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Deibler/universal-design-principles
Cross-agent marketplace of Universal Design Principles skills for Claude Code, Codex, Cursor, Gemini CLI, and other AI agents.
History
Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.
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plugins/aesthetics-and-emotion-principles/skills/aesthetic-usability-effect/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/aesthetics-router/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/archetypes/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/archetypes-brand-voice/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/archetypes-storytelling-arcs/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/exposure-effect/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/exposure-onboarding/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/exposure-redesign-risk/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/form-follows-function/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/form-follows-function-as-axiom/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/form-follows-function-success-criteria/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/immersion/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/immersion-distraction-cost/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/immersion-flow/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/wabi-sabi/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/wabi-sabi-imperfection/SKILL.md
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plugins/aesthetics-and-emotion-principles/skills/wabi-sabi-restraint/SKILL.md
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plugins/cognition-and-learnability-principles/skills/80-20-feature-prioritization/SKILL.md
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plugins/cognition-and-learnability-principles/skills/80-20-redesign-targeting/SKILL.md
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plugins/cognition-and-learnability-principles/skills/80-20-rule/SKILL.md
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plugins/cognition-and-learnability-principles/skills/chunking/SKILL.md
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plugins/cognition-and-learnability-principles/skills/chunking-form-grouping/SKILL.md
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plugins/cognition-and-learnability-principles/skills/chunking-numeric-and-otp/SKILL.md
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plugins/cognition-and-learnability-principles/skills/cognition-router/SKILL.md
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plugins/cognition-and-learnability-principles/skills/consistency/SKILL.md
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plugins/cognition-and-learnability-principles/skills/consistency-external/SKILL.md
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plugins/cognition-and-learnability-principles/skills/consistency-internal/SKILL.md
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plugins/cognition-and-learnability-principles/skills/hicks-law/SKILL.md
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plugins/cognition-and-learnability-principles/skills/hicks-law-defaults/SKILL.md
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plugins/cognition-and-learnability-principles/skills/hicks-law-menus/SKILL.md
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plugins/cognition-and-learnability-principles/skills/hicks-law-pricing/SKILL.md
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plugins/cognition-and-learnability-principles/skills/iconic-arbitrary-and-symbolic/SKILL.md
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plugins/cognition-and-learnability-principles/skills/iconic-representation/SKILL.md
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plugins/cognition-and-learnability-principles/skills/iconic-resemblance/SKILL.md
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plugins/cognition-and-learnability-principles/skills/mental-model/SKILL.md
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plugins/cognition-and-learnability-principles/skills/mental-model-mismatch-and-onboarding/SKILL.md
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plugins/cognition-and-learnability-principles/skills/mental-model-system-vs-interaction/SKILL.md
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plugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md
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plugins/cognition-and-learnability-principles/skills/mimicry-behavioral/SKILL.md
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plugins/cognition-and-learnability-principles/skills/mimicry-surface/SKILL.md
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plugins/cognition-and-learnability-principles/skills/progressive-disclosure/SKILL.md
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plugins/cognition-and-learnability-principles/skills/progressive-disclosure-defaults-and-tucking/SKILL.md
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plugins/cognition-and-learnability-principles/skills/progressive-disclosure-disclosure-affordances/SKILL.md
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plugins/cognition-and-learnability-principles/skills/recognition-over-recall/SKILL.md
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plugins/cognition-and-learnability-principles/skills/recognition-pickers-and-palettes/SKILL.md
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plugins/cognition-and-learnability-principles/skills/recognition-recents-and-suggestions/SKILL.md
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plugins/cognition-and-learnability-principles/skills/wayfinding/SKILL.md
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plugins/cognition-and-learnability-principles/skills/wayfinding-breadcrumbs-and-context/SKILL.md
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plugins/cognition-and-learnability-principles/skills/wayfinding-physical-spatial-metaphors/SKILL.md
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plugins/cognition-and-learnability-principles/skills/wayfinding-search-and-recovery/SKILL.md
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plugins/interaction-and-control-principles/skills/affordance/SKILL.md
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plugins/interaction-and-control-principles/skills/affordance-false-and-anti/SKILL.md
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plugins/interaction-and-control-principles/skills/affordance-signifiers/SKILL.md
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plugins/interaction-and-control-principles/skills/constraint/SKILL.md
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plugins/interaction-and-control-principles/skills/constraint-physical/SKILL.md
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plugins/interaction-and-control-principles/skills/constraint-psychological/SKILL.md
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plugins/interaction-and-control-principles/skills/control/SKILL.md
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plugins/interaction-and-control-principles/skills/control-locus/SKILL.md
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First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/control-power-vs-simplicity/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/errors/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/errors-mistakes/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/errors-slips/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/expectation-effect/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/expectation-effect-design-cues/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/expectation-effect-priming/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/feedback-loop/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/feedback-loop-positive-vs-negative/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/feedback-loop-states-and-latency/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/fitts-law/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/fitts-law-pointer-acceleration/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/fitts-law-screen-edges/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/fitts-law-touch-targets/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/forgiveness/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/forgiveness-confirmation-and-prevention/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/forgiveness-undo-and-soft-delete/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/interaction-router/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/mapping/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/mapping-cultural/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/interaction-and-control-principles/skills/mapping-natural/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/alignment/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/alignment-grid-systems/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/alignment-text-and-numerics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/closure/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/closure-completion-cost/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/closure-implied-shapes/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/color/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/color-accessibility-and-mode/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/color-semantic-systems/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/figure-ground-cues/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/figure-ground-overlays-and-modals/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/figure-ground-relationship/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/gestalt-similarity/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/hierarchy/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/hierarchy-color-and-tone/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/hierarchy-spatial/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/hierarchy-typographic/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/legibility/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/legibility-contrast-and-spacing/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/legibility-typeface-and-size/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/perception-router/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/proximity/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/proximity-data-tables/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/proximity-form-fields/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/proximity-navigation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/readability/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/readability-line-length/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/readability-rhythm-and-prose/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/signal-to-noise-ratio/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/similarity-and-contrast/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/similarity-grouping/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/snr-decoration-removal/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/snr-densification/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/perception-and-hierarchy-principles/skills/snr-emphasis-economy/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/process-and-robustness-principles/skills/accessibility/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/process-and-robustness-principles/skills/accessibility-operable/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/process-and-robustness-principles/skills/accessibility-perceivable/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
Diff text is unavailable under the recorded licenses. Line counts and the GitHub link remain available.
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → 09b9858fc983
No earlier version was observed for comparison.
plugins/process-and-robustness-principles/skills/accessibility-robust/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
09b9858fc983 → 09b9858fc983
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plugins/process-and-robustness-principles/skills/accessibility-understandable/SKILL.md
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plugins/process-and-robustness-principles/skills/iteration-design-vs-development/SKILL.md
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plugins/process-and-robustness-principles/skills/iteration-prototype-fidelity/SKILL.md
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plugins/process-and-robustness-principles/skills/ockhams-equivalent-designs/SKILL.md
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plugins/process-and-robustness-principles/skills/weakest-link-identification/SKILL.md
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Verified commit 09b9858fc983fe917b7fedae67a9625d9e6655a6
git clone --filter=blob:none --no-checkout https://github.com/Deibler/universal-design-principles.git .hotskills/deibler-universal-design-principles && git -C .hotskills/deibler-universal-design-principles checkout --detach 09b9858fc983fe917b7fedae67a9625d9e6655a6
# Copy each selected skill directory from .hotskills/deibler-universal-design-principles into .claude/skills/<skill-name>/Heat
2.5- Star growth, last 7 daysNot available
- Star growth, last 24 hoursNot available
- Rank movement, last 7 daysNot available
- Commits, last 30 daysNot available
- Accounts asking about it through MCP, last 7 daysNot available
- Hot votes this weekNot available
Heat never changes the order by stars, and sponsorship never touches it. How heat works
Stars over time
30-day change not yet available: not enough history.
Individual skills in this repository
- aesthetic-usability-effect
plugins/aesthetics-and-emotion-principles/skills/aesthetic-usability-effect - aesthetics-router
plugins/aesthetics-and-emotion-principles/skills/aesthetics-router - archetypes
plugins/aesthetics-and-emotion-principles/skills/archetypes - archetypes-brand-voice
plugins/aesthetics-and-emotion-principles/skills/archetypes-brand-voice - archetypes-storytelling-arcs
plugins/aesthetics-and-emotion-principles/skills/archetypes-storytelling-arcs - exposure-effect
plugins/aesthetics-and-emotion-principles/skills/exposure-effect - exposure-onboarding
plugins/aesthetics-and-emotion-principles/skills/exposure-onboarding - exposure-redesign-risk
plugins/aesthetics-and-emotion-principles/skills/exposure-redesign-risk - form-follows-function
plugins/aesthetics-and-emotion-principles/skills/form-follows-function - form-follows-function-as-axiom
plugins/aesthetics-and-emotion-principles/skills/form-follows-function-as-axiom - form-follows-function-success-criteria
plugins/aesthetics-and-emotion-principles/skills/form-follows-function-success-criteria - immersion
plugins/aesthetics-and-emotion-principles/skills/immersion - immersion-distraction-cost
plugins/aesthetics-and-emotion-principles/skills/immersion-distraction-cost - immersion-flow
plugins/aesthetics-and-emotion-principles/skills/immersion-flow - wabi-sabi
plugins/aesthetics-and-emotion-principles/skills/wabi-sabi - wabi-sabi-imperfection
plugins/aesthetics-and-emotion-principles/skills/wabi-sabi-imperfection - wabi-sabi-restraint
plugins/aesthetics-and-emotion-principles/skills/wabi-sabi-restraint - 80-20-feature-prioritization
plugins/cognition-and-learnability-principles/skills/80-20-feature-prioritization - 80-20-redesign-targeting
plugins/cognition-and-learnability-principles/skills/80-20-redesign-targeting - 80-20-rule
plugins/cognition-and-learnability-principles/skills/80-20-rule - chunking
plugins/cognition-and-learnability-principles/skills/chunking - chunking-form-grouping
plugins/cognition-and-learnability-principles/skills/chunking-form-grouping - chunking-numeric-and-otp
plugins/cognition-and-learnability-principles/skills/chunking-numeric-and-otp - cognition-router
plugins/cognition-and-learnability-principles/skills/cognition-router - consistency
plugins/cognition-and-learnability-principles/skills/consistency - consistency-external
plugins/cognition-and-learnability-principles/skills/consistency-external - consistency-internal
plugins/cognition-and-learnability-principles/skills/consistency-internal - hicks-law
plugins/cognition-and-learnability-principles/skills/hicks-law - hicks-law-defaults
plugins/cognition-and-learnability-principles/skills/hicks-law-defaults - hicks-law-menus
plugins/cognition-and-learnability-principles/skills/hicks-law-menus - hicks-law-pricing
plugins/cognition-and-learnability-principles/skills/hicks-law-pricing - iconic-arbitrary-and-symbolic
plugins/cognition-and-learnability-principles/skills/iconic-arbitrary-and-symbolic - iconic-representation
plugins/cognition-and-learnability-principles/skills/iconic-representation - iconic-resemblance
plugins/cognition-and-learnability-principles/skills/iconic-resemblance - mental-model
plugins/cognition-and-learnability-principles/skills/mental-model - mental-model-mismatch-and-onboarding
plugins/cognition-and-learnability-principles/skills/mental-model-mismatch-and-onboarding - mental-model-system-vs-interaction
plugins/cognition-and-learnability-principles/skills/mental-model-system-vs-interaction - mimicry
plugins/cognition-and-learnability-principles/skills/mimicry - mimicry-behavioral
plugins/cognition-and-learnability-principles/skills/mimicry-behavioral - mimicry-surface
plugins/cognition-and-learnability-principles/skills/mimicry-surface - progressive-disclosure
plugins/cognition-and-learnability-principles/skills/progressive-disclosure - progressive-disclosure-defaults-and-tucking
plugins/cognition-and-learnability-principles/skills/progressive-disclosure-defaults-and-tucking - progressive-disclosure-disclosure-affordances
plugins/cognition-and-learnability-principles/skills/progressive-disclosure-disclosure-affordances - recognition-over-recall
plugins/cognition-and-learnability-principles/skills/recognition-over-recall - recognition-pickers-and-palettes
plugins/cognition-and-learnability-principles/skills/recognition-pickers-and-palettes - recognition-recents-and-suggestions
plugins/cognition-and-learnability-principles/skills/recognition-recents-and-suggestions - wayfinding
plugins/cognition-and-learnability-principles/skills/wayfinding - wayfinding-breadcrumbs-and-context
plugins/cognition-and-learnability-principles/skills/wayfinding-breadcrumbs-and-context - wayfinding-physical-spatial-metaphors
plugins/cognition-and-learnability-principles/skills/wayfinding-physical-spatial-metaphors - wayfinding-search-and-recovery
plugins/cognition-and-learnability-principles/skills/wayfinding-search-and-recovery - affordance
plugins/interaction-and-control-principles/skills/affordance - affordance-false-and-anti
plugins/interaction-and-control-principles/skills/affordance-false-and-anti - affordance-signifiers
plugins/interaction-and-control-principles/skills/affordance-signifiers - constraint
plugins/interaction-and-control-principles/skills/constraint - constraint-physical
plugins/interaction-and-control-principles/skills/constraint-physical - constraint-psychological
plugins/interaction-and-control-principles/skills/constraint-psychological - control
plugins/interaction-and-control-principles/skills/control - control-locus
plugins/interaction-and-control-principles/skills/control-locus - control-power-vs-simplicity
plugins/interaction-and-control-principles/skills/control-power-vs-simplicity - errors
plugins/interaction-and-control-principles/skills/errors - errors-mistakes
plugins/interaction-and-control-principles/skills/errors-mistakes - errors-slips
plugins/interaction-and-control-principles/skills/errors-slips - expectation-effect
plugins/interaction-and-control-principles/skills/expectation-effect - expectation-effect-design-cues
plugins/interaction-and-control-principles/skills/expectation-effect-design-cues - expectation-effect-priming
plugins/interaction-and-control-principles/skills/expectation-effect-priming - feedback-loop
plugins/interaction-and-control-principles/skills/feedback-loop - feedback-loop-positive-vs-negative
plugins/interaction-and-control-principles/skills/feedback-loop-positive-vs-negative - feedback-loop-states-and-latency
plugins/interaction-and-control-principles/skills/feedback-loop-states-and-latency - fitts-law
plugins/interaction-and-control-principles/skills/fitts-law - fitts-law-pointer-acceleration
plugins/interaction-and-control-principles/skills/fitts-law-pointer-acceleration - fitts-law-screen-edges
plugins/interaction-and-control-principles/skills/fitts-law-screen-edges - fitts-law-touch-targets
plugins/interaction-and-control-principles/skills/fitts-law-touch-targets - forgiveness
plugins/interaction-and-control-principles/skills/forgiveness - forgiveness-confirmation-and-prevention
plugins/interaction-and-control-principles/skills/forgiveness-confirmation-and-prevention - forgiveness-undo-and-soft-delete
plugins/interaction-and-control-principles/skills/forgiveness-undo-and-soft-delete - interaction-router
plugins/interaction-and-control-principles/skills/interaction-router - mapping
plugins/interaction-and-control-principles/skills/mapping - mapping-cultural
plugins/interaction-and-control-principles/skills/mapping-cultural - mapping-natural
plugins/interaction-and-control-principles/skills/mapping-natural - alignment
plugins/perception-and-hierarchy-principles/skills/alignment - alignment-grid-systems
plugins/perception-and-hierarchy-principles/skills/alignment-grid-systems - alignment-text-and-numerics
plugins/perception-and-hierarchy-principles/skills/alignment-text-and-numerics - closure
plugins/perception-and-hierarchy-principles/skills/closure - closure-completion-cost
plugins/perception-and-hierarchy-principles/skills/closure-completion-cost - closure-implied-shapes
plugins/perception-and-hierarchy-principles/skills/closure-implied-shapes - color
plugins/perception-and-hierarchy-principles/skills/color - color-accessibility-and-mode
plugins/perception-and-hierarchy-principles/skills/color-accessibility-and-mode - color-semantic-systems
plugins/perception-and-hierarchy-principles/skills/color-semantic-systems - figure-ground-cues
plugins/perception-and-hierarchy-principles/skills/figure-ground-cues - figure-ground-overlays-and-modals
plugins/perception-and-hierarchy-principles/skills/figure-ground-overlays-and-modals - figure-ground-relationship
plugins/perception-and-hierarchy-principles/skills/figure-ground-relationship - gestalt-similarity
plugins/perception-and-hierarchy-principles/skills/gestalt-similarity - hierarchy
plugins/perception-and-hierarchy-principles/skills/hierarchy - hierarchy-color-and-tone
plugins/perception-and-hierarchy-principles/skills/hierarchy-color-and-tone - hierarchy-spatial
plugins/perception-and-hierarchy-principles/skills/hierarchy-spatial - hierarchy-typographic
plugins/perception-and-hierarchy-principles/skills/hierarchy-typographic - legibility
plugins/perception-and-hierarchy-principles/skills/legibility - legibility-contrast-and-spacing
plugins/perception-and-hierarchy-principles/skills/legibility-contrast-and-spacing - legibility-typeface-and-size
plugins/perception-and-hierarchy-principles/skills/legibility-typeface-and-size - perception-router
plugins/perception-and-hierarchy-principles/skills/perception-router - proximity
plugins/perception-and-hierarchy-principles/skills/proximity - proximity-data-tables
plugins/perception-and-hierarchy-principles/skills/proximity-data-tables - proximity-form-fields
plugins/perception-and-hierarchy-principles/skills/proximity-form-fields - proximity-navigation
plugins/perception-and-hierarchy-principles/skills/proximity-navigation - readability
plugins/perception-and-hierarchy-principles/skills/readability - readability-line-length
plugins/perception-and-hierarchy-principles/skills/readability-line-length - readability-rhythm-and-prose
plugins/perception-and-hierarchy-principles/skills/readability-rhythm-and-prose - signal-to-noise-ratio
plugins/perception-and-hierarchy-principles/skills/signal-to-noise-ratio - similarity-and-contrast
plugins/perception-and-hierarchy-principles/skills/similarity-and-contrast - similarity-grouping
plugins/perception-and-hierarchy-principles/skills/similarity-grouping - snr-decoration-removal
plugins/perception-and-hierarchy-principles/skills/snr-decoration-removal - snr-densification
plugins/perception-and-hierarchy-principles/skills/snr-densification - snr-emphasis-economy
plugins/perception-and-hierarchy-principles/skills/snr-emphasis-economy - accessibility
plugins/process-and-robustness-principles/skills/accessibility - accessibility-operable
plugins/process-and-robustness-principles/skills/accessibility-operable - accessibility-perceivable
plugins/process-and-robustness-principles/skills/accessibility-perceivable - accessibility-robust
plugins/process-and-robustness-principles/skills/accessibility-robust - accessibility-understandable
plugins/process-and-robustness-principles/skills/accessibility-understandable - factor-of-safety
plugins/process-and-robustness-principles/skills/factor-of-safety - factor-of-safety-content-stress
plugins/process-and-robustness-principles/skills/factor-of-safety-content-stress - factor-of-safety-failure-margin
plugins/process-and-robustness-principles/skills/factor-of-safety-failure-margin - iteration
plugins/process-and-robustness-principles/skills/iteration - iteration-design-vs-development
plugins/process-and-robustness-principles/skills/iteration-design-vs-development - iteration-prototype-fidelity
plugins/process-and-robustness-principles/skills/iteration-prototype-fidelity - ockhams-equivalent-designs
plugins/process-and-robustness-principles/skills/ockhams-equivalent-designs - ockhams-feature-pruning
plugins/process-and-robustness-principles/skills/ockhams-feature-pruning - ockhams-razor
plugins/process-and-robustness-principles/skills/ockhams-razor - process-router
plugins/process-and-robustness-principles/skills/process-router - prototyping
plugins/process-and-robustness-principles/skills/prototyping - prototyping-concept-throwaway-evolutionary
plugins/process-and-robustness-principles/skills/prototyping-concept-throwaway-evolutionary - prototyping-when-and-what
plugins/process-and-robustness-principles/skills/prototyping-when-and-what - scaling-fallacy
plugins/process-and-robustness-principles/skills/scaling-fallacy - scaling-interaction-assumptions
plugins/process-and-robustness-principles/skills/scaling-interaction-assumptions - scaling-load-assumptions
plugins/process-and-robustness-principles/skills/scaling-load-assumptions - weakest-link
plugins/process-and-robustness-principles/skills/weakest-link - weakest-link-identification
plugins/process-and-robustness-principles/skills/weakest-link-identification - weakest-link-treatment
plugins/process-and-robustness-principles/skills/weakest-link-treatment
How it works
aesthetic-usability-effect
When your agent uses it
Use this skill when the design's perceived quality affects whether users will tolerate friction, give the product a chance, or judge it as well-made — which is most consumer-facing surfaces, marketing, onboarding, first-run, and any moment where an unfamiliar user is forming a quick judgment. Trigger when designing landing pages, sign-up flows, first-time UX, app store screenshots, demo videos, sales decks, or any surface where the user's first impression matters and friction is unavoidable. Also trigger when defending why "polish" matters on a working product, or when the user asks "should we ship the spartan version or invest in design?"
