Skip to content
Agentmart
Submit a tool

design

Create, redesign, audit, or polish the visual design of frontend UI — components, pages, dashboards, landing pages, artifacts, posters — so they look…

Skill by gesmith0606

IndexedMIT
Write a review

Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/gesmith0606-design

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

Get the weekly diff

The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.

We use your email only for this newsletter. Privacy

About

Create, redesign, audit, or polish the visual design of frontend UI — components, pages, dashboards, landing pages, artifacts, posters — so they look distinctive rather than generic "AI slop." Trigger when the user asks to build or improve how an interface looks, or calls a design generic, cheap, templated, bland, or AI-made. Entry points: craft, redesign, teach.

Use cases: design, frontend, security

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/design

What's inside

Skill name
design
Description
Create, redesign, audit, or polish the visual design of frontend UI — components, pages, dashboards, landing pages, artifacts, posters — so they look distinctive rather than generic "AI slop." Trigger when the user asks to build or improve how an interface looks, or calls a design generic, cheap, templated, bland, or AI-made. Entry points: craft, redesign, teach.
License
MIT
Instructions
226 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • effect-catalog.md · references/
  • stack-engineering.md · references/

SKILL.md (first lines)

# Design

> **Routing:** visual/aesthetic quality only — not code-correctness review, backend/API/"system" design, or logo/brand-identity work. Deep animation/motion craft → `emil-design-eng`.

Build interfaces that look like a person with taste made deliberate choices — not like a model
emitted a safe default. The enemy is "AI slop": the centered hero, the three equal cards, the
purple-blue gradient, Inter everywhere, everything in a rounded box. This skill encodes the
principles and concrete rules that avoid that and produce work that feels intentional and
expensive.

## Modes

Pick based on the task (the user may name one, or infer it):

- **`craft`** — greenfield. Build a new component/page/app from scratch. → start at *Direction*.
- **`redesign`** — existing code. Audit what's there and fix it without breaking it. → jump to
  *Redesign mode* near the end.
- **`teach`** — capture design context before building. → see *Direction → context*.

## The one rule behind all the others

**Commit to a point of view.** Generic output comes from refusing to choose — hedging toward
the safe middle on every axis. Good design picks a direction (editorial? brutalist? soft and
expensive? technical and dense?) and pushes it consistently through type, color, space, and
motion. Before writing any CSS, decide what this should *feel* like, and let that decision
cascade. When in doubt, be more opinionated, not less.

A quick gut check before shipping — the **AI Slop Test**: *would someone look at this and
immediately assume an AI made it?* If yes, find the tells and kill them (see *Absolute bans*).

---

## Direction (do this first in `craft`/`teach`)

You cannot design well for a context you don't understand. Don't infer the audience or brand
from the code — ask. Get three things before committing to an aesthetic:

1. **Who/what** — the product, the audience, the one feeling it should evoke.
2. **Three brand words** — adjectives the user picks (e.g. "calm, precise, trustworthy"). These
   drive type and color far better than a generic "make it modern."
3. **Viewing context** — where it's used (dev tool at night → dark; wedding site → light/airy).
   *Derive* the theme from this rather than defaulting to dark mode reflexively.

In `teach` mode, write these into a `.design-context.md` at the project root so future sessions
inherit the decisions. If the user is impatient ("just make it look good"), pick a bold,
defensible direction yourself and state the call you made in one line.

---

## Typography

Type is the highest-leverage design decision and the most common AI tell.

- **Font choice = brand expression, not a default.** Translate the three brand words into a
  pairing. Don't reflexively reach for the current monoculture — **Inter, Geist, Space Grotesk,
  DM Sans, Roboto, Open Sans, Arial, Helvetica** and the like are not *wrong*, but they're so
  overused they read as "default." If you use one, do it deliberately and vary across projects.
  Prefer a pairing with a distinct display face for headings + a clean text face for body.
- **Scale with contrast.** Timid type (everything 14–18px) is slop. Use a real type scale with a
  decisive jump between body and headings (display can be 2–4× body). Set `line-height` tighter
  on headings (~1.05–1.2), looser on body (~1.5–1.6).
- **Body measure 65–75ch.** Wider is unreadable; full-width text is a tell.
- **Tighten tracking on large text**, leave body alone. Use real typographic characters
  (curly quotes, en/em dashes, × not x).

---

## Color & theme

- **Use OKLCH, not HSL.** It keeps perceived lightness consistent across hues. Reduce chroma at
  the extremes (very light/very dark) or colors turn neon or muddy.
- **Never pure `#000` or `#fff`.** Use a near-black tinted toward the brand hue and an off-white;
  pure black/white on screen is harsh and flat.
- **One accent, used sparingly.** A single saturated accent (desaturate it below ~80% so it
  isn't garish) carries more weight than a rainbow. **60-30-10** by *visual weight*: dominant
  neutral, secondary tone, 10% accent.
- **Tint your neutrals** toward the brand hue (a warm gray under a warm brand, etc.) — pure gray
  scales feel sterile.
- **Tint shadows** toward the background hue rather than using black-with-opacity.
- **Avoid the AI palette:** the purple→blue gradient ("Lila"), teal-on-dark, and the generic
  SaaS-violet. If you reach for purple-blue, stop and choose something the brand words justify.

---

## Layout & space

- **4pt spacing system with semantic tokens.** Define `--space-xs/sm/md/lg/...` on a 4px base and
  reference *those*, not magic numbers. Prefer `gap` on flex/grid over per-element margins.
- **Generous, intentional whitespace.** Cramped UIs feel cheap; let things breathe, but vary
  density so it's not uniform mush.
- **Break the grid.** Symmetry and dead-center everything is the slop default. Use asymmetry,
  off-center focal points, and deliberate alignment. A 12-col grid you actually break beats a
  3-equal-card row.
- **Don't box everything.** Cards are for when elevation communicates real hierarchy — not a
  reflex wrapper around every element. Use whitespace, dividers, and type to group instead.
- **Modern CSS for real layout:** `grid-template-columns: repeat(auto-fit, minmax(...))` for
  responsive grids, container queries so components adapt to their container (not just the
  viewport), `min-h-[100dvh]` not `100vh` (mobile browser chrome), `clamp()` for fluid type/space.

For named layout archetypes (Bento, editorial split, Z-axis cascade, etc.), see
`references/effect-catalog.md`.

---

## Surface & materiality

This is where "expensive" lives — the details most output skips.

- **Real glassmorphism** = `backdrop-blur` + a 1px inner border (subtle top-light) + a soft inner
  shadow. Just blur with no border looks cheap. Apply blur only on `fixed`/`sticky` elements,
  never on scrolling content (it thrashes performance).
- **Nested enclosures (the "double-bezel"):** an outer shell + an inner core with concentric
  radii — inner radius = outer radius − padding (`rounded-[calc(1.5rem-0.375rem)]`). This reads as
  crafted hardware. Pairs with "button-in-button" (a trailing icon chip inside a button).
- **Grain/noise**, if used, goes on one `fixed`, `pointer-events-none` overlay at low opacity —
  not per-component.
- **Depth through layering** (shadow + border + subtle background shift), not heavy drop shadows.

---

From gesmith0606/claude-config-public, MIT.

More from gesmith0606/claude-config-public

Signals

Stars
0
Forks
0
Open issues
0
Last commit (this folder)
Aug 9, 2026 (2 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

More from gesmith0606

Cite this page

design skill. Agent Mart. https://agentmart.dev/skills/gesmith0606-design (last updated 2026-10-24)