design-loop
Skill1 starsChanged 3 months agoMITView on GitHub
Run a fresh-context premium design critique loop for important UI, visual, brand, document, animation, or hero-asset work by interviewing, extracting a checkable reference bar, then iterating rendered output through independent critics until the piece wins.
4 other projects use a version of this.
Adopted by
Most recently taken up by
- seankoji-com/.agentstheir own version, first seen Nov 8, 2026
- tstapler/dotfilestheir own version, first seen Oct 10, 2026
- 17-sss/agent-skillstheir own version, first seen Sep 22, 2026
- SkotAlexsander/skillstheir own version, first seen Sep 16, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- tstapler/dotfiles★ 8same name
- 17-sss/agent-skills★ 2same name
- seankoji-com/.agents★ 2same name
- SkotAlexsander/skills★ 1same 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.
In this repository32 other files it gives its agents.
- advertising-imagery-agentSkill
- agent-watchSkill
- aria-intelligenceSkill
- bambu-labsSkill
- cadSkill
- cad-viewerSkill
- dataset-engineeringSkill
- design-business-agentSkill
- dxfSkill
- elite-engineeringSkill
- emil-deign-skillSkill
- env-harnessSkill
- gcodeSkill
- human-writingSkill
- implicit-cadSkill
- inference-engineeringSkill
- kernel-engineeringSkill
- lamp-method-first-principles-thinkingSkill
- marketing-and-advertising-agentSkill
- model-evalSkill
- new-project-architectureSkill
- opportunity-hunterSkill
- rlmSkill
- rlSkill
- sdfSkill
- sendcutsendSkill
- sftSkill
- srdfSkill
- step-partsSkill
- synthesys-bug-triageSkill
- taste-maxSkill
- urdfSkill
The file
Show its rules and text
We split this skill into the rules it gives an agent
13 rules. 0 are common, 13 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 4 edited versions we read keep these.
13
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 22
Default to three or four pieces at most.
- Distinctive: line 28
Ask these three questions together, then wait:
- Distinctive: line 34
If the reference is vague, push once for a specific URL, file, page, screen, or timestamp.
- Distinctive: line 40
Before building, verify the loop can actually judge the work.
- Distinctive: line 83
When the goal is brand, hero, 3D, motion, or product presentation work, make the loop evaluate production quality explicitly.
- Distinctive: line 104
Run three critics in fresh context, with no knowledge of how the builder worked.
- Distinctive: line 105
If any critic fails, send the single biggest named gap back to the builder and repeat.
- Distinctive: line 114
Write each critic brief for the specific goal and artifact.
- Distinctive: line 122
All three critics must pass.
- Distinctive: line 128
Keep a visible progress note or local progress file with: piece status, each critic verdict, gap history, and round count.
- Distinctive: line 132
Do not pretend to know exact token spend.
- Distinctive: line 134
If the user gives a ceiling, treat it as a checkpoint.
- Distinctive: line 136
Use the strongest available visual/design judgment for the craft critic.
“Common” is measured: kept by at least 6 in 10 of the 4 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 Loop
Use this skill when the user wants a design loop, critic loop, gauntlet loop, iterative taste loop, or asks to improve an important visual artifact against a real-world reference. This is best for hero assets, landing pages, flagship screens, carousels, motion pieces, brand moments, 3D/product shots, PDFs, or other work where taste and visual judgment matter enough to justify a token-heavy process.
The method is adapted from Matt Shumer's Gauntlet Loop. The core idea: the context that builds a piece should not be the context that grades it. Fresh-context critics judge rendered output, not builder intent.
The production bar is premium, not merely clean. A passing result should feel specific to the brand, physically or spatially believable when relevant, restrained in palette, crisp in hierarchy, and deliberate in motion. The loop should make the work feel less generic every round.