What it loads into context
Frontmatter
141 tokensAlways available to the agent
SKILL.md
3,474 tokensWhen the skill is activated
Reference documents
1,180 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why this principle matters
- When to apply
- When NOT to apply
- What "aesthetic" means in this context
- How to invest in aesthetic-usability
- Worked examples
- Anti-patterns
- Heuristics
- Trade-offs and warnings
- Related principles
- Final note
Files
../../../../.claude-plugin/marketplace.jsonasset3,071 bytes../../.claude-plugin/plugin.jsonasset1,103 bytesSKILL.mdcore15,637 bytesreferences/research-and-cases.mddoc5,873 bytes../../../cognition-and-learnability-principles/.claude-plugin/plugin.jsonasset1,173 bytes../../../interaction-and-control-principles/.claude-plugin/plugin.jsonasset1,123 bytes../../../perception-and-hierarchy-principles/.claude-plugin/plugin.jsonasset1,215 bytes../../../process-and-robustness-principles/.claude-plugin/plugin.jsonasset1,153 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaesthetics-router
When your agent uses it
Use this skill whenever a design task involves the felt quality of an interface — beauty, polish, brand voice, persuasion, emotional response, marketing surfaces, hero sections, onboarding tone, empty/celebration states, illustrations, mascots, avatars. Trigger when the user mentions tone, polish, brand, "feels cold/cheap/premium," personality, voice, mascot, hero, "make it more delightful," or asks how a screen should make the user feel. Framework-agnostic. Routes the model to the right aesthetics principle in this plugin.
What it loads into context
Frontmatter
120 tokensAlways available to the agent
SKILL.md
915 tokensWhen the skill is activated
Reference documents
821 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Principles in this plugin
- Heuristic for which to read first
- Cross-plugin pointers
Files
SKILL.mdcore3,914 bytesreferences/further-reading.mddoc3,413 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubarchetypes
When your agent uses it
Use this skill when designing brand voice, marketing positioning, mascot or character design, narrative arcs in product onboarding, or any expressive surface where the design must communicate personality. Trigger when picking how a brand "feels" (rebellious, nurturing, sage-like), when designing storytelling for marketing, or when reviewing why a brand voice feels generic. Archetypes is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003), grounded in Jung's analytical psychology and widely applied in branding, storytelling, and product personality.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
2,640 tokensWhen the skill is activated
Reference documents
557 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why archetypes matter
- The twelve brand archetypes (Mark & Pearson)
- When to apply
- When NOT to over-apply
- Voice consistency across an archetype
- The hero's journey in product onboarding
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore12,138 bytesreferences/jung-and-brand-applications.mddoc2,442 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubarchetypes-brand-voice
When your agent uses it
Use this skill when picking a brand archetype, propagating it across product and marketing surfaces, or auditing brand-voice consistency. Trigger when designing the voice of microcopy, marketing pages, support tone, or any brand-facing communication. Sub-aspect of `archetypes`; read that first.
What it loads into context
Frontmatter
71 tokensAlways available to the agent
SKILL.md
974 tokensWhen the skill is activated
Reference documents
449 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Picking an archetype
- Propagating an archetype
- Coherence audit
- Common voice failures
- Heuristics
- Related sub-skills
Files
SKILL.mdcore4,268 bytesreferences/voice-design-cases.mddoc2,011 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubarchetypes-storytelling-arcs
When your agent uses it
Use this skill when designing narrative content — landing pages, case studies, onboarding flows, marketing campaigns, sales decks, ad arcs. Trigger when picking how to frame a customer story, when writing a launch campaign, or when the user mentions "this campaign feels flat" or "we need a better narrative." Sub-aspect of `archetypes`; read that first.
What it loads into context
Frontmatter
86 tokensAlways available to the agent
SKILL.md
1,245 tokensWhen the skill is activated
Reference documents
410 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The hero's journey (Campbell, 1949)
- Applying to product narratives
- Picking the user's role
- Other arc patterns
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore5,772 bytesreferences/narrative-frameworks.mddoc1,770 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubexposure-effect
When your agent uses it
Apply the Exposure Effect (mere-exposure effect) — the well-documented finding that repeated exposure to something tends to increase liking for it. Use when launching new features, planning redesigns, building brand familiarity, or evaluating user resistance to change. Familiarity reads as comfort and trust; novelty reads as risk. The effect explains why redesigns generate disproportionate user backlash, why incremental change beats radical change, and why brand consistency over time builds value beyond any single design choice.
What it loads into context
Frontmatter
103 tokensAlways available to the agent
SKILL.md
1,938 tokensWhen the skill is activated
Reference documents
1,352 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why this matters in design
- Applying the principle
- When the effect is strongest
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore10,331 bytesreferences/lineage.mddoc7,299 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubexposure-onboarding
When your agent uses it
Use the exposure effect deliberately in onboarding and habit formation — getting users to repeated, low-friction encounters with the product so familiarity builds and preference forms. Use when designing onboarding flows, planning feature introductions, building user habits, or evaluating why users churn after first use. The exposure effect operates over time; products that get users to come back early benefit from accumulated familiarity that single-session products don't.
What it loads into context
Frontmatter
89 tokensAlways available to the agent
SKILL.md
1,691 tokensWhen the skill is activated
Reference documents
1,470 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The first-week imperative
- Designing for early exposure
- What "low friction" means
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore8,629 bytesreferences/onboarding-cadences.mddoc7,375 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubexposure-redesign-risk
When your agent uses it
Manage the risks of redesigns when users have built up exposure-based preference for the existing design. Use when planning a major redesign, evaluating user backlash to changes, deciding between incremental and radical change, or recovering from a redesign that generated complaints. Users like what they're used to; redesigns must be planned to manage the transition cost. Even objectively-better redesigns trigger resistance disproportionate to the actual change.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
1,954 tokensWhen the skill is activated
Reference documents
1,469 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why redesigns generate disproportionate backlash
- Calibrating change size
- Planning a redesign
- When radical change is justified
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore10,192 bytesreferences/redesign-playbook.mddoc6,949 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubform-follows-function
When your agent uses it
Use this skill when designing the visual or aesthetic layer of a product, deciding between expressive style and functional restraint, evaluating decorative elements, or arguing about whether a feature should ship plain vs. polished. Trigger when stakeholders ask "should we add visual flair to this?", when reviewing a design that "feels too decorated," or when picking between competing visual directions. Form Follows Function is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and one of the most-quoted dictums in design — but its meaning depends on which interpretation (descriptive vs. prescriptive) you take.
What it loads into context
Frontmatter
140 tokensAlways available to the agent
SKILL.md
2,545 tokensWhen the skill is activated
Reference documents
616 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why this principle matters
- Descriptive vs. prescriptive
- The book's reframe
- When to apply (descriptive form-follows-function)
- When pure prescriptive form-follows-function fails
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore13,134 bytesreferences/sullivan-bauhaus-modernism.mddoc2,949 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubform-follows-function-as-axiom
When your agent uses it
Use this skill when applying the descriptive form-follows-function interpretation — functional clarity as a source of aesthetic quality. Trigger when designing tools, dashboards, or instrumental surfaces where every element should earn its presence. Sub-aspect of `form-follows-function`; read that first.
What it loads into context
Frontmatter
68 tokensAlways available to the agent
SKILL.md
624 tokensWhen the skill is activated
Reference documents
420 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When the descriptive interpretation applies cleanly
- How to apply
- Worked examples
- When to depart from the descriptive interpretation
- Related sub-skills
Files
SKILL.mdcore3,077 bytesSKILL.mdcore3,077 bytesreferences/descriptive-cases.mddoc1,880 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubform-follows-function-success-criteria
When your agent uses it
Use this skill when the team is in a form-vs-function debate and needs to step back to define what "success" actually means for the design. Trigger when stakeholders disagree about visual treatment, when a design feels off and no one can articulate why, or when reviewing a design against an unclear brief. Sub-aspect of `form-follows-function`; read that first.
What it loads into context
Frontmatter
88 tokensAlways available to the agent
SKILL.md
970 tokensWhen the skill is activated
Reference documents
383 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Common implicit success criteria
- Naming success criteria
- A team exercise
- Worked example
- When form genuinely competes with function
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore4,765 bytesreferences/criteria-frameworks.mddoc1,694 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubimmersion
When your agent uses it
Apply the principle of Immersion — designing for sustained focus and engagement, where the user becomes absorbed in the activity and loses awareness of the surrounding environment. Use when designing for creative work, deep reading, gameplay, learning, or any activity that benefits from extended focused attention. Immersion requires removing distractions, providing clear feedback, calibrating challenge to skill, and respecting the user's flow state. Modern attention-driven products often work against immersion in pursuit of engagement metrics; designs that genuinely serve immersion are increasingly distinctive.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
2,181 tokensWhen the skill is activated
Reference documents
1,557 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Conditions for immersion
- Designing for immersion
- When immersion is the right design goal
- When immersion isn't the goal
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore11,188 bytesreferences/lineage.mddoc7,903 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubimmersion-distraction-cost
When your agent uses it
Recognize and design against the cost of attention fragmentation — the disproportionate damage that even small interruptions do to focused work. Use when designing notification systems, evaluating whether a feature should interrupt the user, planning feature introductions, or auditing a product for unintended attention costs. The cost of breaking immersion is much higher than designers usually estimate; restraint in interruption is one of the most user-respectful design moves.
What it loads into context
Frontmatter
90 tokensAlways available to the agent
SKILL.md
1,838 tokensWhen the skill is activated
Reference documents
1,344 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The cost of interruption
- Categorizing interruption necessity
- When immersion design is the right priority
- Designing for low distraction cost
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,972 bytesreferences/notification-design.mddoc7,016 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubimmersion-flow
When your agent uses it
Design for flow specifically — calibrate challenge to skill, provide immediate feedback, set clear goals, foreground the activity. Use when designing tools for skilled work (writing, drawing, programming, music), games, learning experiences, or any context where sustained engagement is the goal. Flow is the most-researched aspect of immersion; the conditions for it are specific and the design moves that support it are well-documented.
What it loads into context
Frontmatter
90 tokensAlways available to the agent
SKILL.md
1,841 tokensWhen the skill is activated
Reference documents
941 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The conditions checklist
- Calibrating challenge to skill
- Designing for clear goals
- Designing for immediate feedback
- Designing for concentration
- Designing for the autotelic experience
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,427 bytesreferences/flow-design-checklist.mddoc4,469 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubwabi-sabi
When your agent uses it
Apply the principle of Wabi-Sabi — the aesthetic embrace of imperfection, impermanence, and naturalness. Use when designing for warmth and authenticity, creating spaces that feel lived-in rather than sterile, choosing handcrafted-feeling materials over machined perfection, or evaluating whether a design feels too polished and impersonal. Wabi-sabi resists the digital-design tendency toward pixel-perfect uniformity in favor of subtle asymmetry, organic textures, and the visible mark of process. Used appropriately, it produces designs that feel human; used reflexively, it produces fake-looking sloppiness.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
2,150 tokensWhen the skill is activated
Reference documents
1,516 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why wabi-sabi matters in design
- When wabi-sabi is the right register
- When wabi-sabi is the wrong register
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore10,457 bytesreferences/lineage.mddoc7,110 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubwabi-sabi-imperfection
When your agent uses it
Design intentional imperfection that reads as warmth — subtle asymmetry, hand-drawn elements, organic textures, intentional irregularities. Use when adding human warmth to a digital design, distinguishing from competitors with uniform design systems, designing for personal or creative contexts. The skill is making imperfection look intentional and refined rather than sloppy or broken; the line between "designed warmth" and "looks unfinished" is narrow.
What it loads into context
Frontmatter
95 tokensAlways available to the agent
SKILL.md
1,737 tokensWhen the skill is activated
Reference documents
1,278 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What "intentional imperfection" looks like
- Calibrating imperfection
- What's the difference between designed imperfection and sloppy?
