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design-grilling

Skill0 starsChanged 34 days agoMITView on GitHub

Interview method for drawing out brand, taste, and design requirements from someone who is not a designer. Use when a graphic skill needs to ask the user about their brand, preferences, or a brief.

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

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

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    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
  1. Distinctive:

    No design jargon without a one-line gloss.

    line 32

≈ “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

Design grilling

Interview the human relentlessly until the brand or brief is clear. Map the subject as a design tree: every decision branches into the decisions that hang off it.

Work the tree in rounds. The frontier is every decision whose prerequisites are settled. Ask the frontier in one round, at most five questions, numbered, each with your recommended answer. Wait for the answers, recompute the frontier, ask the next round. A question that depends on another open question in the same round belongs to a later round.

❓ **Q1** - **<title>**: <question, with a one-line gloss for any design term>

➡️ <your recommended answer and why, in one line>

Facts are yours, decisions are theirs

Competitors, font availability, platform sizes, and anything in their files you look up yourself. Never ask the human for what a search or a file read can settle. Put each decision to them and wait.

Show, don't tell

Taste is hard to say and easy to point at. When a question stalls, make the choice visible: two or three contrasting options as swatches, type specimens, or small mocks rendered in HTML, then ask "which feels more like you?". Contrast beats description: pick options that differ on one axis at a time.

Evidence over adjectives

When the human names or shows something they like or dislike, ask what exactly pulls them: shape, weight, spacing, color, mood, one attribute. Record the attribute with the item. "I like Nike" is trivia; "I like how one bold shape carries the whole brand" is a design requirement.

Plain language

No design jargon without a one-line gloss. Reply in the user's language. "I don't know" is an answer: turn it into a visible probe, or defer the decision with a default and a reason.

Done

The session is done when the frontier is empty: every branch is decided, deferred with a reason, or not applicable, and nothing was silently assumed. Write each round as it closes, not at the end, into the file the calling skill names (the brand memory for brand work, the brief for a brief). Read the summary back in plain words and get an explicit yes before acting on it.

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