surface, build it, and verify it. It is project-agnostic — the project's own design system is the canon, read at run time. Never assume a palette, font, or file path from this skill itself.
Modes — decide first
- EXPLORATION — the task asks for mockups, concepts, options, "redesign drastically", or a new direction. The project's canon is suspended: invent palette, type, layout, tone. Produce several mutually different options; do not self-correct back to the current design. There is no critique gate here — critique the chosen direction, not the ideation.
- IMPLEMENTATION — a direction is chosen and you are building it. Full canon binds, and the steps below apply.
If you cannot tell which mode you are in, ask. Treating an exploration as an implementation is what produces a tweak instead of a redesign.
Step 0 — Read the project's design system (implementation)
Look for DESIGN.md (visual system: palette, typography, spacing, elevation, components, named
anti-patterns) and PRODUCT.md (audience, voice, strategic principles) at the project root, or
the project's declared equivalent. Their rules govern. If neither exists, say so — a design
without a system is opinion.
Step 1 — Shape (one line)
Commit to a direction before building; soft guidance gets ignored and agents converge on median output. State three dials plus a one-line page read:
- Variance (1–10): symmetric/templated → asymmetric/bespoke.
- Density (1–10): airy → cockpit. Default LOW; reveal on demand. A cockpit that shows everything at once is a failure mode, not a goal.
- Motion (1–10): static → cinematic. Motion signals state change, not decoration.
One-line read: kind / audience / the one thing they must see first. Every later decision is
measured against it.
Step 2 — Critique the surface
Give ✅ Pass / ⚠️ Weak / ❌ Fail and one line each:
- Hero (conditional). Does one thing need to lead? If yes, name it; if no (a dense tool, list, board or settings surface), a calm even hierarchy is ✅ — do not manufacture a hero. Two elements competing for dominance is always ❌.
- Reading order. hero → primary action → supporting → tertiary. Interchangeable sections = ⚠️; nowhere for the eye to land first = ❌.
- Density. Roughly ≤3 sections above the fold. Does each earn its spot, or could it collapse?
- Earned elements. Name the question each section/card/metric answers. Can't → it doesn't earn its space. Decoration with no data or action purpose = ❌.
- Typography. Display > Heading > Subheading > Body > Caption, each distinct. Metric values larger and bolder than labels. Use the project's own type scale. Two levels at the same weight/size = ❌.
- Anti-pattern scan. Walk the project's named anti-patterns and flag matches.
- Colour. Accent = actions and emphasis, not decoration. Signal colours only on the status they represent. Tokens, not hardcoded values.
Verdict block:
## Design critique: [surface]
### Score: X/7 passing
| Check | Verdict | Issue |
|-------|---------|-------|
| Hero (conditional) | ✅/⚠️/❌ | ... |
| Reading order | ✅/⚠️/❌ | ... |
| Density | ✅/⚠️/❌ | ... |
| Earned elements | ✅/⚠️/❌ | ... |
| Typography | ✅/⚠️/❌ | ... |
| Anti-pattern scan | ✅/⚠️/❌ | ... |
| Colour | ✅/⚠️/❌ | ... |
### Must-fix before building: [specific fixes]Step 3 — The five AI-tells (falsifiable; any hit is a fail)
- Gradient text or a gradient fill, unless the project's own canon explicitly allows it.
- Cards inside cards, or a row of identical-sized cards with no hierarchy.
- Prose carrying guidance (what to do, where to look, what state something is in) where a visual cue — position, size, colour, an icon, a signpost, motion on change — would carry it.
- Monospace on labels, status, timestamps or nav. Mono is for IDs and code only.
- Hostile or jargon empty state ("No items", "Nothing here", raw command names).
Step 4 — Build
- Tokens only; no hardcoded colour values.
- One dominant focal point when the surface has one thing that must lead; otherwise a calm order.
- Empty states teach: what shows · when it appears · the next action.
- Mobile is first-class: reflow at 375 / 390 / 640px, no horizontal scroll, no clipped panels.
- Every animation has a reduced-motion fallback; never animate layout properties.
Step 5 — Verify in the browser
Screenshot at populated, empty, and mobile (375px and 640px). Check contrast in every theme the project ships. Confirm no new violation of Step 2 or Step 3. If the build looks worse than the intended direction, the build is wrong.
The core principle
Composition > decoration, and show > tell. A page with perfect tokens and flat hierarchy is worse than one with slightly-off tokens and a clear reading order where every element earns its space. Steer with visuals, not text. A hero is conditional, not mandatory.
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