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore8,654 bytesreferences/imperfection-techniques.mddoc6,350 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubwabi-sabi-restraint
When your agent uses it
Apply wabi-sabi restraint — the discipline of leaving things out, of resisting decoration, of letting empty space and silence do design work. Use when designing reading-focused interfaces, paring back accumulated clutter, choosing between decoration and absence, or evaluating whether each element earns its place. Restraint is the often-overlooked half of wabi-sabi: the imperfection side gets attention, but the principle is equally about modesty and the elegance of what's not there.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
1,741 tokensWhen the skill is activated
Reference documents
1,228 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What restraint looks like
- Why restraint matters
- When restraint is the right register
- When too much restraint becomes a problem
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore8,642 bytesreferences/restraint-checklist.mddoc5,683 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHub80-20-feature-prioritization
When your agent uses it
Use this skill when scoping a roadmap, prioritizing features, planning an MVP, or deciding what to ship and what to defer. Trigger when the user asks "what should we build next?", "is this feature worth it?", "should we ship feature X?", or when reviewing a feature backlog. Sub-aspect of `80-20-rule`; read that first.
What it loads into context
Frontmatter
89 tokensAlways available to the agent
SKILL.md
1,264 tokensWhen the skill is activated
Reference documents
514 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The prioritization framework
- Decision matrix
- Roadmap shaping
- When the 80/20 cut hurts
- Roadmap anti-patterns
- Worked example: pruning a settings page
- Heuristics
- Related sub-skills
Files
SKILL.mdcore5,697 bytesreferences/prioritization-frameworks.mddoc2,324 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHub80-20-redesign-targeting
When your agent uses it
Use this skill when scoping a redesign or refactor — choosing which existing surfaces deserve full attention and which can be left mostly alone. Trigger when the user asks "where should we focus our redesign?", "do we need to redo all of this?", or when planning incremental design improvements with limited capacity. Sub-aspect of `80-20-rule`; read that first.
What it loads into context
Frontmatter
88 tokensAlways available to the agent
SKILL.md
1,181 tokensWhen the skill is activated
Reference documents
579 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- How to identify high-value surfaces
- The redesign 80/20 plan
- When the 80/20 cut hurts
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore5,243 bytesreferences/redesign-case-patterns.mddoc2,833 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHub80-20-rule
When your agent uses it
Use this skill whenever the design has many features, controls, or content elements and decisions about which to prioritize matter — feature roadmaps, redesign scoping, IA decisions, dashboard design, settings page audits, marketing content prioritization, or any design with many candidates competing for attention. Trigger when the user asks "what should we focus on?", "should we add another feature?", "what can we cut?", or when reviewing a UI cluttered with rarely-used controls. The 80/20 rule (Pareto principle) is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and one of the most quoted across design, business, and engineering.
What it loads into context
Frontmatter
154 tokensAlways available to the agent
SKILL.md
2,869 tokensWhen the skill is activated
Reference documents
1,166 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why the 80/20 rule matters
- When to apply
- When NOT to apply (or when to be careful)
- How to identify the critical 20%
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore12,980 bytesreferences/pareto-distributions-and-cases.mddoc5,377 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubchunking
When your agent uses it
Use this skill whenever the user must hold a sequence of items in working memory — phone numbers, OTP codes, account IDs, address strings, multi-step instructions, long forms, navigation menus with many items. Trigger when designing OTP / verification UIs, formatting numeric strings, breaking long forms into sections, grouping nav items, or reviewing surfaces that "have too many things at once." Chunking is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003), grounded in Miller's classic working-memory research.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
3,000 tokensWhen the skill is activated
Reference documents
1,107 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why chunking matters
- When to apply
- When NOT to apply
- Optimal chunk size
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore12,798 bytesreferences/working-memory-research.mddoc4,994 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubchunking-form-grouping
When your agent uses it
Use this skill when designing or fixing long forms that ask the user for many fields — sign-up flows, profile setup, settings panels, checkout, intake forms, applications. Trigger when forms exceed ~6 fields, when users complain forms are "too long," when seeing high mid-form drop-off, or when picking how to break a form into sections. Sub-aspect of `chunking`; read that first.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
1,472 tokensWhen the skill is activated
Reference documents
563 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to chunk a form
- Section structure
- Naming sections
- Section progress signals
- Field count per section
- Single-page vs. multi-step decision
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,148 bytesreferences/long-form-patterns.mddoc2,553 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubchunking-numeric-and-otp
When your agent uses it
Use this skill when designing inputs or displays for numeric strings — phone numbers, OTP / verification codes, credit card numbers, account IDs, license keys, currency, dates, social security numbers. Trigger when picking a format for displaying numbers, designing OTP entry UIs, or formatting identifiers in tables and receipts. Sub-aspect of `chunking`; read that first.
What it loads into context
Frontmatter
86 tokensAlways available to the agent
SKILL.md
1,917 tokensWhen the skill is activated
Reference documents
898 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Standard chunkings
- OTP / verification code entry
- Phone number entry
- Credit card display
- Account IDs and identifiers
- Currency
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore7,153 bytesreferences/numeric-format-conventions.mddoc3,272 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcognition-router
When your agent uses it
Use this skill whenever a design task involves cognition, mental models, learnability, complexity reduction, defaults, memory, scanning, or comprehension — regardless of framework or platform. Trigger when the user is designing forms, settings, onboarding, dashboards with many widgets, complex tables, navigation IA, search experiences, or any flow that has many options or asks the user to learn something new. Trigger when the user mentions "too complex," "too many options," "users keep getting confused," defaults, labels, copy, mental models, progressive disclosure, autocomplete, or ergonomics. Routes the model to the right cognition principle in this plugin.
What it loads into context
Frontmatter
134 tokensAlways available to the agent
SKILL.md
1,396 tokensWhen the skill is activated
Reference documents
652 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Principles in this plugin
- Heuristic for which to read first
- Cross-plugin pointers
Files
SKILL.mdcore5,931 bytesreferences/further-reading.mddoc2,570 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubconsistency
When your agent uses it
Apply the principle of Consistency — making similar things look and behave similarly so users can transfer learning across the interface. Use when designing component libraries, defining naming conventions, choosing whether to invent or borrow patterns, auditing across surfaces (web, mobile, email, support docs), or evaluating whether two features should share or diverge in their interaction model. Strong consistency reduces cognitive load and learnability cost; aggressive consistency can flatten meaningful differences. There are four kinds — aesthetic, functional, internal, external — each with different applications.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
2,449 tokensWhen the skill is activated
Reference documents
1,555 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why this matters
- When to break consistency
- Diagnosing consistency problems
- Sub-skills in this cluster
- Worked examples
- When the principle is misapplied
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore12,896 bytesreferences/lineage.mddoc8,340 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubconsistency-external
When your agent uses it
Apply external consistency — honoring conventions from outside your product (platform conventions, category conventions, established interaction patterns) so users can transfer their learning into your product. Use when designing for a specific platform (iOS, Android, web), entering an established product category (calendar, email, file manager), choosing icons or gestures, or deciding when to follow vs. lead a convention. External consistency reduces the learning cost for new users; deviating from it requires both a strong reason and explicit framing.
What it loads into context
Frontmatter
107 tokensAlways available to the agent
SKILL.md
2,171 tokensWhen the skill is activated
Reference documents
1,826 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What external consistency includes
- When to honor external conventions
- When to break external conventions
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,430 bytesSKILL.mdcore11,430 bytesreferences/platform-conventions.mddoc8,625 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubconsistency-internal
When your agent uses it
Apply internal consistency — making your product coherent with itself across all surfaces, components, and flows. Use when designing or auditing component libraries, defining design tokens, settling cross-team naming conventions, planning a design-system rollout, integrating acquired or legacy code, or evaluating whether two features should share or diverge in their interaction model. Internal consistency is enforced through design systems, shared vocabularies, and process discipline; it erodes through hand-off losses, sprint-driven shortcuts, and team boundaries that don't coordinate.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
2,211 tokensWhen the skill is activated
Reference documents
1,689 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The mechanisms of internal consistency
- Common sources of internal inconsistency
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,402 bytesSKILL.mdcore11,402 bytesreferences/design-system-mechanics.mddoc8,413 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhicks-law
When your agent uses it
Use this skill whenever a design has many options the user must choose among — menus, navigation, pickers, plan tiers, settings panels, action toolbars, lists of templates, anything that asks "which one?" Trigger when the user is laying out a navigation menu, designing a settings page, picking the structure of a wizard, building a country/timezone/currency picker, designing a pricing table, or reviewing a UI where users hesitate over which control to use. Trigger when there's debate about "should we add another option?" — Hick's Law is the principle that costs the option a price. Routes to sub-aspect skills for menus, defaults, and pricing.
What it loads into context
Frontmatter
145 tokensAlways available to the agent
SKILL.md
3,323 tokensWhen the skill is activated
Reference documents
1,194 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why Hick's Law matters
- When to apply
- When NOT to apply (or when to misapply it)
- Strategies for reducing Hick's Law cost
- Worked examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
Files
SKILL.mdcore13,714 bytesreferences/research-and-formulation.mddoc5,242 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhicks-law-defaults
When your agent uses it
Use this skill when the question is what to *pre-select* in a list of options — radio groups, dropdowns, configuration UIs, plan pickers, sign-up flows, settings. A strong default is the highest-leverage Hick's Law mitigation: most users accept the default, paying almost no decision cost. Trigger when picking what's selected on first load, when stakeholders argue "shouldn't we let the user choose?", when designing wizards or onboarding, or when a UI has many options but most users want the same one. Sub-aspect of `hicks-law`; read that first if you haven't already.
What it loads into context
Frontmatter
142 tokensAlways available to the agent
SKILL.md
2,562 tokensWhen the skill is activated
Reference documents
999 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to invest in a default
- Levels of default
- Strategies for choosing the right default
- When *not* to default
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore11,073 bytesreferences/defaults-research.mddoc4,750 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhicks-law-menus
When your agent uses it
Use this skill when designing menus, dropdowns, navigation, command palettes, or any interface where the user picks from a list. Trigger when the menu has more than ~7 items, when navigation feels overwhelming, when designing a cmd-K palette, when picking what goes in a "More" overflow, or when arguing about whether to add another menu item. Sub-aspect of `hicks-law`; read that first if you haven't already.
What it loads into context
Frontmatter
101 tokensAlways available to the agent
SKILL.md
1,428 tokensWhen the skill is activated
Reference documents
905 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The menu-size ladder
- Top navigation
- Sidebar navigation
- Dropdown menus (action menus)
- Command palettes (cmd-K)
- Mobile menus
- Toolbars
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,098 bytesreferences/menu-pattern-library.mddoc4,007 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhicks-law-pricing
When your agent uses it
Use this skill when designing pricing tables, plan pickers, tier selectors, or any conversion surface where the choice itself is the conversion event. Trigger when laying out 3-tier or 4-tier pricing, when arguing about whether to add a fourth plan, when designing the "Choose your plan" step of onboarding, or when fixing low conversion on a pricing page. Pricing pages are a special Hick's Law case: the decision is the entire purpose of the page, and decision fatigue equals lost revenue. Sub-aspect of `hicks-law`; read that first if you haven't already.
What it loads into context
Frontmatter
131 tokensAlways available to the agent
SKILL.md
2,283 tokensWhen the skill is activated
Reference documents
1,056 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The standard answer: 3 tiers
- The role of the middle tier
- How to design the 3-tier table
- When to deviate from 3 tiers
- Beyond the cards: progressive disclosure
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore9,883 bytesreferences/pricing-design-cases.mddoc4,891 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubiconic-arbitrary-and-symbolic
When your agent uses it
Apply arbitrary and symbolic icon design — using forms with no inherent meaning that depend on convention to communicate (the hamburger menu, the kebab menu, the AI sparkle, app brand-mark icons). Use when a function has no clear visual referent, when working within a domain that has its own icon vocabulary, when establishing or following a convention, or when evaluating whether a convention is strong enough to support icon-only treatment. Arbitrary icons require prior learning to work; the skill is calibrating when to follow a convention vs. when to label.
What it loads into context
Frontmatter
120 tokensAlways available to the agent
SKILL.md
2,366 tokensWhen the skill is activated
Reference documents
1,435 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- How arbitrary icons gain meaning
- When arbitrary icons work
- When arbitrary icons fail
- Working with established conventions
- When to invent vs. when to label
- Working with new conventions
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,827 bytesreferences/convention-strength.mddoc6,945 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubiconic-representation
When your agent uses it
Apply iconic representation — using simplified visual symbols to communicate function, status, or category at a glance. Use when designing icon sets, choosing between icon and text labels, evaluating whether to lean on existing iconography (resemblance to a known object) or invent symbolic icons (arbitrary forms with assigned meanings), or auditing whether your icons are actually communicating. Three kinds: similar (icons that look like what they represent), example (icons that depict an object associated with the function), and arbitrary/symbolic (forms with no inherent meaning, like the hamburger menu).
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
2,522 tokensWhen the skill is activated
Reference documents
1,620 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why iconic representation matters
- When icons are the right choice
- When icons are the wrong choice
- Icon + text label
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore12,527 bytesreferences/lineage.mddoc8,027 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubiconic-resemblance
When your agent uses it
Apply iconic resemblance — designing or choosing icons that visually look like what they represent. Use when picking icons for actions or objects with strong visual referents (camera, clock, lock, calendar), evaluating whether a custom icon is communicating, or testing whether your icon set actually conveys meaning to your audience. Resemblance is the strongest form of icon recognition because it requires no prior learning; it fails when the function has no visual referent or when the audience doesn't recognize the object being depicted.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
2,049 tokensWhen the skill is activated
Reference documents
1,344 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When resemblance works
- When resemblance fails
- Designing resemblant icons
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,766 bytesreferences/icon-design-process.mddoc6,255 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmental-model
When your agent uses it
Use this skill whenever the design will be used by people who bring prior expectations — which is essentially every design. Trigger when designing onboarding, when picking metaphors (folders, channels, projects), when reviewing why users keep getting confused, when migrating from one product convention to another, or when the user mentions "users don't understand," "they keep doing X wrong," or "we're inventing something new." Mental Model is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and grounds most modern user-experience design.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
2,841 tokensWhen the skill is activated
Reference documents
749 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- The two model types
- When mental models matter
- Strategies for working with mental models
- When mental models break
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore13,804 bytesreferences/research-and-norman.mddoc3,552 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmental-model-mismatch-and-onboarding
When your agent uses it
Use this skill when designing onboarding, when diagnosing why users keep getting confused, when migrating users from one product convention to another, or when the system genuinely differs from familiar comparable products. Trigger when the user mentions "users don't get it," "we keep getting the same support tickets," or "this is a new pattern they need to learn." Sub-aspect of `mental-model`; read that first.
What it loads into context
Frontmatter
95 tokensAlways available to the agent
SKILL.md
1,295 tokensWhen the skill is activated
Reference documents
414 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Diagnosing mismatches
- Three fix strategies
- Onboarding patterns that teach mental models
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,137 bytesreferences/onboarding-patterns.mddoc2,025 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmental-model-system-vs-interaction
When your agent uses it
Use this skill when distinguishing the two mental-model types — system models (how the user thinks the system works) and interaction models (how the user thinks they should use it). Trigger when designing onboarding (which model to teach), reviewing user confusion (which model is wrong), or building documentation (which model to explain). Sub-aspect of `mental-model`; read that first.
What it loads into context
Frontmatter
88 tokensAlways available to the agent
SKILL.md
1,318 tokensWhen the skill is activated
Reference documents
361 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- System models
- Interaction models
- Asymmetry between designers and users
- How to design for each
- When to invest in which
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,492 bytesreferences/two-models-research.mddoc1,609 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmimicry
When your agent uses it
Apply the principle of Mimicry — borrowing the form, behavior, or visual language of something familiar to make a new design recognizable. Use when introducing a novel feature whose function would be opaque without an analogy, choosing between metaphor and convention, designing for a category your users already know, or evaluating whether a "skeuomorphic" element helps or hurts. Mimicry comes in surface (visual resemblance), behavioral (acts like the source), and functional (does what the source does) forms. Used well, it accelerates learning; used badly, it carries forward limitations the new medium doesn't share.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
2,921 tokensWhen the skill is activated
Reference documents
1,575 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The three layers of mimicry
- When mimicry works
- When mimicry fails
- The skeuomorphism debate
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesSKILL.mdcore14,074 bytesreferences/lineage.mddoc7,737 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmimicry-behavioral
When your agent uses it
Apply behavioral mimicry — making an interface element behave like a familiar physical object so the user's physical-world intuitions transfer to the digital interaction. Use when designing gestures, animations, transitions, drag-and-drop, scroll behaviors, or any interaction where physical-world analogies could clarify the experience. Behavioral mimicry is more durable than visual skeuomorphism — physics-mimicking behaviors age well — but it requires deliberate calibration: too much physical fidelity slows the interaction down without communicating anything new.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
2,233 tokensWhen the skill is activated
Reference documents
1,433 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why behavioral mimicry matters
- Where behavioral mimicry is most useful
- Calibrating physical fidelity
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,194 bytesSKILL.mdcore11,194 bytesreferences/animation-timing.mddoc7,124 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmimicry-surface
When your agent uses it
Apply surface mimicry — making an interface element look like a familiar physical object to communicate its purpose at a glance. Use when introducing a control or container that has no native UI vocabulary, designing a niche product that benefits from a recognizable visual reference (a journal that looks like a journal, a wallet that looks like a wallet), or evaluating whether visual skeuomorphism is communicating or just decorating. Surface mimicry is most useful for novice users in unfamiliar mediums; it becomes anachronistic as the source fades or as users learn the abstract conventions.
