Turn a diagnosis into commercial choices — audience progress, value, distinction, proof, position, promise, and the behavior the organization must change. Use after Brand Intelligence, when a brand needs a defensible strategic direction, when positioning statements exist but nothing downstream changed, or when creative work keeps drifting because nothing is settled. Produces a strategy brief with outcome hypotheses and documented non-choices.
Turn strategy and identity into a living world — recurring behaviors, rituals, environments, narrative patterns, product moments, and cultural cues that make a brand recognizable through what it does. Use when a brand has correct assets but no presence, when every campaign restarts from zero, or when the identity works on a page but has nothing to say in space, time, or interaction. Produces a brand world with pillars, signature behaviors, and campaign translation rules.
Build a visual identity system whose strategic idea survives across typography, color, form, composition, imagery, motion, product surfaces, campaigns, and small formats. Use when a brand needs visual expression built as a system rather than a logo presentation, when identity work looks good in guidelines but falls apart in production, or when a brand is invisible without its logo. Produces an identity system with a recognition map, application rules, accessibility standards, and stress tests.
Generate genuinely different positioning territories and choose between them on strategic mechanism, credibility, behavioral consequence, creative range, and downside risk. Use when a brand needs real alternatives rather than one direction to approve, when every option on the table is the same idea in different words, or when a decision between directions has stalled. Produces a territory matrix and a defended choice with the evidence that would reverse it.
Build a verbal identity that makes a brand recognizable in language — voice, tone, messaging hierarchy, proof language, vocabulary, and how each shifts by context without losing character. Use when writing sounds interchangeable with competitors, when every channel sounds identical or nothing sounds related, when teams need to write without a copywriter, or when tone guidance exists but nobody can apply it. Produces a verbal system with worked examples across real contexts.
Adapt one interface across space, input, content pressure, text scaling, orientation, localization, and reduced motion. Use when designing or reviewing responsive behavior, touch and keyboard support, or layouts that break under real content.
Design interaction contracts, feedback, motion, timing, direct manipulation, interruption, cancellation, and recovery. Use when specifying or reviewing how an interface responds to input, choosing whether and how to animate, or fixing behavior that feels unresponsive or theatrical.
Model an interface's task hierarchy, surfaces, navigation, flows, component boundaries, and state ownership. Use when structuring a new surface, reorganizing navigation, deciding where a task belongs, or diagnosing whether a problem is structural rather than visual.
Refine visual hierarchy, typography, spacing, density, color, material, and optical alignment. Use when an interface looks unresolved, cramped, flat, or busy, or when tightening visual quality before release.
Adversarially review a complete interface across product, architecture, craft, interaction, adaptation, state, accessibility, and engineering, and diagnose root causes. Use when requesting a hard critique, a pre-release quality pass, or an explanation for why an interface feels wrong.
Reconstruct the design logic and grammar behind an existing interface from live UI, screenshots, source, or DOM. Use when analyzing why an interface works, rebuilding a reference, or extracting a system from an existing product.
Understand the real interface problem before deciding on a solution, separating request from intent and evidence from assumption. Use for ambiguous interface requests, major redesigns, unfamiliar products, consequential interaction decisions, or when the proposed UI may not be the real solution.
Turn a design uncertainty into a controlled comparison of materially different directions that produces a decision. Use when a consequential interface choice is genuinely unresolved and prototyping would reduce the risk of committing.
Run a unified evidence-driven review of an interface, change, flow, or product surface by coordinating the 10X Interface disciplines and producing one consolidated decision.
Run the final evidence-based release gate and issue a SHIP, SHIP WITH KNOWN LIMITATIONS, or DO NOT SHIP verdict. Use before releasing interface work, when deciding whether quality and coverage are sufficient, or when remaining risk must be made explicit.
Map and stress the reachable state space: empty, loading, partial, error, permission, stale, overflow, interrupted, and restored states. Use when an interface has only been designed for the ideal state, or when hardening behavior beyond the happy path.
DesignCortex is a perceptual frontend skill for Claude Code — exact CSS values, lookup tables, and formulas grounded in visual science so Claude stops writing averaged-out frontend code.
A folder with a SKILL.md file: a name, a description of when to use it, and instructions. Claude loads a skill only when the task matches its description.
How do I use one I find here?
Copy the folder into your project's .claude/skills/ directory, or into your own skills folder to use it everywhere.
What do the warnings mean?
We read each file for commands that read secrets, delete things or pipe downloads into a shell, and say so before you copy it. No warning is not a promise that a file is safe.
Which skills worked for people?
Open a skill to see its discussion. Reports from people and their agents are coming.