design ยท diff

git:20260827.f961daa to git:20260828.11fcd39

38 added, 44 removed. Audit A to A.

---
name: design
- description: Direct product UX and visual design for interfaces, pages, dashboards, forms, and design systems. Use for new UI, redesigns, visual audits, interaction flows, responsive composition, product states, or pixel-accurate visual verification; own user goals, information architecture, hierarchy, typography, color, density, and art direction while leaving framework and frontend engineering decisions to the frontend skill.
+ description: Direct product UX and visual design for interfaces, pages, dashboards, forms, and design systems. Use for new interfaces that require design decisions, redesigns, visual audits, design-system work, or pixel-accurate acceptance; do not invoke for routine frontend implementation that preserves an established design.
---
# Design
- Create an interface that belongs to this product, audience, task, and content. Make it useful before making it expressive, then give it a clear visual point of view without sacrificing familiarity, accessibility, or speed of comprehension.
+ Create an interface that belongs to this product, audience, task, and content. Make it useful before expressive, with a clear visual point of view that preserves familiarity, accessibility, and speed of comprehension.
## Own the design boundary
- This skill owns product intent, user flow, information architecture, content hierarchy, composition, visual language, interaction states, responsive behavior, accessibility intent, and visual quality.
+ This skill owns user goals, flow, information architecture, content hierarchy, composition, visual language, interaction states, responsive priorities, accessibility intent, and visual acceptance. The frontend skill owns framework, component, state, data, rendering, compatibility, performance, and build decisions. The accessibility skill owns barrier prevention, semantic and assistive-technology behavior, and conformance evidence.
- The frontend skill owns implementation architecture, framework patterns, component engineering, data fetching, state management, browser compatibility, performance, and build tooling. When both apply, provide design decisions and measurable acceptance criteria; do not prescribe engineering structure unless it changes the experience.
+ Routine implementation that preserves an established design belongs to frontend. Activate this skill only when a visual, interaction, information-architecture, or product-experience decision is material, or when visual acceptance must be evaluated. When several skills apply, express design decisions as measurable experience criteria instead of prescribing engineering structure.
- If the user supplies an existing design system, brand, reference image, or product surface, preserve it unless the request is to change it. A redesign must still feel related to the product and its users, not like a template pasted over the old interface.
+ Preserve an existing design system, brand, reference, and product language unless the request changes them. A redesign must remain recognizably related to the product and its users.
## Ground the direction
- 1. Identify the primary users, their goal, frequency of use, environment, expertise, device mix, constraints, and the decision or action the screen must enable.
+ 1. Identify the primary users, task, frequency, environment, expertise, device mix, constraints, and decision or action the screen must enable.
2. Inspect existing screens, tokens, components, content, data shape, brand assets, interaction conventions, and visual references before choosing a direction.
- 3. Define the first-screen priority: what the user must understand, see, or do without scrolling, opening help, or decoding decorative copy.
- 4. Map the required states and transitions, including first use, populated, loading, partial, empty, validation error, system error, success, disabled, no permission, and narrow viewport when applicable.
- 5. State the art direction in concrete terms such as composition, density, type treatment, color behavior, imagery, and interaction rhythm. Avoid vague mood words that do not constrain a design decision.
+ 3. Define what the user must understand, see, or do first. Map the material states and transitions, including loading, partial, empty, validation, failure, success, disabled, permission, and narrow-viewport states when applicable.
+ 4. State the art direction through concrete composition, density, typography, color, imagery, and interaction choices. Avoid mood words that do not constrain a decision.
- Do not invent product metrics, testimonials, customers, activity, alerts, avatars, charts, or content to make a screen look complete. Use truthful sample data clearly derived from the task. When a prototype needs records but no data contract exists, use generic structural records, derive every displayed count from them, and label the experience or dataset as demonstrative so it cannot be mistaken for live product truth.
+ Do not invent metrics, testimonials, customers, activity, alerts, avatars, charts, or content to fill a screen. Use task-derived sample data. When a prototype needs records but no data contract exists, use generic structural records, derive displayed totals from them, and label the dataset as demonstrative.
- On product and operational screens, supporting summaries, filters, onboarding, and explanation must not push the primary working content below the first mobile viewport. Collapse, reorder, or move secondary information when it delays the user's task.