What it loads into context
Frontmatter
120 tokensAlways available to the agent
SKILL.md
2,231 tokensWhen the skill is activated
Reference documents
1,333 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When surface mimicry is the right tool
- When surface mimicry is the wrong tool
- Layers of surface mimicry
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,231 bytesSKILL.mdcore11,231 bytesSKILL.mdcore11,231 bytesSKILL.mdcore11,231 bytesSKILL.mdcore11,231 bytesSKILL.mdcore11,231 bytesSKILL.mdcore11,231 bytesreferences/skeuomorphic-vs-flat.mddoc6,683 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubprogressive-disclosure
When your agent uses it
Use this skill whenever a design has *more* available than the user needs to see at this moment — settings panels with advanced options, forms with optional fields, dashboards with drill-down detail, navigation with deep IA, dialogs with "More options" affordances, marketing pages with FAQ accordions. Trigger when designing or fixing surfaces that feel "overwhelming," when stakeholders argue about whether to expose every option up front, when novice and expert users have different tolerance for the same surface, or when reviewing a UI cluttered with rarely-used controls. Progressive disclosure is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003), originally formalized through the Xerox Star user-interface work in the 1970s.
What it loads into context
Frontmatter
162 tokensAlways available to the agent
SKILL.md
3,891 tokensWhen the skill is activated
Reference documents
1,843 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why progressive disclosure matters
- When to apply
- When NOT to apply
- The two layers (and sometimes three)
- Disclosure affordances
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore17,454 bytesreferences/research-and-cross-domain.mddoc8,812 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubprogressive-disclosure-defaults-and-tucking
When your agent uses it
Use this skill when deciding *what to surface* and *what to tuck* — the editorial choices behind progressive disclosure. Trigger when laying out a settings page, picking which form fields to show by default, deciding whether a section starts collapsed or open, or arguing about whether a feature deserves primary chrome or belongs in "Advanced." Sub-aspect of `progressive-disclosure`; read that first.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
1,943 tokensWhen the skill is activated
Reference documents
1,178 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The framework: who, when, how often
- Defaulting disclosure state
- What earns primary placement
- What earns tucking
- A worked example: a settings page audit
- Tucking dynamic content
- The "Advanced" label question
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,867 bytesreferences/editorial-method.mddoc5,219 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubprogressive-disclosure-disclosure-affordances
When your agent uses it
Use this skill when picking the *mechanism* for revealing tucked content — accordion vs. modal vs. tab vs. separate page vs. tooltip. Trigger when designing the UI for "More options," picking between an inline accordion and a side sheet, deciding whether a wizard step should be a modal or a separate page, or reviewing whether existing disclosure affordances are doing their job. Sub-aspect of `progressive-disclosure`; read that first.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
2,272 tokensWhen the skill is activated
Reference documents
2,199 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The affordance ladder
- Tooltip / popover
- Inline expand (accordion)
- Tab
- Side sheet / drawer
- Modal / dialog
- Separate page
- Picking the right affordance
- Common mismatches
- Mobile considerations
- Accessibility notes
- Heuristics
- Related sub-skills
Files
SKILL.mdcore10,233 bytesreferences/affordance-patterns.mddoc9,107 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubrecognition-over-recall
When your agent uses it
Use this skill whenever the user must locate or choose something from many possibilities — pickers, command palettes, navigation menus, autocompletes, recents lists, search results, settings panels. Trigger when designing inputs that ask the user to "type the right thing," when picking between dropdowns and search-first interfaces, when reviewing why users keep typing wrong values into autocomplete fields. Recognition Over Recall is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and one of Nielsen's 10 heuristics — recognizing options is far easier than recalling them from memory.
What it loads into context
Frontmatter
136 tokensAlways available to the agent
SKILL.md
2,568 tokensWhen the skill is activated
Reference documents
474 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why recognition matters
- When to apply
- When recall *is* appropriate
- Patterns that leverage recognition
- Recognition in decision-making
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore12,168 bytesreferences/research-and-cases.mddoc2,266 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubrecognition-pickers-and-palettes
When your agent uses it
Use this skill when designing pickers, dropdowns, comboboxes, autocompletes, command palettes, or any UI that lets the user select from a known set. Trigger when picking between a free-text field and a select; when designing a command palette; when reviewing why users keep typing wrong values into autocomplete inputs. Sub-aspect of `recognition-over-recall`; read that first.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
1,066 tokensWhen the skill is activated
Reference documents
307 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The picker ladder by set size
- Patterns
- Combobox accessibility
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore4,601 bytesreferences/picker-pattern-catalog.mddoc1,285 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubrecognition-recents-and-suggestions
When your agent uses it
Use this skill when designing surfaces that accelerate repeat tasks through recents, frequently-used items, and contextual suggestions. Trigger when designing pickers used repeatedly, command palettes, navigation that should adapt to user behavior, or any surface where a returning user shouldn't have to retype their frequent destinations. Sub-aspect of `recognition-over-recall`; read that first.
What it loads into context
Frontmatter
86 tokensAlways available to the agent
SKILL.md
1,033 tokensWhen the skill is activated
Reference documents
414 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Patterns
- When recents/suggestions hurt
- Privacy and recents
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore4,611 bytesreferences/recents-and-prediction-cases.mddoc1,808 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubwayfinding
When your agent uses it
Use this skill whenever a user must navigate within a non-trivial space — a multi-page web app, a documentation site, a hierarchical settings panel, a conference site, a multi-step flow, a campus, a building, an app with deep IA. Trigger when the user asks how navigation should be structured, when users get lost, when "I can't find X" complaints recur, when designing breadcrumbs, sitemaps, search, or recovery flows. Wayfinding is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003); it's also the only principle from that source not previously covered by these plugins. Routes to sub-aspect skills for spatial metaphors, search-and-recovery, and breadcrumbs.
What it loads into context
Frontmatter
164 tokensAlways available to the agent
SKILL.md
3,679 tokensWhen the skill is activated
Reference documents
2,087 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- The four stages
- When to apply
- When NOT to apply (or when to be careful)
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills (read these for specific applications)
- Closing
Files
SKILL.mdcore16,938 bytesSKILL.mdcore16,938 bytesreferences/research-and-cross-domain.mddoc9,906 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubwayfinding-breadcrumbs-and-context
When your agent uses it
Use this skill when designing the orientation chrome that tells users where they are — breadcrumbs, current-page indicators, page titles, header context, "you are here" markers, parent-link affordances. Trigger when designing a multi-level IA, when users complain "I lost track of where I was," when reviewing whether to add or remove a breadcrumb, or when picking between navigation patterns for hierarchical content. Sub-aspect of `wayfinding`; read that first.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
2,147 tokensWhen the skill is activated
Reference documents
1,561 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What "you are here" chrome must do
- Breadcrumbs
- Current-page indicator in primary nav
- Page titles
- URL patterns
- Header context
- "Back to ..." patterns
- Mobile constraints
- Testing orientation chrome
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore9,057 bytesreferences/orientation-chrome-patterns.mddoc7,112 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubwayfinding-physical-spatial-metaphors
When your agent uses it
Use this skill when deciding whether (and how) to borrow physical-world wayfinding metaphors for software — rooms, doors, paths, maps, landmarks. Trigger when designing app shells with multiple "spaces," when picking metaphors for navigation (workspace, channel, board, project), when reviewing skeuomorphic vs. flat navigation choices, or when the user mentions "feels like a maze" or "where's the front door of this app." Sub-aspect of `wayfinding`; read that first.
What it loads into context
Frontmatter
118 tokensAlways available to the agent
SKILL.md
1,811 tokensWhen the skill is activated
Reference documents
1,449 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When physical metaphors help
- When metaphors backfire
- Useful spatial metaphors in modern software
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,354 bytesreferences/metaphor-cases.mddoc6,792 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubwayfinding-search-and-recovery
When your agent uses it
Use this skill when designing search as the universal wayfinding recovery, or when designing for users who got lost — 404 pages, "results not found," "you've reached an unexpected page," empty states that should orient, and any moment where the user's mental map has failed and the system must repair it. Trigger when designing global search, command palette, error pages, or recovery flows. Sub-aspect of `wayfinding`; read that first.
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
2,034 tokensWhen the skill is activated
Reference documents
1,313 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Search as universal recovery
- Lost-state pages: 404 and friends
- Recovery from "I'm in the wrong context"
- Recovery from accidental destination
- The empty state as wayfinding
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,834 bytesreferences/search-as-ia.mddoc5,928 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaffordance
When your agent uses it
Use this skill whenever the question is whether the user can tell what an element does — whether it looks clickable, draggable, expandable, editable, or interactive at all. Trigger when designing buttons, links, custom controls, drag handles, draggable cards, editable inline fields, or any interactive element. Trigger on reviews when users hesitate, miss controls, or click on things that aren't interactive. Affordance is one of the most decisive principles in interaction design — Norman placed it at the center of *The Design of Everyday Things* — and it's one of the most violated by modern flat-design conventions that strip the visual cues users rely on.
What it loads into context
Frontmatter
138 tokensAlways available to the agent
SKILL.md
3,936 tokensWhen the skill is activated
Reference documents
1,495 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why affordance matters
- When to apply
- When NOT to apply (or when to be careful)
- What the user reads as affordance
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore17,020 bytesreferences/gibson-norman-and-flat-design.mddoc7,037 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaffordance-false-and-anti
When your agent uses it
Use this skill when designing or fixing controls that mislead users — elements that look interactive but aren't (false affordance), or controls that need to clearly communicate "you can't do that here" (anti-affordance, like disabled states). Trigger when reviewing UIs where users tap inert elements expecting response, when designing disabled states, when picking treatments for read-only fields, or when a "decorative" element is being mistaken for a button. Sub-aspect of `affordance`; read that first.
What it loads into context
Frontmatter
119 tokensAlways available to the agent
SKILL.md
1,965 tokensWhen the skill is activated
Reference documents
877 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- False affordance: looks interactive, isn't
- Anti-affordance: signaling "you can't"
- False affordance from animation
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,227 bytesreferences/disabled-state-patterns.mddoc3,871 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaffordance-signifiers
When your agent uses it
Use this skill when the design has interactive capability but users aren't *seeing* it — when the affordance is technically present but the signifier (the visible cue that tells users "you can do this") is missing or weak. Trigger when reviewing flat-design UIs where everything looks the same, when designing custom controls, when stakeholders ask "should this be more obvious?", or when picking signifier strength for primary vs. secondary actions. Sub-aspect of `affordance`; read that first.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
1,687 tokensWhen the skill is activated
Reference documents
684 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The signifier inventory
- Signifier strength must match action stakes
- Hover, focus, and active state signifiers
- Signifier patterns by component type
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore7,270 bytesreferences/signifier-design-decisions.mddoc3,261 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubconstraint
When your agent uses it
Use this skill whenever the design must structurally prevent invalid actions — input validation, disabled states, required fields, type-restricted inputs, mode locks, role-based gates, hardware lockouts. Trigger when designing forms, picking input types, designing destructive flows, gating multi-step procedures, or thinking about how to prevent a class of errors from being possible at all. Constraint is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and one of the strongest design moves available — preventing wrong actions is more powerful than detecting them after the fact.
What it loads into context
Frontmatter
127 tokensAlways available to the agent
SKILL.md
2,830 tokensWhen the skill is activated
Reference documents
716 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why constraints matter
- Physical constraints
- Psychological constraints
- When to apply
- When NOT to over-constrain
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore13,394 bytesreferences/norman-and-design-history.mddoc3,537 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubconstraint-physical
When your agent uses it
Use this skill when designing structural constraints that prevent invalid actions through the shape, layout, or behavior of the design itself — paths (channels of motion), axes (rotary controls), barriers (blocks). Trigger when designing input controls, drag-and-drop affordances, modal dialogs, or hardware-style structural prevention. Sub-aspect of `constraint`; read that first.
What it loads into context
Frontmatter
81 tokensAlways available to the agent
SKILL.md
1,018 tokensWhen the skill is activated
Reference documents
568 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The three subtypes (from the book)
- Patterns
- When to use physical over psychological
- When physical constraints over-restrict
- Resources
- Related sub-skills
Files
SKILL.mdcore4,723 bytesreferences/structural-prevention-cases.mddoc2,700 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubconstraint-psychological
When your agent uses it
Use this skill when designing constraints that work through perception, expectation, and learned convention — symbols, conventions, mappings. Trigger when designing iconography, picking control conventions, or designing for behavioral predictability. Sub-aspect of `constraint`; read that first.
What it loads into context
Frontmatter
61 tokensAlways available to the agent
SKILL.md
1,189 tokensWhen the skill is activated
Reference documents
655 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The three subtypes (from the book)
- Symbols in software UI
- Conventions in software UI
- Mappings in software UI
- When psychological constraints fail
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore5,735 bytesreferences/conventions-and-symbols.mddoc2,680 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcontrol
When your agent uses it
Apply the principle of Control — the level of autonomy a system gives the user, and how that level should be matched to the user's expertise and the task's stakes. Use when designing for novice vs. expert audiences, choosing between fully automated and manually controlled behaviors, deciding what to expose vs. abstract away, or building products that span experience levels (a tool a beginner will use once and an expert will use thousands of times). Too much control overwhelms novices; too little frustrates experts. The skill is calibrating control to the user, the task, and the moment.
What it loads into context
Frontmatter
125 tokensAlways available to the agent
SKILL.md
2,690 tokensWhen the skill is activated
Reference documents
1,553 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why control matters
- Three dimensions of control
- Calibrating control to the user
- Calibrating control to the stakes
- Sub-skills in this cluster
- Worked examples
- When the principle backfires
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore13,513 bytesreferences/lineage.mddoc7,819 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcontrol-locus
When your agent uses it
Apply locus of control — the design choice between making the system appear to act on the user's behalf (external locus) and making the user appear to direct the system (internal locus). Use when designing AI-assisted features, autocorrect/autocomplete behaviors, recommendation surfaces, automated workflows, and any feature where the system could either do things automatically or wait for user instruction. Internal locus produces higher engagement, learning, and satisfaction; external locus produces higher convenience but lower agency. The skill is choosing deliberately and explaining the choice in the UI.
What it loads into context
Frontmatter
116 tokensAlways available to the agent
SKILL.md
2,494 tokensWhen the skill is activated
Reference documents
1,691 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why locus matters
- When external locus is appropriate
- When internal locus is appropriate
- Designing for locus deliberately
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore12,753 bytesreferences/automation-design.mddoc8,539 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcontrol-power-vs-simplicity
When your agent uses it
Apply layered control — designing interfaces that serve novice and expert users in the same product without forcing one audience into the other's interface. Use when building products that span experience levels (most consumer software, most professional tools used occasionally), choosing between "simple by default" and "powerful by default," or deciding what to expose vs. hide behind progressive disclosure. The skill is creating a default surface that suffices for novices and a depth surface that doesn't intimidate them but is fully present for experts.
What it loads into context
Frontmatter
115 tokensAlways available to the agent
SKILL.md
2,507 tokensWhen the skill is activated
Reference documents
1,698 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The core architecture
- The four common architectures
- Choosing the right architecture
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore12,611 bytesreferences/layering-patterns.mddoc8,648 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHuberrors
When your agent uses it
Use this skill whenever a design must accommodate the inevitability of human error — typos, wrong-button presses, misread instructions, mistimed actions, misunderstandings of system state. Trigger when designing form validation, input handling, destructive flows, complex multi-step procedures, alert systems, or any UI where users can do the wrong thing. Trigger when post-incident analyses reveal patterns of "human error" — most are design errors in disguise. Errors is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003), grounded in Norman's and Reason's foundational human-error research.
