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getpapigetpapi/papi/skills/design/SKILL.md

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

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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  • AnthropicSkill

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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
  1. Distinctive:

    If you cannot tell which mode you are in, ask.

    line 28
  2. Very specific:

    Look for DESIGN.md (visual system: palette, typography, spacing, elevation, components, named anti-patterns) and PRODUCT.md (audience, …

    line 33
  3. Distinctive:

    Commit to a direction before building.

    line 40
  4. Distinctive:

    Every animation has a reduced-motion fallback.

    line 102

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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:

  1. 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 ❌.
  2. Reading order. hero → primary action → supporting → tertiary. Interchangeable sections = ⚠️; nowhere for the eye to land first = ❌.
  3. Density. Roughly ≤3 sections above the fold. Does each earn its spot, or could it collapse?
  4. 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 = ❌.
  5. 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 = ❌.
  6. Anti-pattern scan. Walk the project's named anti-patterns and flag matches.
  7. 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)

  1. Gradient text or a gradient fill, unless the project's own canon explicitly allows it.
  2. Cards inside cards, or a row of identical-sized cards with no hierarchy.
  3. 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.
  4. Monospace on labels, status, timestamps or nav. Mono is for IDs and code only.
  5. 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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