Always use /Users/deepsaint/Desktop/design-business/inspo/ as the standing inspiration library and quality floor for premium visual work. During preflight and teardown, inspect the relevant stills and videos in that folder when they are available, especially for web, brand, hero, 3D, product, editorial, and motion work. Use them to sharpen bar.md and critic briefs; do not copy them literally or force their style onto an unrelated brand.
When To Use
Use this skill for high-leverage design work where the user wants a stronger result than a single-pass implementation or review. Do not use it for routine bug fixes, broad whole-site redesigns, or large multi-surface projects unless the user explicitly accepts the cost. If the scope is broad, choose or ask for the highest-signal hero piece first.
Default to three or four pieces at most. Every extra piece multiplies builder and critic work.
For frontend or motion-heavy work, use Emil-style design engineering judgment inside builder and critic briefs: motion must have a purpose, repeated interactions should be fast or still, transitions should use exact properties and strong easing, and details such as transform origin, press feedback, responsive crops, reduced-motion behavior, and edge states count as craft.
Phase 1: Interview
Ask these three questions together, then wait:
- What are you building, and how long or how big?
- Name something that already does this brilliantly. A site, video, document, app screen, deck, or other reference I can open. If nothing comes to mind, say skip.
- Any files I should work from, such as a design system, brand doc, script, existing draft, logo, screenshots, source files, 3D assets, product renders, or motion references?
If the reference is vague, push once for a specific URL, file, page, screen, or timestamp. A vague bar makes the critic invent the comparison and approve weak work.
If the user says skip for the reference, propose three strong candidate bars with one line each explaining why each would be a hard reference. Wait when practical. If the user does not choose and the work can proceed, take the hardest relevant bar and say so.
Phase 2: Preflight
Before building, verify the loop can actually judge the work. Report the preflight in one concise block:
- Fetch or open the reference. Screenshot visual references, read document references, or capture frames for motion/video references. If the reference is blocked or missing, ask for another.
- Inspect relevant files from
/Users/deepsaint/Desktop/design-business/inspo/as an additional quality bar for premium visual work. For video references, sample enough frames to understand composition, lighting, motion, texture, and transitions. - Confirm the output can be rendered: screenshots for a site or app, frames/filmstrip for animation or video, PDF render for documents, image export for visual assets.
- Name any generation tools required, such as image, video, voice, browser, screenshot, design, 3D, or rendering tools, and whether they are available.
- Confirm input files exist, including
design-system.md, brand docs, scripts, existing drafts, screenshots, or source files. - Confirm the artifact can be judged at the right fidelity: real viewport screenshots, exported stills, frame strips, rendered PDFs, or recorded motion. A code preview without rendered evidence is not enough for craft judgment.
Then state what is working, what is missing, and which critic would be blind if something is missing. Do not continue quietly with a critic that cannot see the evidence it needs.
Phase 3: Teardown
Study the user's reference and the relevant /Users/deepsaint/Desktop/design-business/inspo/ files before building. Write 5 to 9 concrete mechanisms to bar.md in the active workspace or project artifact directory.
Mechanisms must be checkable by looking at the rendered output. Avoid adjectives.
Useful mechanisms look like:
- Headline is about 5x body size, with no more than three type sizes visible.
- One accent color appears at most twice per screen.
- Interface motion resolves in one direction, uses exact transform/opacity properties, and stays under 300 ms unless it is rare explanatory or brand motion.
- Above-the-fold whitespace takes at least 40% of the frame.
- Primary call to action sits inside the first viewport without covering the subject.
- Materials have distinct roughness or reflectivity zones rather than one flat surface treatment.
- Warm accent light appears as controlled edge glow or reflection, not a full-scene wash.
- Macro shots preserve crisp edge definition while letting light bleed across the form.
- The palette is intentionally tight, such as anodized silver, space gray, reflective darks, and one warm illumination color.
- Depth is visible through shadow contact, reflections, bevel behavior, parallax, or layered composition.
Useless mechanisms look like:
- Feels premium.
- Clean and modern.
- Strong hierarchy.
- Good use of whitespace.
- Premium 3D look.
- Futuristic energy.