What it loads into context
Frontmatter
135 tokensAlways available to the agent
SKILL.md
2,967 tokensWhen the skill is activated
Reference documents
969 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why the slip/mistake distinction matters
- The book's slip and mistake subtypes
- When to apply
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore14,196 bytesreferences/error-research-history.mddoc4,870 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHuberrors-mistakes
When your agent uses it
Use this skill when designing to prevent errors of intention — wrong actions taken because the user's model of the situation was wrong. Trigger when designing for ambiguous information, novel situations, complex decisions, or contexts where users may proceed with confidence based on a wrong understanding. Sub-aspect of `errors`; read that first.
What it loads into context
Frontmatter
74 tokensAlways available to the agent
SKILL.md
1,307 tokensWhen the skill is activated
Reference documents
938 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The three mistake subtypes (from the book)
- Common mistake-prevention patterns
- Mistake-prone contexts
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,346 bytesreferences/mistake-prevention-cases.mddoc4,271 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHuberrors-slips
When your agent uses it
Use this skill when designing to prevent or recover from execution errors — actions that don't match the user's intent. Trigger when designing critical action confirmations, distinct affordances for similar-purpose elements, recovery from wrong-button presses, "I didn't mean to do that" flows. Sub-aspect of `errors`; read that first.
What it loads into context
Frontmatter
78 tokensAlways available to the agent
SKILL.md
1,142 tokensWhen the skill is activated
Reference documents
602 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The two slip subtypes (from the book)
- Common slip-prevention patterns
- Slip-prone contexts
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore5,289 bytesreferences/slip-prevention-patterns.mddoc2,807 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubexpectation-effect
When your agent uses it
Apply the Expectation Effect — the principle that prior expectations measurably change a person's perception of a product or experience. Use when shaping the framing of new features, designing onboarding, choosing visual cues that signal premium vs. budget, or diagnosing why two functionally identical features feel different to users. Expectations are set by visual cues (premium materials, polished typography), language (precise, confident copy), social proof, price, and prior brand exposure. Setting expectations too high creates disappointment; too low and the product reads as mediocre. The skill is calibrating what to promise.
What it loads into context
Frontmatter
125 tokensAlways available to the agent
SKILL.md
1,962 tokensWhen the skill is activated
Reference documents
1,751 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why this matters for design
- The three tiers of expectation
- The placebo and nocebo dynamics
- Setting expectations honestly
- When expectations and reality diverge
- Sub-skills in this cluster
- Heuristic checklist
- When the principle is misapplied
- Related principles
- See also
Files
SKILL.mdcore10,385 bytesreferences/lineage.mddoc9,039 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubexpectation-effect-design-cues
When your agent uses it
Apply in-product expectation cues — typography, animation, spacing, copy tone, micro-interactions, and visual register that signal "this is the kind of product you're using" within seconds of opening it. Use when designing the first-screen experience, picking a typography system, deciding loading-state behavior, choosing animation timing, or polishing the surface details that telegraph product quality. Surface cues set expectations for the whole session and create halo effects (positive or negative) that color every later interaction. Small surface details have outsized impact on perceived overall quality.
What it loads into context
Frontmatter
121 tokensAlways available to the agent
SKILL.md
2,542 tokensWhen the skill is activated
Reference documents
1,542 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What the user reads in the first 5 seconds
- How surface cues create halos
- Designing the first 5 seconds
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore12,942 bytesreferences/cue-priorities.mddoc7,807 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubexpectation-effect-priming
When your agent uses it
Apply expectation priming — deliberately shaping the prior context (brand, marketing, price, social proof, recommendations) that users bring to a product before they ever touch it. Use when planning a launch, choosing positioning copy, deciding pricing tier, designing the marketing surface, or framing a feature for first encounter. Pre-encounter priming is often more powerful than in-product polish, because it sets the lens through which the in-product experience will be interpreted. The skill is calibrating priming honestly enough to outlast the first session.
What it loads into context
Frontmatter
118 tokensAlways available to the agent
SKILL.md
2,149 tokensWhen the skill is activated
Reference documents
1,569 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What gets primed, and how
- Calibrating priming honestly
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,212 bytesSKILL.mdcore11,212 bytesreferences/priming-channels.mddoc8,245 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfeedback-loop
When your agent uses it
Use this skill whenever a user takes an action and the system must communicate that the action was received, is in progress, succeeded, or failed. Trigger when designing button states, form submission, file uploads, payment flows, real-time UI updates, loading states, error states, success confirmations, or any moment when the user is waiting for the system to do something. Trigger when the user mentions "feels broken," "doesn't seem to work," "users keep clicking again," or any symptom of feedback gaps. Feedback Loop is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) — and one of the principles whose absence most reliably damages a product's perceived quality.
What it loads into context
Frontmatter
158 tokensAlways available to the agent
SKILL.md
4,040 tokensWhen the skill is activated
Reference documents
1,253 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why feedback matters
- Positive vs. negative feedback loops
- When to apply
- Latency thresholds
- When NOT to over-apply
- The four states of action feedback
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore18,377 bytesreferences/cybernetics-and-research.mddoc5,827 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfeedback-loop-positive-vs-negative
When your agent uses it
Use this skill when designing system architecture or product mechanics that involve feedback loops at a higher level than UI state — recommendation engines, gamification, growth mechanics, engagement systems, or any system where one user action affects subsequent actions in compounding or stabilizing ways. Trigger when designing growth loops, retention features, or system dynamics; when reviewing a feature for unintended consequences; when discussing engagement vs. wellbeing tradeoffs. Sub-aspect of `feedback-loop`; read that first.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,585 tokensWhen the skill is activated
Reference documents
899 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Positive feedback loops
- Negative feedback loops
- Pairing loops: positive moderated by negative
- Designing loops responsibly
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
- Resources
Files
SKILL.mdcore7,526 bytesreferences/system-dynamics-and-cases.mddoc4,786 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfeedback-loop-states-and-latency
When your agent uses it
Use this skill when designing the visible states an interactive element passes through (idle / pending / success / error) and matching feedback timing to the user's perceptual thresholds. Trigger when designing button states, form-submit flows, file-upload progress, loading screens, or any interaction whose response time is variable. Sub-aspect of `feedback-loop`; read that first.
What it loads into context
Frontmatter
87 tokensAlways available to the agent
SKILL.md
1,373 tokensWhen the skill is activated
Reference documents
1,108 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The four states
- Latency thresholds (Miller, Card et al., Doherty)
- Optimistic UI
- Skeleton screens vs. spinners
- Progress indicators for long operations
- Error feedback: in-context
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore5,772 bytesreferences/latency-thresholds-and-patterns.mddoc4,722 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfitts-law
When your agent uses it
Use this skill whenever the question involves how easy it is to *hit* an interactive target — buttons, links, form controls, drag handles, scrollbars, mobile tap targets, anything the user must move a pointer or finger to. Trigger when sizing buttons, designing toolbars, picking a hit-area for icon buttons, designing for touch screens, debugging "users keep mis-clicking," or arguing about button density vs. usability. Trigger when the user mentions touch targets, target size, "fat fingers," pointer accuracy, edge gestures, or accessibility around motor impairments. Routes to sub-aspect skills for touch targets, screen edges, and pointer acceleration.
What it loads into context
Frontmatter
140 tokensAlways available to the agent
SKILL.md
3,320 tokensWhen the skill is activated
Reference documents
1,360 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why Fitts's Law matters
- When to apply
- When NOT to apply (or when to be careful)
- Practical sizes
- Distance: the other half of the equation
- Edges and corners: the magic real estate
- Touch-specific notes
- Worked examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
Files
SKILL.mdcore13,964 bytesreferences/research-and-formulation.mddoc5,958 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfitts-law-pointer-acceleration
When your agent uses it
Use this skill when the question involves cursor speed, pointer acceleration curves, or interaction with input devices that vary in precision (mouse, trackpad, stylus, touchscreen, eye-tracking). Trigger when designing for varied input devices, building drag interactions, designing scrubbers / sliders / handles, or analyzing why a UI feels "fiddly." Sub-aspect of `fitts-law`; read that first if you haven't already.
What it loads into context
Frontmatter
101 tokensAlways available to the agent
SKILL.md
1,906 tokensWhen the skill is activated
Reference documents
981 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What pointer acceleration does
- Implications for UI design
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,634 bytesreferences/pointer-mechanics.mddoc4,458 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfitts-law-screen-edges
When your agent uses it
Use this skill when designing for the edges and corners of the screen — where the cursor cannot overshoot, making them effectively infinite-sized targets along one axis. Trigger when designing global navigation, system menus, sticky headers, fixed sidebars, full-bleed CTAs, or anywhere you can put the most-frequent or hardest-to-find actions. Trigger when reviewing an app that has wasteful margins on every side and asks the user to aim for tiny targets in the middle. Sub-aspect of `fitts-law`; read that first if you haven't already.
What it loads into context
Frontmatter
126 tokensAlways available to the agent
SKILL.md
2,670 tokensWhen the skill is activated
Reference documents
1,087 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why edges matter
- The classic examples
- What this means for web design
- What to put at edges
- Where the edge advantage is lost
- Browser chrome confounds
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore10,975 bytesreferences/edge-patterns.mddoc5,004 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfitts-law-touch-targets
When your agent uses it
Use this skill when designing for touch — phones, tablets, kiosks, in-car displays, smart-TV remotes, anything where the input is a finger or thumb rather than a precise pointer. Trigger when sizing buttons for mobile, debugging "users keep mistapping," designing a mobile bottom-nav, picking icon sizes for a phone toolbar, or reviewing whether a desktop UI is touch-friendly. Sub-aspect of `fitts-law`; read that first if you haven't already.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
2,773 tokensWhen the skill is activated
Reference documents
1,100 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Minimum sizes
- Spacing between targets
- The thumb-reach map
- Occlusion (the finger covers the target)
- Edge gestures and the safe area
- Hover states (and why they don't translate)
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore10,794 bytesreferences/touch-research.mddoc4,835 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubforgiveness
When your agent uses it
Use this skill whenever a design lets users do something they might regret — delete, send, publish, charge, transfer, archive, overwrite, irrecoverably commit. Trigger when designing destructive actions, undo systems, confirmation dialogs, soft-delete recovery, draft-saving, transaction reversal, "are you sure?" patterns, or any flow where a wrong move costs the user time, data, money, or trust. Trigger when the user mentions "users keep deleting things," "we get support tickets about lost data," "is this dangerous?", or when reviewing destructive UI. Forgiveness is one of the central principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and one of Nielsen's 10 heuristics ("user control and freedom").
What it loads into context
Frontmatter
163 tokensAlways available to the agent
SKILL.md
3,561 tokensWhen the skill is activated
Reference documents
1,483 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- The forgiveness ladder
- When to apply
- When NOT to over-apply
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore16,688 bytesSKILL.mdcore16,688 bytesSKILL.mdcore16,688 bytesreferences/error-research-and-cross-domain.mddoc7,166 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubforgiveness-confirmation-and-prevention
When your agent uses it
Use this skill when the user must commit to an irreversible or high-stakes action and reversibility isn't enough — confirmation dialogs, type-to-confirm patterns, password re-entry, two-step authentication for destructive actions, and structural prevention that makes the wrong action impossible. Trigger when designing destructive flows for genuinely-irreversible commitments, when reviewing confirmation fatigue, or when picking between a single confirm dialog and a multi-step verification. Sub-aspect of `forgiveness`; read that first.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
1,988 tokensWhen the skill is activated
Reference documents
921 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When confirmation is appropriate
- Confirmation strength
- Type-to-confirm: the canonical pattern for irreversible action
- Re-authentication for security-sensitive operations
- Structural prevention (the highest forgiveness)
- Anti-patterns
- Calibrating friction to stakes
- Heuristics
- Related sub-skills
Files
SKILL.mdcore9,247 bytesreferences/confirmation-design-research.mddoc4,377 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubforgiveness-undo-and-soft-delete
When your agent uses it
Use this skill when designing reversibility — undo systems, soft delete, archive-with-recovery, version history, "Undo Send" patterns, and any mechanism that lets a user step back from an action they regret. Trigger when designing destructive actions you want to be safe rather than friction-heavy, when picking between confirmation dialogs and undo toasts, when defining recovery windows, or when planning version-history features. Sub-aspect of `forgiveness`; read that first.
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
1,959 tokensWhen the skill is activated
Reference documents
916 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The reversibility ladder
- Choosing the right reversibility approach
- When reversibility isn't possible
- Recovery window length
- Discoverability of recovery
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,837 bytesreferences/undo-pattern-history.mddoc4,276 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubinteraction-router
When your agent uses it
Use this skill whenever a design task involves what users *can do* and what happens when they do it — affordances, feedback, errors, undo, confirmation, target sizing, keyboard handling, modal vs. non-modal decisions, destructive actions, validation. Trigger when the user mentions buttons, forms, validation, error states, loading states, drag-and-drop, undo, confirmation dialogs, keyboard shortcuts, target sizes, "users keep deleting things," misclicks, or "should this be a popover or a dialog." Framework-agnostic. Routes the model to the right interaction principle in this plugin.
What it loads into context
Frontmatter
130 tokensAlways available to the agent
SKILL.md
1,077 tokensWhen the skill is activated
Reference documents
700 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Principles in this plugin
- Heuristic for which to read first
- Cross-plugin pointers
Files
SKILL.mdcore4,557 bytesreferences/further-reading.mddoc2,923 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmapping
When your agent uses it
Apply the principle of Mapping — designing the relationship between controls and their effects so the connection between input and output is immediately obvious. Use when designing controls (knobs, switches, buttons, sliders, gestures), arranging them in space relative to what they affect, or diagnosing user confusion about which control does what. Strong mappings exploit physical analogies (up = more), spatial correspondence (the left burner control is on the left), and cultural conventions (red = stop). Poor mappings force the user to memorize arbitrary pairings, generating slips and errors that compound over time.
What it loads into context
Frontmatter
119 tokensAlways available to the agent
SKILL.md
2,042 tokensWhen the skill is activated
Reference documents
1,443 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why this matters
- The four mapping techniques
- Diagnosing a mapping problem
- When to apply this principle
- When the principle backfires
- Sub-skills in this cluster
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore10,190 bytesreferences/lineage.mddoc7,319 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmapping-cultural
When your agent uses it
Apply cultural mapping — using shared conventions (icons, colors, gestures, metaphors) to convey what a control does when natural spatial mapping isn't available. Use when designing icon-based UIs, choosing colors for status indicators, picking gestures for touch interfaces, or selecting metaphors to make abstract operations concrete (the trash can, the gear, the magnifying glass). Cultural mappings are weaker than spatial ones — they require prior learning — but they're the workhorse of icon-driven interfaces. The risk is assuming a convention is universal when it's actually domain-specific.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
2,324 tokensWhen the skill is activated
Reference documents
1,753 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When cultural mapping works
- The four sources of cultural meaning
- Choosing icons that map well
- Worked examples
- Common anti-patterns
- When natural and cultural mapping can be combined
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,499 bytesSKILL.mdcore11,499 bytesreferences/icon-vocabulary.mddoc8,172 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmapping-natural
When your agent uses it
Apply natural mapping — the strongest form of mapping, in which the spatial position, motion, or shape of a control directly corresponds to what it affects. Use when designing physical control panels, in-screen controls that affect specific regions of a UI, chart legends, multi-target remote controls, vehicle dashboards, or any situation where the user must connect "this control" to "that affected thing." A natural mapping is one a first-time user can predict without instruction. When the form factor allows it, natural mapping is essentially free correctness.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
2,066 tokensWhen the skill is activated
Reference documents
1,486 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Recognizing when natural mapping is available
- Worked examples
- When natural mapping is not available
- Common anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore10,013 bytesreferences/spatial-correspondence.mddoc7,308 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubalignment
When your agent uses it
Use this skill whenever the design has more than one element on the page — every layout, every form, every table, every page header, every card. Trigger when designing a layout, picking a grid, fixing a UI that "looks off," debating left vs. center alignment for body text, or auditing why a design feels disorderly. Alignment is one of the most foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) — every visible element's edge or center should fall on a shared axis with at least one other element. Misalignment by even a few pixels reads as disorder.
What it loads into context
Frontmatter
135 tokensAlways available to the agent
SKILL.md
3,483 tokensWhen the skill is activated
Reference documents
1,183 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why alignment matters
- When to apply
- When alignment can be deliberately broken
- Alignment dimensions
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore15,202 bytesreferences/grid-history-and-cases.mddoc5,720 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubalignment-grid-systems
When your agent uses it
Use this skill when designing or evaluating a grid system — picking column counts, gutter widths, breakpoints, baseline grids, or modular grids. Trigger when designing a new layout system, when an existing layout feels disorderly, when picking responsive breakpoints, or when reviewing a design that "doesn't sit on a grid." Sub-aspect of `alignment`; read that first.