+ On product and operational screens, summaries, filters, onboarding, and explanation must not delay the primary work below the first mobile viewport. Collapse, reorder, or move secondary information when needed.
## Remove generated-UI defaults
- - Do not add a generic marketing hero to a product screen or a landing page whose value is better shown through the actual product, service, or evidence.
- - Do not put every section, statistic, control, or sentence in a rounded card. Use grouping, alignment, whitespace, rules, tables, and shared surfaces before adding another container.
- - Do not nest cards to manufacture hierarchy. A container must correspond to a real semantic or interaction boundary.
- - Avoid decorative gradients, blurred blobs, glows, glass panels, floating ornaments, random accent lines, and oversized background shapes unless they express an established brand or content concept.
- - Avoid oversized headings and sparse first screens that delay useful content. Scale type from the information hierarchy and available viewport, not from a landing-page template.
- - Avoid rows of interchangeable metric cards, icon-label-feature grids, testimonial strips, badge clouds, pill-heavy navigation, and repeated call-to-action blocks without a product-specific reason.
- - Do not print instructions that narrate the interface, implementation, or obvious gestures. Use familiar controls, direct labels, contextual help at the point of need, and visible state feedback.
- - Do not use color, icons, shadows, motion, or illustrations as filler. Each must clarify hierarchy, state, brand, data, or action.
- - Remove promotional language, vague claims, generic reassurance, forced enthusiasm, and text that could appear unchanged in another product.
+ - Do not add a generic marketing hero when the product, service, or evidence can communicate value directly.
+ - Do not place every section, statistic, control, or sentence in rounded cards or nest cards to manufacture hierarchy. Use grouping, alignment, whitespace, rules, tables, and shared surfaces; every container needs a real semantic or interaction boundary.
+ - Avoid decorative gradients, blobs, glows, glass panels, ornaments, random accents, oversized background shapes, and filler icons, shadows, motion, or illustrations unless they clarify hierarchy, state, brand, data, or action.
+ - Avoid oversized headings, sparse first screens, interchangeable metric tiles, feature grids, testimonial strips, badge clouds, pill-heavy navigation, and repeated calls to action without a product-specific reason.
+ - Do not narrate obvious gestures, implementation, or acceptance criteria in the interface. Use familiar controls, direct labels, contextual help, and visible state feedback.
+ - Remove promotional language, vague claims, generic reassurance, forced enthusiasm, fake charts, and text that could appear unchanged in another product.
- Avoiding slop does not mean producing a sterile gray wireframe. Use deliberate proportion, contrast, typography, imagery, rhythm, and occasional asymmetry to create character. Make one or two strong choices and support them consistently instead of applying many weak effects.
+ Avoiding generic output does not mean a sterile gray wireframe. Use deliberate proportion, contrast, typography, imagery, rhythm, and occasional asymmetry. Make one or two strong choices and support them consistently.
## Load conditional guidance
- Before editing, read every reference triggered by the task. The summary in this file does not replace the detailed constraints. For any rendered UI, read visual verification before the first render.
+ Read only the references triggered by the task:
- 1. Read [visual foundations](references/foundations.md) when establishing or changing typography, spacing, grid, color, density, responsive behavior, localization, or design-system tokens.
+ 1. Read [visual foundations](references/foundations.md) when changing typography, spacing, grid, color, density, responsive behavior, localization, or design-system tokens.
2. Read [product patterns](references/product-patterns.md) when designing forms, dashboards, navigation, workflows, empty or loading states, errors, permissions, destructive actions, or dense operational UI.
- 3. Read [visual verification](references/visual-qa.md) before declaring any rendered interface complete, or whenever the request involves visual accuracy, screenshots, responsive QA, pixel comparison, or design review.
+ 3. Read [visual verification](references/visual-qa.md) before implementing a material visual change, matching a reference, declaring a rendered design complete, or performing screenshot, responsive, pixel, or visual-regression review.
- Load only the references that affect the request. Visual verification is required for implemented or modified UI even when the user does not explicitly ask for screenshots.
+ Visual evidence is required for affected visual behavior, but its scope must match the change and available project tooling.
## Render, inspect, and revise
- Do not judge a rendered interface from source code alone.
-
- 1. Run the real application or the narrowest faithful preview with representative content and deterministic state.
- 2. Capture full-page and focused screenshots at representative desktop and mobile viewports. Include every state affected by the change, not only the ideal populated state.