Show or summarize bar.md before continuing. The user does not need to approve every line unless the reference choice or bar is uncertain, but they should be able to see what the critics will enforce.
Premium Craft Lens
When the goal is brand, hero, 3D, motion, or product presentation work, make the loop evaluate production quality explicitly. Pull mechanisms from the reference and the user's brand intent, then ask whether the result has:
- Material specificity: surfaces read as metal, glass, paper, plastic, light, or fabric through roughness, reflection, texture, and edge behavior.
- Light discipline: illumination creates hierarchy, depth, and mood without washing out the composition.
- Palette restraint: a small set of neutrals plus one deliberate accent beats a broad decorative palette.
- Tactile depth: bevels, contact shadows, occlusion, reflections, and parallax make forms feel physically present.
- Macro quality: close crops still reveal clean edges, material transitions, and surface detail.
- Brand integration: the visual language feels native to the product system rather than pasted onto it.
- Controlled energy: movement, glow, contrast, or speed adds tension while preserving clarity and composure.
- Production finish: responsive framing, export quality, compression, fallbacks, and reduced-motion states are part of the deliverable.
For a Rise-like premium reference, useful teardown language might be: tactile logo-as-object, anodized silver and space gray metals, reflective surfaces, warm orange illumination, crisp edge definition, restrained palette, surface transitions, and precision with warmth. Treat these as examples of mechanisms to extract, not a universal style to apply.
If the user gives no external reference, choose the most relevant files from /Users/deepsaint/Desktop/design-business/inspo/ as the reference bar and say which files are setting the bar. If the folder is unavailable, continue with the user's supplied reference and report that the standing inspiration library could not be inspected.
Phase 4: Loop
Split the goal into the smallest independently improvable pieces. For each piece:
- Send a builder brief that includes the goal, relevant inputs, selected piece, output requirements, and current gap history.
- Render the result.
- Run three critics in fresh context, with no knowledge of how the builder worked.
- If any critic fails, send the single biggest named gap back to the builder and repeat.
- Exit when all three critics pass, or when the user stops the run.
Critic roles:
- Brief critic: judges only against the user's stated goal. It ignores aesthetics and answers whether the piece does the job.
- System critic: judges only against the design system, brand doc, or explicit local constraints. It checks objective adherence.
- Craft critic: judges rendered output against
bar.md, the reference, and the premium craft lens when relevant. It sees ours next to the reference, with labels stripped where practical, chooses which is better, and names the single biggest gap.
Write each critic brief for the specific goal and artifact. Do not reuse generic critic wording when the medium changes.
Critic Rules
Critics should be harsh and binary. Use pass or fail, not scores. Scores drift upward and make the loop soft.
Critics judge rendered output, never code. Reading implementation makes a critic evaluate intent instead of result.
All three critics must pass. Any fail returns to the builder with one highest-impact gap, not a pile of suggestions.
For UI and motion work, a craft pass requires invisible details to hold up: exact animated properties, no transition: all, no sluggish ease-in UI entrances, no keyboard-action animation, touch-safe hover states, reduced-motion handling, stable layout, and no text or control overlap at target viewports.
There is no fixed round count. The exit condition is winning the comparison, or the user stopping the loop.
Keep a visible progress note or local progress file with: piece status, each critic verdict, gap history, and round count.
Cost Controls
Do not pretend to know exact token spend. Report round count, elapsed pieces, and remaining planned pieces.
If the user gives a ceiling, treat it as a checkpoint. Pause and ask before continuing past it. The reliable brake is the user watching the loop and stopping it.
Use the strongest available visual/design judgment for the craft critic. Mechanical checks can use cheaper or faster contexts when available; craft judgment is the one that should not be downgraded.
Common Failures
- The reference bar is vague.
- The builder judges its own work.
- The critic sees code instead of rendered output.
- The critic gives a score instead of a binary verdict.
- The loop stops at a fixed round count instead of a quality threshold.
- The scope includes too many pieces.
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