What it loads into context
Frontmatter
87 tokensAlways available to the agent
SKILL.md
1,299 tokensWhen the skill is activated
Reference documents
598 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Grid types
- Gutter widths
- Margins and bleed
- Responsive grid behavior
- Tools
- Anti-patterns
- Heuristics
- Related sub-skills
- Resources
Files
SKILL.mdcore5,384 bytesreferences/grid-frameworks.mddoc2,375 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubalignment-text-and-numerics
When your agent uses it
Use this skill when designing text-alignment and numeric-alignment decisions — choosing between left, right, center, and justified text; right-aligning numeric columns in tables; aligning labels relative to inputs; handling decimal alignment for currency. Trigger when laying out body content, designing tables with mixed types, or fixing alignment issues in dense data displays. Sub-aspect of `alignment`; read that first.
What it loads into context
Frontmatter
91 tokensAlways available to the agent
SKILL.md
1,739 tokensWhen the skill is activated
Reference documents
962 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Text alignment
- Numeric alignment
- Label-input alignment
- Anti-patterns
- Heuristics
- Related sub-skills
- Resources
Files
SKILL.mdcore7,425 bytesreferences/typography-alignment-reference.mddoc3,879 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubclosure
When your agent uses it
Apply the Gestalt principle of Closure — the perceptual tendency to see incomplete shapes as whole. Use when designing icons (a few strokes can imply a closed shape), illustrations (negative space defines forms), logos (the IBM stripes, the WWF panda, the FedEx arrow), card layouts (cards don't need full borders to feel like containers), or any visual that benefits from suggested rather than fully drawn shapes. Closure lets you communicate more with less; the user's perception completes the form.
What it loads into context
Frontmatter
107 tokensAlways available to the agent
SKILL.md
1,909 tokensWhen the skill is activated
Reference documents
1,306 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why closure matters
- When to use closure
- Diagnosing closure problems
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore9,526 bytesreferences/lineage.mddoc6,335 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubclosure-completion-cost
When your agent uses it
Recognize when closure is the wrong choice — when the perceptual completion work it asks of the user is too costly, ambiguous, or risky. Use when designing for accessibility audiences, novice users, high-stakes interfaces (medical, financial, safety), small rendering sizes that strain perception, or any context where the user shouldn't have to do completion work to understand the form. The skill is judging when explicit forms serve the user better than suggested ones, even at the cost of visual elegance.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
1,641 tokensWhen the skill is activated
Reference documents
1,216 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When closure costs too much
- Symptoms of closure costing too much
- When to back off from closure
- Worked examples
- When to lean into closure anyway
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore8,485 bytesreferences/explicit-vs-implicit.mddoc6,153 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubclosure-implied-shapes
When your agent uses it
Design forms that exploit closure — suggesting shapes through partial outlines, negative space, or strategic gaps so the user's perception completes them. Use when designing icons that need to read at small sizes, logos that need memorability, illustrations with restraint, card layouts with implied containment, or charts with implied structure. The art is suggesting just enough that the user perceives the whole, without leaving so little that they perceive nothing.
What it loads into context
Frontmatter
95 tokensAlways available to the agent
SKILL.md
1,779 tokensWhen the skill is activated
Reference documents
1,184 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- How implied shapes work
- Worked patterns
- Calibrating the right level of suggestion
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore8,920 bytesreferences/closure-design-patterns.mddoc6,020 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcolor
When your agent uses it
Use this skill whenever color decisions matter — picking the brand primary, defining a neutral ramp, designing status semantics (success/warning/error), choosing chart palettes, selecting accent hues, supporting dark mode, ensuring colorblind-safe contrast, or auditing an existing UI for color noise. Trigger when stakeholders argue about palette, when WCAG contrast is in scope, when designing for global audiences (where color symbolism varies), or when a UI feels "too colorful" or "too monochrome." Color is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003).
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
3,417 tokensWhen the skill is activated
Reference documents
1,268 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- The four jobs of color
- Number of colors: be restrained
- Color combinations: how to compose a palette
- Saturation: the volume knob
- Symbolism: cultural variation
- Color is never the only signal
- Color and accessibility (WCAG)
- Building a color system
- Worked examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore14,409 bytesreferences/color-theory-and-systems.mddoc5,370 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcolor-accessibility-and-mode
When your agent uses it
Use this skill when designing color systems that must satisfy accessibility requirements, work in both light and dark modes, support high-contrast preferences, and remain meaningful for users with color blindness or low vision. Trigger when picking text colors, designing for global compliance (WCAG, EAA, ADA), supporting dark mode, or auditing an existing palette for accessibility. Sub-aspect of `color`; read that first.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
1,980 tokensWhen the skill is activated
Reference documents
1,144 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- WCAG contrast in practice
- Color blindness
- Dark mode
- High-contrast mode
- Forced colors mode
- Color and motion / animation
- Worked example: a fully accessibility-aware palette
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore7,780 bytesreferences/wcag-and-mode-support.mddoc4,453 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubcolor-semantic-systems
When your agent uses it
Use this skill when building or auditing a color system that encodes meaning — status colors (success / warning / error), category colors (department, product line, user segment), brand-role colors (primary, secondary, tertiary). Trigger when designing status badges, picking chart palettes, building a design-system color spec, or fixing inconsistent color use across surfaces. Sub-aspect of `color`; read that first.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
1,780 tokensWhen the skill is activated
Reference documents
833 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What semantic colors should encode
- Building a status palette
- Consistency rules for semantic colors
- Building a category palette
- Brand role palette
- Worked example: a complete semantic system
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,834 bytesreferences/semantic-system-cases.mddoc3,497 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfigure-ground-cues
When your agent uses it
Apply specific visual cues to control figure-ground perception — shadow, elevation, scale, contrast, saturation, opacity, and texture. Use when designing layered interfaces, focus states, hover treatments, or any context where one element should clearly stand forward against others. Each cue contributes a portion of the figure-ground signal; combining cues strengthens the effect. The skill is selecting and calibrating cues for the desired level of separation.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
1,799 tokensWhen the skill is activated
Reference documents
1,535 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Shadow / elevation
- Scrim / overlay
- Scale
- Contrast and saturation
- Opacity
- Sharpness vs. blur
- Texture and detail
- Outlines and borders
- Position in z-axis (layering)
- Combining cues
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore8,668 bytesreferences/elevation-systems.mddoc5,768 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfigure-ground-overlays-and-modals
When your agent uses it
Apply figure-ground separation specifically for overlays — modals, dialogs, drawers, popovers, dropdowns, toasts. Use when designing or auditing the moments when a UI element appears over the underlying page and needs to clearly come forward. The most common figure-ground design problem; getting it right means users naturally focus on the overlay, getting it wrong means modals blur into the page or feel jarring.
What it loads into context
Frontmatter
94 tokensAlways available to the agent
SKILL.md
2,131 tokensWhen the skill is activated
Reference documents
1,709 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Anatomy of a well-designed modal
- Common modal failure modes
- Variations: drawers, popovers, dropdowns
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,982 bytesreferences/overlay-recipes.mddoc7,851 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfigure-ground-relationship
When your agent uses it
Apply the Gestalt principle of Figure-Ground Relationship — the perceptual separation of what's perceived as the figure (the focus, the object) from the ground (the surrounding context). Use when designing modals, overlays, focus states, hero elements, hover treatments, layered interfaces, or any context where one element should clearly stand forward against everything else. The user's perception always sorts the visual field into figure and ground; designs that reinforce the desired sorting feel clear, while designs that fight it feel confusing.
What it loads into context
Frontmatter
114 tokensAlways available to the agent
SKILL.md
1,787 tokensWhen the skill is activated
Reference documents
1,385 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The cues that signal figure
- Why figure-ground matters
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore8,901 bytesreferences/lineage.mddoc6,866 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgestalt-similarity
When your agent uses it
Apply the Gestalt principle of Similarity — elements that share visual attributes (color, shape, size, orientation) are perceived as belonging together, regardless of their physical proximity. Use when grouping related items in a list, status indicators, dashboard cards, navigation, or any context where you want the user to perceive certain items as a set. Similarity is one of the strongest grouping cues; it works even when proximity says otherwise. Color is the strongest similarity cue, then size, then shape; orientation is weakest.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
1,814 tokensWhen the skill is activated
Reference documents
1,303 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The hierarchy of similarity cues
- Why similarity matters
- Diagnosing similarity problems
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore9,312 bytesreferences/lineage.mddoc6,521 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhierarchy
When your agent uses it
Use this skill whenever a design has more than one element competing for the viewer's attention — which is essentially every design. Trigger when laying out a screen, page, slide, poster, dashboard, or any composition where you must decide what gets seen first, what supports it, and what recedes. Trigger when reviewing a design and the user says "everything looks the same," "I don't know where to look," "the page feels flat," or "what's the most important thing here?" Trigger when picking type sizes, when deciding which actions to emphasize among many, or when an MVP screen has gone from one button to ten and the screen has lost its focal point. Hierarchy is the most decisive visual principle; this skill teaches how to construct it deliberately, and routes to sub-aspect skills for typographic, spatial, and color/tone hierarchy.
What it loads into context
Frontmatter
183 tokensAlways available to the agent
SKILL.md
3,620 tokensWhen the skill is activated
Reference documents
1,589 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why hierarchy matters
- When to apply
- When NOT to apply (or when to be careful)
- How hierarchy is constructed: the visual dimensions
- The three-tier rule
- Worked examples
- Anti-patterns
- Heuristics and measurement
- Related principles
- Sub-aspect skills (read these for specific applications)
- Final caution
Files
SKILL.mdcore15,569 bytesreferences/research-and-cross-domain.mddoc7,716 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhierarchy-color-and-tone
When your agent uses it
Use this skill when constructing visual hierarchy through color and tone (value, contrast, saturation) — picking which elements get full-color emphasis and which recede into greys, building a tone ladder, and deciding when color should *be* the hierarchy versus when it should *support* a size/weight hierarchy. Trigger when picking the primary color, building a neutral palette, designing a status badge system, or fixing a UI where color is "too loud" or "too flat." Sub-aspect of the broader `hierarchy` principle; read that first if you haven't already.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
2,745 tokensWhen the skill is activated
Reference documents
1,134 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When this is the decisive sub-aspect
- Core ideas
- Worked example: a status badge system
- Worked example: a primary action among secondary actions
- Anti-patterns
- Heuristics and accessibility
- Trade-offs and warnings
- Related principles
Files
SKILL.mdcore11,220 bytesreferences/color-systems.mddoc5,287 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhierarchy-spatial
When your agent uses it
Use this skill when constructing visual hierarchy through layout, position, size, and whitespace — not type, not color. Trigger when laying out a page or section and deciding what gets the dominant region, where to place the focal element, how much breathing room to give it, and how secondary elements should arrange around it. Trigger when reviewing a layout that "feels cramped" or "feels lost," when a hero's CTA is competing with surrounding content, or when a dashboard's primary KPI is the same size as everything else. Sub-aspect of the broader `hierarchy` principle; read that first if you haven't already.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
2,491 tokensWhen the skill is activated
Reference documents
1,425 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When this is the decisive sub-aspect
- Core ideas
- Worked example: a marketing landing page
- Anti-patterns
- Heuristics
- Related principles
Files
SKILL.mdcore10,166 bytesreferences/composition-traditions.mddoc6,753 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubhierarchy-typographic
When your agent uses it
Use this skill when the question is specifically about how to construct visual hierarchy through typography — picking a type scale, ladders of weight, line-height steps, and the relationships between display, heading, body, and caption type. Trigger when designing type systems, choosing fonts, picking heading sizes, defining a design system's typographic tokens, fixing a "no clear focal point in the headline area" issue, or reviewing why a long-form page feels like a wall of text. Sub-aspect of the broader `hierarchy` principle; read that first if you haven't already.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
2,503 tokensWhen the skill is activated
Reference documents
1,503 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When this is the decisive sub-aspect
- Core ideas
- Worked example: a complete typographic hierarchy in CSS
- Anti-patterns
- Heuristics
- Related principles
Files
SKILL.mdcore9,249 bytesreferences/type-scale-and-history.mddoc6,403 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHublegibility
When your agent uses it
Apply the principle of Legibility — the visual clarity of individual characters and short phrases, determined by typeface, size, weight, contrast, and spacing. Use when picking type for UI elements (buttons, labels, navigation), evaluating typography against rendering conditions (small sizes, low-contrast displays, distance viewing), choosing display vs. body type, or auditing accessibility. Legibility is the precondition for reading; if a user can't quickly distinguish "I" from "1" or "O" from "0," everything downstream from text fails. Distinct from readability, which is about sustained reading of prose.
What it loads into context
Frontmatter
132 tokensAlways available to the agent
SKILL.md
2,573 tokensWhen the skill is activated
Reference documents
1,735 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why legibility matters
- The five inputs to legibility
- Diagnosing legibility problems
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore12,048 bytesreferences/lineage.mddoc8,165 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHublegibility-contrast-and-spacing
When your agent uses it
Apply contrast and spacing for legibility — calibrating color contrast between text and background, character tracking, and line leading so a chosen typeface and size actually render legibly. Use when picking text colors, choosing background colors that will carry text, evaluating accessibility against WCAG, fine-tuning typography for production rendering, or auditing why text "looks designed" but is hard to read. Even a perfect typeface at the right size will fail if contrast is too low, tracking too tight, or leading too cramped.
What it loads into context
Frontmatter
115 tokensAlways available to the agent
SKILL.md
2,352 tokensWhen the skill is activated
Reference documents
1,714 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Color contrast
- Tracking (letter spacing)
- Leading (line height)
- Word spacing and paragraph spacing
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore10,635 bytesreferences/contrast-spacing-recipes.mddoc7,047 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHublegibility-typeface-and-size
When your agent uses it
Apply typeface and size choices for legibility — picking the right typeface for the use case (display, body, code, UI) and sizing it appropriately for the rendering context. Use when designing a type system for a product, choosing a brand typeface, evaluating an existing typeface against rendering conditions, picking sizes for body, headings, captions, code, or UI elements. The two most fundamental legibility decisions; everything else (contrast, spacing) is layered on top.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
2,433 tokensWhen the skill is activated
Reference documents
1,521 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Choosing typefaces by use case
- Sizing for the rendering context
- A typographic scale
- Choosing a system typeface
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore11,068 bytesreferences/typeface-selection.mddoc6,920 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubperception-router
When your agent uses it
Use this skill whenever a design task involves visual perception, layout, hierarchy, grouping, scanning order, attention, color organization, or composition — regardless of framework, design system, or platform. Trigger when the user is laying out a screen, page, slide, poster, dashboard, mobile view, or print piece; choosing what to emphasize; deciding how things should group; picking type sizes, spacing, or color roles; reviewing why something "looks busy" or "feels empty"; or asking "where should the eye land first." Routes the model to the right perception principle in this plugin and surfaces the most-decisive ones for the surface in question. Framework-agnostic: applies to web, mobile, print, physical product, slide design, and information graphics alike.
What it loads into context
Frontmatter
164 tokensAlways available to the agent
SKILL.md
1,635 tokensWhen the skill is activated
Reference documents
1,010 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- How to route
- Principles in this plugin
- Heuristic for which to read first
- Working method
- Cross-plugin pointers
Files
SKILL.mdcore6,861 bytesreferences/further-reading.mddoc4,141 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubproximity
When your agent uses it
Use this skill whenever the question is how to make a composition feel organized — what belongs with what, where groups end, how related items can be visually bound without resorting to borders or boxes. Trigger when laying out forms, tables, navigation, lists, cards, dashboards, or any composition with multiple distinguishable groups of content. Trigger when a layout "feels disorganized," when users are confused which label goes with which input, when grouping is being attempted with borders that look heavy, or when a designer is reaching for color to encode grouping. Proximity is the cheapest, most powerful grouping tool in design; this skill teaches how to use spacing as the primary grouping mechanism, with sub-aspect skills for forms, tables, and navigation.
What it loads into context
Frontmatter
156 tokensAlways available to the agent
SKILL.md
2,899 tokensWhen the skill is activated
Reference documents
1,339 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why proximity matters
- When to apply
- When NOT to apply (or when to be careful)
- How to encode grouping with proximity
- Worked examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Final note
Files
SKILL.mdcore12,262 bytesreferences/gestalt-and-grouping-research.mddoc6,471 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubproximity-data-tables
When your agent uses it
Use this skill when designing or fixing data tables and tabular layouts — row spacing, column spacing, header treatment, group separators, total rows, sticky headers, dense vs. comfortable variants. Trigger when the user is laying out a table, deciding density, debugging "rows that are hard to follow," picking when to add zebra striping, or arguing for/against borders. Sub-aspect of `proximity`; read that first if you haven't already.
