color-system
Turn a chosen direction into a real palette: tints, WCAG contrast, dark mode mapping, elevation and tokens.
Skill by poorvith-mp
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About
Use cases: design
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/color-system
What's inside
- Skill name
color-system- Description
- Turn a chosen direction into a real palette: tints, WCAG contrast, dark mode mapping, elevation and tokens. Use when building semantic color tokens, dark mode palettes, or contrast scales.
- License
- MIT
- Instructions
- 122 lines in SKILL.md · view on GitHub
Files (3)
- SKILL.md
- color-system.skill
- routing.yaml · evals/
SKILL.md (first lines)
# color-system
## Core Philosophy
A production color system is not a static Figma swatch board of 5 favorite hex codes. A true color system is a mathematically coherent, tokenized software architecture. It governs contrast ratios, elevation surface ramps, perceptual lightness distribution, semantic state bindings, and flawless bidirectional light/dark mode transitions without manual per-screen overrides.
---
## 4-Step Scalable Color System Engineering
### Step 1: The 3-Tier Token Architecture
1. **The Token Hierarchy**:
- *Tier 1: Global Primitives (Raw Values)*:
- `blue-500: #3B82F6`, `slate-900: #0F172A`. Never consume primitives directly in components.
- *Tier 2: Semantic Tokens (System Purpose)*:
- `surface-canvas: var(--slate-900)`, `action-primary: var(--blue-500)`.
- *Tier 3: Component Tokens (Scoped Overrides)*:
- `button-primary-bg: var(--action-primary)`.
### Step 2: Perceptual Color Spaces (OKLCH) & Shade Generation
1. **Why sRGB/HSL Fails**:
- HSL is mathematically flawed: pure yellow ($H=60$) has vastly higher perceived luminance than pure blue ($H=240$), making consistent lightness across hues impossible.
2. **The OKLCH Standard**:
- Use **OKLCH** (`oklch(L C H)`):
- $L$ = Perceptual Lightness (0% to 100%).
- $C$ = Chroma / Saturation (0 to ~0.37).
- $H$ = Hue angle ($0^\circ$ to $360^\circ$).
- Generating consistent shades (50 to 950): Fix Hue and Chroma, and step Lightness mathematically from 95% down to 10%.
### Step 3: Elevation Ramps & Dark Mode Surface Parity
1. **The Elevation Surface Ladder in Dark Mode**:
- In light mode, elevation is communicated via drop shadows (`box-shadow`).
- In dark mode, shadows are invisible against dark backgrounds. Elevation must be communicated via **surface lightness stepping**:
- `surface-base (0dp)`: `oklch(14% 0.02 260)` (Canvas background)
- `surface-raised (1dp)`: `oklch(18% 0.02 260)` (Card background)
- `surface-overlay (4dp)`: `oklch(22% 0.02 260)` (Dropdown menu)
- `surface-modal (8dp)`: `oklch(26% 0.02 260)` (Floating dialog)
2. **Never Use Pure Black (`#000000`) for Dark Mode**:
- Pure black causes harsh pixel smearing on OLED screens and severe contrast strain against pure white text. Use deep slate/navy tints ($L pprox 12–15\%$).
### Step 4: Semantic State Mapping & Automated Contrast Gates
1. **Interactive State Offsets**:
- Hover: Adjust lightness by $\pm 5\%$ in OKLCH.
- Pressed / Active: Adjust lightness by $\pm 10\%$.
- Disabled: Lock Chroma to 0 (grayscale) and set opacity to 40%.
2. **Contrast Verification**:
- Automatically assert that every text semantic token against its assigned surface token achieves $\ge 4.5:1$ WCAG contrast.
---
## Deliverable Format: Color Tokens Definition (`tokens.css`)
```css
/* ==========================================================================
PRODUCTION COLOR SYSTEM TOKENS (OKLCH)
========================================================================== */
:root {
/* 1. Global Primitives (Indigo Scale) */
--indigo-50: oklch(96% 0.02 270);
--indigo-500: oklch(58% 0.22 270);
--indigo-600: oklch(50% 0.22 270);
--indigo-900: oklch(24% 0.12 270);
/* Slate Scale */
--slate-50: oklch(98% 0.005 250);
--slate-100: oklch(94% 0.010 250);
--slate-800: oklch(22% 0.020 250);
--slate-900: oklch(14% 0.020 250);
/* 2. Semantic Mappings (Light Mode Default) */
--surface-canvas: var(--slate-50);
--surface-card: #ffffff;
--text-primary: var(--slate-900);
--text-muted: var(--slate-800);
--border-subtle: var(--slate-100);
--action-primary-bg: var(--indigo-500);
--action-primary-hover: var(--indigo-600);
--action-primary-text: #ffffff;
}
/* 3. Dark Mode Overrides (Automatic Surface Inversion) */
[data-theme="dark"] {
--surface-canvas: var(--slate-900);
--surface-card: var(--slate-800);
--text-primary: var(--slate-50);
--text-muted: var(--slate-100);
--border-subtle: var(--slate-800);
--action-primary-bg: var(--indigo-500);
--action-primary-hover: var(--indigo-600);
--action-primary-text: #ffffff;
}
```
---
## Worked Example: Automated CI Contrast Gate
- **Tooling**: Integrated `stylelint-color-contrast` into frontend test suite.
- **Detection**: PR attempted to set secondary text to `#888888` on `#FFFFFF` (contrast 3.5:1; fails WCAG AA).
- **Resolution**: CI failed build automatically; developer adjusted token to `#6B7280` (4.6:1), maintaining full accessibility compliance.
---
## Verification Checklist
- [ ] Tokens structured into 3 distinct tiers (Primitives -> Semantics -> Components).
- [ ] Color shades generated in perceptual color space (OKLCH or Lab).
- [ ] Dark mode surfaces use stepped elevation lightness ramps rather than pure black.
- [ ] All interactive states (Hover, Active, Focus, Disabled) mathematically derived.
- [ ] Automated tests verify $\ge 4.5:1$ contrast across all text/surface pairings.
---
## Anti-Patterns
- **Hardcoding Hex Codes in Components**: Writing `color: #4F46E5` directly inside a React component stylesheet.
- **Inverted Dark Mode Negatives**: Inverting black text to white while leaving bright background containers blindingly white.From poorvith-mp/skills-design, MIT.
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Signals
- Stars
- 0
- Forks
- 1
- Open issues
- 0
- Last commit (this folder)
- Sep 12, 2026 (1 month ago)
- Last release
- Oct 2, 2026 (28 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/poorvith-mp/skills-design
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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color-system skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-color-system (last updated 2026-10-24)