- 3. Open and inspect the screenshots. Check hierarchy, balance, density, line length, wrapping, clipping, overlap, alignment, controls, focus, and the first-screen experience.
- 4. Measure actual DOM geometry and computed styles for key anchors. Verify container edges, columns, gutters, repeated baselines, control dimensions, typography, spacing, scroll dimensions, and loaded fonts.
- 5. Produce at least one temporary annotated overlay for an implemented interface. Draw guides on the screenshot for container edges, columns, baselines, repeated component bounds, centers, and measured gaps; inspect visible drift instead of estimating it by eye.
- 6. Fix the largest structural problem first, render again, and repeat until screenshots and measurements satisfy the design intent. Do not mask layout problems with screenshot tolerances.
- 7. Recheck desktop and mobile after every structural change. A correction at one width is incomplete if it creates overflow, truncation, or a broken hierarchy at another.
+ Do not judge changed visual behavior from source code alone.
- Keep QA screenshots, overlays, and measurements out of production assets unless the user requests them as deliverables.
+ 1. Run the real application or narrowest faithful preview with representative content and deterministic state.
+ 2. Capture the affected states at viewports that can expose the changed risk. Use desktop and mobile when responsive composition, priority, wrapping, or navigation changed; do not require unrelated viewports for a fixed local change.
+ 3. Inspect hierarchy, balance, density, line length, wrapping, clipping, overlap, alignment, controls, focus, and first-screen priority as applicable.
+ 4. Measure DOM geometry and computed styles when exact dimensions or alignment are part of acceptance, a supplied reference must be matched, or inspection cannot resolve the question.
+ 5. Create an annotated overlay or pixel guide only for pixel-accurate work, repeated alignment drift, or a reference comparison where it answers a concrete question.
+ 6. Fix the largest structural problem first, render again, and recheck every affected state or viewport. Reuse established visual-regression infrastructure; do not add a framework or broad baseline set for one narrow change.
+ 7. Keep temporary screenshots, overlays, measurements, and baselines out of production assets unless requested.
- Do not claim visual verification without naming the inspected desktop and mobile viewport sizes, screenshot and overlay paths, horizontal-overflow result, loaded font result, and the key geometry measurements used to accept the layout. If a browser or screenshot tool is unavailable, report that limitation instead of treating source inspection as visual proof.
+ Report only checks actually performed. Name material viewports, states, artifacts, overflow and font results, and geometry or comparison evidence. If rendering tools are unavailable, report the limitation instead of treating source inspection as visual proof.
## Final audit
- Reject or revise the result if any answer is no.
+ Reject or revise the result if any applicable answer is no.
1. Can the intended user identify the screen's purpose and primary action immediately?
- 2. Does the information order match the user's task rather than the implementation or organization structure?
- 3. Does the interface have a product-specific visual point of view without generic heroes, card grids, gradients, fake data, or decorative filler?
- 4. Are typography, spacing, grid, color, density, and component states internally consistent and tied to a compact token system or the existing design system?
- 5. Do loading, empty, partial, error, success, disabled, focus, hover, and permission states communicate what happened and what the user can do next?
- 6. Does content reflow across desktop and mobile without horizontal overflow, unintended clipping, overlap, inaccessible targets, or lost priority?
+ 2. Does information order match the user's task rather than implementation structure?
+ 3. Does the interface have a product-specific direction without generic heroes, card grids, gradients, fake data, or decorative filler?
+ 4. Are typography, spacing, grid, color, density, and states internally consistent with the existing or compact token system?
+ 5. Do loading, empty, partial, error, success, disabled, focus, hover, and permission states explain what happened and the next action?
+ 6. Does content reflow across affected viewports without overflow, clipping, overlap, inaccessible targets, or lost priority?
7. Do contrast, focus, semantics, status feedback, zoom, text resizing, keyboard use, and reduced motion meet the applicable accessibility standard?
- 8. Can the layout tolerate longer localized text, different number and date formats, and right-to-left direction when the product requires localization?
- 9. Were the final screenshots inspected, key geometry measured, fonts verified, pixel guides used where needed, and all observed defects corrected?
+ 8. Can the layout tolerate required localization, longer text, formats, and right-to-left direction?
+ 9. Was the affected visual behavior rendered and inspected with proportionate evidence, and were material defects corrected?