What it loads into context
Frontmatter
103 tokensAlways available to the agent
SKILL.md
2,155 tokensWhen the skill is activated
Reference documents
1,408 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The two-axis proximity ladder
- Dense vs. comfortable variants
- Header proximity
- Numeric column proximity
- Group separators
- Total / summary rows
- Zebra striping (alternating row backgrounds)
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,429 bytesreferences/table-design-patterns.mddoc6,192 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubproximity-form-fields
When your agent uses it
Use this skill when laying out a form, fixing a confusing form, or building a form layout convention for a design system. Forms are where proximity failures are most visible: ambiguous label-input pairing, sections that bleed into each other, help text that orphans from its field. Trigger when designing sign-up, sign-in, settings, profile, billing, checkout, multi-step, or any structured-input surface. Sub-aspect of `proximity`; read that first if you haven't already.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
2,169 tokensWhen the skill is activated
Reference documents
1,073 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The form proximity ladder
- The label-input pair
- Multi-column forms
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,246 bytesreferences/form-design-research.mddoc4,981 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubproximity-navigation
When your agent uses it
Use this skill when designing or fixing navigation — sidebars, top nav, footer nav, mobile menus, breadcrumbs, tab bars, command palette groupings. Trigger when grouping related links, deciding when to add section dividers, fixing a sidebar where every link feels like a separate item, or designing a mobile bottom-nav with multiple action groups. Sub-aspect of `proximity`; read that first if you haven't already.
What it loads into context
Frontmatter
94 tokensAlways available to the agent
SKILL.md
1,879 tokensWhen the skill is activated
Reference documents
1,311 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The navigation proximity ladder
- Sidebar with grouped sections
- When to add a divider
- Mobile bottom nav
- Breadcrumbs
- Command palette groupings
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore7,058 bytesreferences/navigation-patterns.mddoc6,047 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubreadability
When your agent uses it
Apply the principle of Readability — the ease with which sustained prose can be read, determined by line length, line height, paragraph rhythm, font choice for prose, and visual breathing room. Use when designing long-form content (articles, documentation, books, transcripts), writing email or report layouts, evaluating whether users can comfortably read paragraphs of text. Distinct from legibility (per-character clarity); readability is about the experience of reading sustained prose without fatigue. The two principles compose: readability requires legibility and adds prose-specific constraints.
What it loads into context
Frontmatter
113 tokensAlways available to the agent
SKILL.md
2,065 tokensWhen the skill is activated
Reference documents
1,674 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why readability matters
- The five inputs to readability
- Diagnosing readability problems
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore10,219 bytesreferences/lineage.mddoc7,804 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubreadability-line-length
When your agent uses it
Set line length (measure) for prose — capping the maximum width of body text so lines stay in the 45–75 character range that supports comfortable sustained reading. Use when designing article layouts, documentation, email templates, dashboard copy, or any container that holds paragraphs of prose. Line length is the most fundamental readability decision because it directly affects the reader's eye movement; lines that are too long or too short both cost reading comfort.
What it loads into context
Frontmatter
98 tokensAlways available to the agent
SKILL.md
1,856 tokensWhen the skill is activated
Reference documents
1,436 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why line length matters
- How line length is set
- Line length on responsive layouts
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore8,650 bytesreferences/measure-by-context.mddoc6,811 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubreadability-rhythm-and-prose
When your agent uses it
Apply paragraph rhythm and prose-level readability — calibrating leading, paragraph spacing, subheading frequency, and visual breathing room so that long-form text reads smoothly without fatigue. Use when designing article layouts, documentation, reports, transcripts, or any context with sustained prose. Beyond line length and legibility, the rhythm of prose layout — the rest points provided by paragraph breaks, the hierarchy provided by subheadings, the breathing room provided by margins — determines whether readers stay engaged with long content.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
2,145 tokensWhen the skill is activated
Reference documents
1,742 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Leading (line height) for prose
- Paragraph spacing
- Subheading frequency
- Visual breathing room
- Other rhythm considerations
- Diagnosing rhythm problems
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore10,088 bytesreferences/prose-layout-patterns.mddoc7,884 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsignal-to-noise-ratio
When your agent uses it
Use this skill whenever a design has too much or too little visual content competing for attention — when a screen "feels noisy," "looks busy," "feels cluttered," "feels empty," or when the user can't find the meaningful information amid decoration. Trigger when reviewing dashboards, data tables, settings pages, marketing surfaces, or any layout under critique. Trigger when designing chart axes/legends/grids, when picking icon density, when deciding whether to add a divider/border/illustration, or when a design "passes" the requirements but doesn't feel right. Signal-to-Noise Ratio is the discipline of subtraction; this skill teaches what counts as signal vs. noise, how to audit and reduce noise, and the trade-offs of overcorrecting.
What it loads into context
Frontmatter
170 tokensAlways available to the agent
SKILL.md
3,771 tokensWhen the skill is activated
Reference documents
1,251 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why SNR matters
- When to apply
- When NOT to apply (or when to be careful)
- What counts as signal vs. noise
- How to raise SNR
- Worked examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Final note
Files
SKILL.mdcore14,665 bytesreferences/data-ink-and-information-design.mddoc5,614 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsimilarity-and-contrast
When your agent uses it
Apply deliberate dissimilarity (contrast) to distinguish elements that need to be perceived as different — primary vs. secondary actions, normal vs. error states, foreground vs. background, the one important thing vs. the rest. Use when you want to emphasize a single element, distinguish roles, or break up a too-uniform layout. Contrast is similarity's complement: similarity groups, contrast separates. The skill is calibrating contrast so it communicates what matters without creating visual chaos.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,842 tokensWhen the skill is activated
Reference documents
967 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When to introduce contrast
- Calibrating contrast
- The most useful contrasts
- The one-thing-emphasized rule
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,425 bytesreferences/contrast-patterns.mddoc4,856 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsimilarity-grouping
When your agent uses it
Use visual similarity to create perceptual groups — making related items look alike so users perceive them as a set. Use when designing lists with categorized items, navigation systems, status displays, dashboards with multiple data series, or any layout where you want users to see "these things go together" at a glance. The strongest grouping cues, in order, are color, size, shape, and orientation; combine multiple cues for the strongest grouping.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
1,490 tokensWhen the skill is activated
Reference documents
1,369 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core grouping techniques
- When grouping by similarity is the right move
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore7,360 bytesreferences/grouping-patterns.mddoc6,748 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsnr-decoration-removal
When your agent uses it
Use this skill when the question is *what to delete* — running a structured audit of a UI to remove decorative elements that don't earn their pixels. Trigger when reviewing an existing UI for noise reduction, when a stakeholder pushback says "this feels too busy" but you don't know what specifically to cut, or when polishing a design pre-ship. This is the operational counterpart to `signal-to-noise-ratio`; it gives you a checklist and a procedure rather than a principle.
What it loads into context
Frontmatter
112 tokensAlways available to the agent
SKILL.md
1,551 tokensWhen the skill is activated
Reference documents
1,019 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The audit
- A worked audit
- Common pitfalls in this audit
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,901 bytesreferences/audit-checklist.mddoc4,782 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsnr-densification
When your agent uses it
Use this skill when a design has *too much* whitespace — when the SNR pendulum has swung from cluttered all the way to sparse, sterile, or "empty-feeling," and you need to add signal density without adding noise. Trigger when reviewing a UI that "feels thin," "feels under-built," or where users complain "I'm scrolling forever to get to anything." Also trigger when designing power-user surfaces (admin panels, IDEs, data tools) that need higher density than consumer defaults. Sub-aspect of `signal-to-noise-ratio`; read that first if you haven't already.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
1,988 tokensWhen the skill is activated
Reference documents
831 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When sterility is the problem
- What signal-density looks like
- How densification differs from noise
- Worked example: a sparse dashboard, densified
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore7,454 bytesreferences/density-research.mddoc3,960 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsnr-emphasis-economy
When your agent uses it
Use this skill when deciding *how* to spend emphasis — color, weight, size, motion — across a design so that each instance lands. Trigger when picking the primary action among many CTAs, when status-color usage has multiplied across the app and lost meaning, when the brand color appears in too many places, or when a designer asks "should this also be highlighted?" and the answer is almost always no. Sub-aspect of `signal-to-noise-ratio`; read that first if you haven't already.
What it loads into context
Frontmatter
118 tokensAlways available to the agent
SKILL.md
1,981 tokensWhen the skill is activated
Reference documents
1,079 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The core idea
- How emphasis dilutes
- Practical rules
- How to spend emphasis well
- Worked example: a noisy toolbar, economized
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore8,496 bytesreferences/emphasis-budget-cases.mddoc5,130 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaccessibility
When your agent uses it
Use this skill on every design task that produces a user-facing surface. Trigger on every screen, component, prototype, or design review — accessibility isn't a phase, it's a property each surface either has or doesn't. Trigger when the user mentions accessibility, a11y, WCAG, screen readers, keyboard navigation, contrast, motion sensitivity, ARIA, color blindness, "section 508," "EAA," or compliance. Also trigger when the user is *not* asking about accessibility — because most of the highest-impact accessibility decisions are made silently when no one was asking. Routes to sub-aspect skills for the four WCAG sub-principles: perceivable, operable, understandable, robust.
What it loads into context
Frontmatter
154 tokensAlways available to the agent
SKILL.md
4,200 tokensWhen the skill is activated
Reference documents
1,172 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why accessibility matters
- When to apply
- When NOT to apply
- The four sub-principles (WCAG framework)
- A practical accessibility checklist (for any design)
- Worked examples
- Anti-patterns
- Heuristics and tools
- Trade-offs and warnings
- Related principles
- Sub-aspect skills
- Final note
Files
SKILL.mdcore18,133 bytesreferences/wcag-and-resources.mddoc5,135 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaccessibility-operable
When your agent uses it
Use this skill when the question is whether users can *operate* a UI — keyboard, switch device, voice, screen-reader gestures — not just by mouse or touch. Trigger when designing keyboard navigation, focus management for modals/menus/popovers, drag-and-drop with alternatives, motion-heavy interactions, or any flow that asks the user to do something. Covers WCAG Principle 2 (Operable). Sub-aspect of `accessibility`; read that first if you haven't already.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
3,010 tokensWhen the skill is activated
Reference documents
1,309 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Keyboard accessible
- 2. Enough time
- 3. Seizures and physical reactions
- 4. Navigable
- 5. Input modalities
- Worked example: an accessible dropdown menu
- Anti-patterns
- Heuristics
- Related skills
Files
SKILL.mdcore12,397 bytesSKILL.mdcore12,397 bytesreferences/operable-deep-dive.mddoc5,114 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaccessibility-perceivable
When your agent uses it
Use this skill when the question is whether users can *perceive* the content — see it, hear it, or feel it — regardless of impairment. Trigger when designing color systems, picking text sizes, building image-heavy surfaces, working with video/audio, designing for low-vision users, or running an accessibility audit. Covers WCAG Principle 1 (Perceivable). Sub-aspect of `accessibility`; read that first if you haven't already.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
2,971 tokensWhen the skill is activated
Reference documents
1,252 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Text alternatives
- 2. Time-based media
- 3. Adaptable
- 4. Distinguishable
- Worked example: an accessible status badge system
- Anti-patterns
- Heuristics
- Related skills
Files
SKILL.mdcore11,483 bytesSKILL.mdcore11,483 bytesSKILL.mdcore11,483 bytesreferences/perceivable-deep-dive.mddoc5,304 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaccessibility-robust
When your agent uses it
Use this skill when the question is whether assistive technologies — screen readers, voice control, switch devices, refreshable braille displays — can reliably interpret your UI. Trigger when picking between semantic HTML and a custom-built component, when reaching for ARIA, when designing live regions for dynamic content (toasts, validation, search results), or when reviewing a UI built largely from `<div>` elements. Covers WCAG Principle 4 (Robust). Sub-aspect of `accessibility`; read that first if you haven't already.
What it loads into context
Frontmatter
118 tokensAlways available to the agent
SKILL.md
3,189 tokensWhen the skill is activated
Reference documents
1,477 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Compatible
- 2. Status messages
- Worked examples
- Anti-patterns
- Heuristics
- Related skills
Files
SKILL.mdcore13,549 bytesreferences/robust-deep-dive.mddoc6,377 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubaccessibility-understandable
When your agent uses it
Use this skill when the question is whether users can *understand* the UI — predict its behavior, recover from errors, comprehend its labels and copy. Trigger when writing form labels and error messages, when designing flows with surprising state changes, when picking microcopy for the destructive moments, or when reviewing a UI that "works correctly but confuses people." Covers WCAG Principle 3 (Understandable). Sub-aspect of `accessibility`; read that first if you haven't already.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
2,862 tokensWhen the skill is activated
Reference documents
1,049 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Readable
- 2. Predictable
- 3. Input assistance
- Worked examples
- Anti-patterns
- Heuristics
- Related skills
Files
SKILL.mdcore12,292 bytesreferences/understandable-deep-dive.mddoc4,593 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfactor-of-safety
When your agent uses it
Use this skill whenever the design will encounter conditions that can't be fully predicted at design time — load spikes, edge-case content, real-world variability, hardware variation, third-party flakiness, or any "what if" scenario. Trigger when scoping performance budgets, designing for content extremes, picking infrastructure capacity, designing error-handling, or planning for the long tail of users with unusual setups. Factor of Safety is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) — also called "factor of ignorance" because the size of the safety factor is proportional to how much you *don't* know.
What it loads into context
Frontmatter
147 tokensAlways available to the agent
SKILL.md
2,998 tokensWhen the skill is activated
Reference documents
1,248 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why factor of safety matters
- When to apply
- When NOT to over-apply
- How to size the safety factor
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore13,917 bytesreferences/petroski-and-engineering-history.mddoc5,905 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfactor-of-safety-content-stress
When your agent uses it
Use this skill when designing UI to survive content extremes — long names, big numbers, multi-line addresses, missing images, internationalized strings, dense data. Trigger when reviewing a design against worst-case content, when bug reports show layouts breaking on real data, or when picking content limits and validation rules. Sub-aspect of `factor-of-safety`; read that first.
What it loads into context
Frontmatter
87 tokensAlways available to the agent
SKILL.md
1,813 tokensWhen the skill is activated
Reference documents
962 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Common content-stress vectors
- Worked examples
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore7,240 bytesreferences/content-stress-test-cases.mddoc3,786 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubfactor-of-safety-failure-margin
When your agent uses it
Use this skill when planning capacity, redundancy, graceful degradation, or recovery for systems that must keep working under stress — performance budgets, dependency failure handling, retry logic, error budgets, infrastructure capacity. Trigger when scoping infrastructure, designing error-handling architecture, planning for failure modes, or reviewing reliability incidents. Sub-aspect of `factor-of-safety`; read that first.
What it loads into context
Frontmatter
88 tokensAlways available to the agent
SKILL.md
1,664 tokensWhen the skill is activated
Reference documents
1,429 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Capacity margin
- Dependency margin
- Graceful degradation
- Error budgets (Google SRE)
- Worked example: an API call wrapped in three layers of margin
- Anti-patterns
- Heuristics
- Related sub-skills
- Resources
Files
SKILL.mdcore7,433 bytesreferences/sre-and-reliability-patterns.mddoc6,217 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubiteration
When your agent uses it
Use this skill whenever the question is *how* to develop a design — through one big push or through repeated cycles of build, test, learn, refine. Trigger when planning a design process, scoping an MVP, deciding between waterfall and iterative delivery, planning research cadence, or reviewing why a project drifted from its original vision. Iteration is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) — and one of the most-violated by teams that try to ship "perfect" first versions.
What it loads into context
Frontmatter
122 tokensAlways available to the agent
SKILL.md
2,823 tokensWhen the skill is activated
Reference documents
941 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why iteration matters
- Design iteration vs. development iteration
- When to apply
- When NOT to over-apply
- The iteration cycle
- Worked examples
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore13,563 bytesSKILL.mdcore13,563 bytesSKILL.mdcore13,563 bytesreferences/research-and-method.mddoc4,280 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubiteration-design-vs-development
When your agent uses it
Use this skill when reviewing where in the project lifecycle iteration is happening — desirable iteration during design vs. costly rework during development. Trigger when a project keeps slipping due to "design changes during build," when scoping how much design work to do before engineering begins, or when retrospectives reveal that issues were caught too late. Sub-aspect of `iteration`; read that first.
What it loads into context
Frontmatter
87 tokensAlways available to the agent
SKILL.md
1,334 tokensWhen the skill is activated
Reference documents
598 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why the distinction matters
- Healthy design iteration
- Costly development iteration
- Causes of excess development iteration
- Reducing development iteration
- When development iteration is unavoidable
- Worked example: a feature that went well
- Worked example: a project that went poorly
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,415 bytesreferences/cost-of-late-change.mddoc2,669 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubiteration-prototype-fidelity
When your agent uses it
Use this skill when picking the appropriate prototype fidelity for an iteration cycle — sketches vs. wireframes vs. clickable Figma vs. code prototypes vs. production beta. Trigger when planning a research session, when a project is over- or under-investing in prototypes, or when the prototype fidelity is mismatched to the question being asked. Sub-aspect of `iteration`; read that first.
What it loads into context
Frontmatter
89 tokensAlways available to the agent
SKILL.md
1,518 tokensWhen the skill is activated
Reference documents
846 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- The fidelity ladder
- Picking the right fidelity for each question
- When to stay low fidelity longer
- When to go high fidelity earlier
- Anti-patterns
- Worked example: layered prototyping for a new feature
- Heuristics
- Related sub-skills
Files
SKILL.mdcore6,995 bytesreferences/prototyping-tools-and-research.mddoc3,627 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubockhams-equivalent-designs
When your agent uses it
Identify when two design options are functionally equivalent so the razor can be applied. Use when comparing design alternatives, evaluating whether two implementations of a feature actually produce the same outcome, or recognizing that a complex solution doesn't earn its place against a simpler one. Most design debates involve actual tradeoffs; the razor only cuts when the alternatives genuinely produce equivalent results. The skill is identifying equivalence honestly rather than rationalizing complexity.
What it loads into context
Frontmatter
98 tokensAlways available to the agent
SKILL.md
1,808 tokensWhen the skill is activated
Reference documents
1,133 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Defining functional equivalence
- When designs that look equivalent aren't
- When complexity actually earns its place
- Evaluating equivalence honestly
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,127 bytesreferences/comparison-template.mddoc5,034 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubockhams-feature-pruning
When your agent uses it
Prune accumulated complexity from a product — features, options, settings, code paths that no longer earn their place. Use when auditing a mature product, reducing surface area, simplifying complex workflows, or evaluating whether to remove low-usage features. Pruning is harder than adding because users (often a small but vocal minority) resist removal even when usage data justifies it. The skill is identifying what to prune, deciding how, and managing the transition.
What it loads into context
Frontmatter
102 tokensAlways available to the agent
SKILL.md
1,892 tokensWhen the skill is activated
Reference documents
1,415 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What's a candidate for pruning
- What's not a candidate for pruning
- The pruning process
- Pruning patterns
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,196 bytesreferences/pruning-process.mddoc6,526 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubockhams-razor
When your agent uses it
Apply Ockham's Razor — given a choice between functionally equivalent designs, prefer the simplest. Use when comparing design approaches, evaluating whether a feature is necessary, deciding between elaborate and minimal solutions, auditing a product for accumulated complexity, or pruning features that no longer earn their place. The principle is not "always make things simpler" — it's "when two designs do the same thing, pick the simpler one." Most design problems involve actual tradeoffs; the razor cuts only when functionality is truly equivalent.
What it loads into context
Frontmatter
116 tokensAlways available to the agent
SKILL.md
2,165 tokensWhen the skill is activated
Reference documents
1,288 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why the razor matters
- When the razor cuts
- When the razor doesn't apply
- Diagnosing accumulated complexity
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore10,859 bytesreferences/lineage.mddoc6,418 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubprocess-router
When your agent uses it
Use this skill whenever the question is *how* to design well over time or *how* to make a design that doesn't break — accessibility, prototyping cadence, MVP scoping, edge cases, performance budget, error handling at scale, design system governance, or any architectural-design question. Trigger on accessibility questions, "is this ready to ship," "what about the edge case where," design reviews, MVP scoping, "we have too many opinions on this." Framework-agnostic. Routes the model to the right process or robustness principle in this plugin.
What it loads into context
Frontmatter
123 tokensAlways available to the agent
SKILL.md
821 tokensWhen the skill is activated
Reference documents
705 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Principles in this plugin
- Heuristic for which to read first
- Cross-plugin pointers
Files
SKILL.mdcore3,466 bytesreferences/further-reading.mddoc2,953 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubprototyping
When your agent uses it
Use this skill whenever the design has unknowns that need testing — when a sketch could resolve a debate, when assumptions about user behavior could be checked cheaply, when a high-fidelity build would benefit from a low-fidelity draft first. Trigger when planning research, when scoping a new feature, when stakeholders want to see something concrete, or when the team is stuck arguing about an approach. Prototyping is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) and one of the highest-leverage process principles — the cheapest prototype that resolves the question is almost always cheaper than the consequences of skipping it.
What it loads into context
Frontmatter
143 tokensAlways available to the agent
SKILL.md
2,883 tokensWhen the skill is activated
Reference documents
561 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Definition (in our own words)
- Origins and research lineage
- Why prototyping matters
- The three kinds (from the book)
- When to apply
- When NOT to over-apply
- The fidelity ladder
- Worked examples
- The three failure modes (from the book)
- Cross-domain examples
- Anti-patterns
- Heuristics
- Related principles
- Sub-aspect skills
- Closing
Files
SKILL.mdcore14,341 bytesSKILL.mdcore14,341 bytesreferences/prototyping-history-and-method.mddoc2,414 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubprototyping-concept-throwaway-evolutionary
When your agent uses it
Use this skill when picking which kind of prototype to build for the question at hand — concept (exploratory), throwaway (testing one specific aspect), or evolutionary (incremental toward final). Trigger when planning a research method, when scoping a technical spike, or when deciding whether an MVP should evolve or be thrown away. Sub-aspect of `prototyping`; read that first.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
627 tokensWhen the skill is activated
Reference documents
486 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Concept prototypes
- Throwaway prototypes
- Evolutionary prototypes
- Picking the right kind
- Combining the kinds
- Resources
Files
SKILL.mdcore3,047 bytesreferences/three-kinds-cases.mddoc2,243 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubprototyping-when-and-what
When your agent uses it
Use this skill when deciding what to prototype, what fidelity to use, and when to stop prototyping and ship. Trigger when planning research, scoping a design phase, or facing pressure to "stop prototyping and just build it." Sub-aspect of `prototyping`; read that first.
What it loads into context
Frontmatter
74 tokensAlways available to the agent
SKILL.md
1,137 tokensWhen the skill is activated
Reference documents
475 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to prototype
- What NOT to prototype
- Picking fidelity
- When to stop prototyping
- Communication with stakeholders
- Common patterns
- Anti-patterns
- Heuristics
- Related sub-skills
Files
SKILL.mdcore5,354 bytesreferences/when-to-stop.mddoc2,282 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubscaling-fallacy
When your agent uses it
Apply the principle of avoiding the Scaling Fallacy — the assumption that a system that works at one scale will work at a different (smaller or larger) scale. Use when scaling a feature from prototype to production, designing for an unfamiliar user volume, evaluating whether a process that works for 10 users will work for 10,000, or planning a launch in a much larger market. Two distinct kinds: load assumptions (will it handle the volume?) and interaction assumptions (will users behave the same way?). Both need testing at the actual scale.
What it loads into context
Frontmatter
120 tokensAlways available to the agent
SKILL.md
2,417 tokensWhen the skill is activated
Reference documents
1,493 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Two kinds of scaling fallacy
- Why this principle matters
- Common scaling failures
- Diagnosing scaling-fallacy risks
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore11,611 bytesreferences/lineage.mddoc7,101 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubscaling-interaction-assumptions
When your agent uses it
Verify and design for user-base scaling — broader audiences, more diverse use cases, more edge cases, behaviors that weren't anticipated. Use when launching to a new market, scaling from beta to GA, expanding from one team to a company, or any context where the user population is growing or changing. Interaction scaling is often harder than load scaling because it surfaces design assumptions that worked for the original audience but fail for a broader one.
What it loads into context
Frontmatter
99 tokensAlways available to the agent
SKILL.md
1,848 tokensWhen the skill is activated
Reference documents
1,074 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Common interaction-scaling failures
- Designing for interaction scale
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,658 bytesreferences/audience-scale-checklist.mddoc5,236 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubscaling-load-assumptions
When your agent uses it
Verify and design for load scaling — data volume, transaction volume, request rate, and user count. Use when sizing infrastructure, choosing data structures, designing pagination and lazy-loading patterns, evaluating dependencies' rate limits, or load-testing before launch. Most scaling failures are load failures: a system that handled X requests/second can't handle 10X. The skill is anticipating the load the system will see and designing or testing for it deliberately.
What it loads into context
Frontmatter
100 tokensAlways available to the agent
SKILL.md
1,919 tokensWhen the skill is activated
Reference documents
1,163 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Common load-scaling failures
- Patterns for load resilience
- Worked examples
- Load testing patterns
- Designing for load from the start
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,314 bytesreferences/load-test-patterns.mddoc5,631 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubweakest-link
When your agent uses it
Apply the principle of the Weakest Link — a system's reliability is determined by its least reliable component, not by the average. Use when designing critical-path workflows, evaluating dependencies for risk, deciding where to invest in robustness, auditing onboarding or checkout flows for the step most likely to fail. The user's experience of the product is dominated by its worst step. Improving the average without improving the weakest step often doesn't improve the experience at all.
What it loads into context
Frontmatter
100 tokensAlways available to the agent
SKILL.md
2,315 tokensWhen the skill is activated
Reference documents
1,360 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why this principle matters
- Identifying the weakest link
- Treating the weakest link
- Sub-skills in this cluster
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related principles
- See also
Files
SKILL.mdcore11,387 bytesreferences/lineage.mddoc6,979 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubweakest-link-identification
When your agent uses it
Apply methods for finding the weakest link in a workflow, system, or feature set. Use when planning a redesign, prioritizing engineering or design investment, auditing a product for quality issues, or beginning any improvement effort. Several methods exist (funnel analysis, journey mapping, failure-mode enumeration, support-pattern review, direct user observation); each surfaces different kinds of weakness, and combining them gives the clearest picture.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
1,958 tokensWhen the skill is activated
Reference documents
1,203 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Method 1: funnel analysis
- Method 2: user journey mapping
- Method 3: failure-mode analysis (FMEA)
- Method 4: support-pattern review
- Method 5: direct user observation
- Method 6: dependency reliability analysis
- Method 7: edge-case enumeration
- Combining methods
- Prioritizing among multiple weak links
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,563 bytesreferences/audit-workflow.mddoc5,580 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubweakest-link-treatment
When your agent uses it
Apply treatment strategies for identified weak links — fix, eliminate, buffer, replicate, or communicate. Use when you've identified a weakest link and are deciding what to do about it. Each treatment has different costs, benefits, and contexts where it's right. The choice depends on whether the weak link is necessary, whether it's fixable, what alternatives exist, and what timeline the fix can realistically follow.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
1,949 tokensWhen the skill is activated
Reference documents
1,038 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Treatment 1: fix
- Treatment 2: eliminate
- Treatment 3: buffer
- Treatment 4: replicate (add redundancy)
- Treatment 5: communicate
- Choosing a treatment
- Worked examples
- Anti-patterns
- Heuristic checklist
- Related sub-skills
- See also
Files
SKILL.mdcore9,827 bytesreferences/treatment-decision-tree.mddoc4,901 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubSkills included
- aesthetic-usability-effect
- aesthetics-router
- archetypes
- archetypes-brand-voice
- archetypes-storytelling-arcs
- exposure-effect
- exposure-onboarding
- exposure-redesign-risk
- form-follows-function
- form-follows-function-as-axiom
- form-follows-function-success-criteria
- immersion
- immersion-distraction-cost
- immersion-flow
- wabi-sabi
- wabi-sabi-imperfection
- wabi-sabi-restraint
- 80-20-feature-prioritization
- 80-20-redesign-targeting
- 80-20-rule
- chunking
- chunking-form-grouping
- chunking-numeric-and-otp
- cognition-router
- consistency
- consistency-external
- consistency-internal
- hicks-law
- hicks-law-defaults
- hicks-law-menus
- hicks-law-pricing
- iconic-arbitrary-and-symbolic
- iconic-representation
- iconic-resemblance
- mental-model
- mental-model-mismatch-and-onboarding
- mental-model-system-vs-interaction
- mimicry
- mimicry-behavioral
- mimicry-surface
- progressive-disclosure
- progressive-disclosure-defaults-and-tucking
- progressive-disclosure-disclosure-affordances
- recognition-over-recall
- recognition-pickers-and-palettes
- recognition-recents-and-suggestions
- wayfinding
- wayfinding-breadcrumbs-and-context
- wayfinding-physical-spatial-metaphors
- wayfinding-search-and-recovery
- affordance
- affordance-false-and-anti
- affordance-signifiers
- constraint
- constraint-physical
- constraint-psychological
- control
- control-locus
- control-power-vs-simplicity
- errors
- errors-mistakes
- errors-slips
- expectation-effect
- expectation-effect-design-cues
- expectation-effect-priming
- feedback-loop
- feedback-loop-positive-vs-negative
- feedback-loop-states-and-latency
- fitts-law
- fitts-law-pointer-acceleration
- fitts-law-screen-edges
- fitts-law-touch-targets
- forgiveness
- forgiveness-confirmation-and-prevention
- forgiveness-undo-and-soft-delete
- interaction-router
- mapping
- mapping-cultural
- mapping-natural
- alignment
- alignment-grid-systems
- alignment-text-and-numerics
- closure
- closure-completion-cost
- closure-implied-shapes
- color
- color-accessibility-and-mode
- color-semantic-systems
- figure-ground-cues
- figure-ground-overlays-and-modals
- figure-ground-relationship
- gestalt-similarity
- hierarchy
- hierarchy-color-and-tone
- hierarchy-spatial
- hierarchy-typographic
- legibility
- legibility-contrast-and-spacing
- legibility-typeface-and-size
- perception-router
- proximity
- proximity-data-tables
- proximity-form-fields
- proximity-navigation
- readability
- readability-line-length
- readability-rhythm-and-prose
- signal-to-noise-ratio
- similarity-and-contrast
- similarity-grouping
- snr-decoration-removal
- snr-densification
- snr-emphasis-economy
- accessibility
- accessibility-operable
- accessibility-perceivable
- accessibility-robust
- accessibility-understandable
- factor-of-safety
- factor-of-safety-content-stress
- factor-of-safety-failure-margin
- iteration
- iteration-design-vs-development
- iteration-prototype-fidelity
- ockhams-equivalent-designs
- ockhams-feature-pruning
- ockhams-razor
- process-router
- prototyping
- prototyping-concept-throwaway-evolutionary
- prototyping-when-and-what
- scaling-fallacy
- scaling-interaction-assumptions
- scaling-load-assumptions
- weakest-link
- weakest-link-identification
- weakest-link-treatment
Repository facts
- License
- No license detected
- Created
- May 3, 2026
- Last pushed
- May 3, 2026
- Forks
- 3
- Open issues
- 3
- Project activity
- Slowing
Before you install
Network or broad shellAutomated signals, not a guarantee
Checked Nov 6, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 34 notes
plugins/aesthetics-and-emotion-principles/skills/form-follows-function-as-axiom/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/consistency-external/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/consistency-internal/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry-behavioral/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry-surface/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry-surface/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedplugins/cognition-and-learnability-principles/skills/mimicry-surface/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- No broad tool permissions
- No dangerous shell commands
- No hidden or obfuscated text
- 1 instruction override signalin 1 file: iconic-representation/SKILL.md:30
- No executable scripts
- No access to secrets
- No requests to vote in Hot
Show all 40 signals by file
.claude-plugin/marketplace.json
plugins/aesthetics-and-emotion-principles/.claude-plugin/plugin.json
- Network accessline 1
{ "$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 2
"$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 10
}, "license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 11
"license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", "repository": "https://github.com/HDeibler/universal-design-principles.git", - Network accessline 12
"homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 13
"repository": "https://github.com/HDeibler/universal-design-principles.git",
plugins/cognition-and-learnability-principles/.claude-plugin/plugin.json
- Network accessline 1
{ "$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 2
"$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 10
}, "license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 11
"license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", "repository": "https://github.com/HDeibler/universal-design-principles.git", - Network accessline 12
"homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 13
"repository": "https://github.com/HDeibler/universal-design-principles.git",
plugins/cognition-and-learnability-principles/skills/chunking-numeric-and-otp/SKILL.md
- Network accessline 75
- **US-only forms**: enforce 3-3-4 with format mask or chunked inputs. - **International forms**: use a country selector + a free-text number field; format on display rather than enforcing entry format. - **Dual-purpose** (international use - Network accessline 77
- **Dual-purpose** (international users + US-heavy): use [libphonenumber](https://github.com/google/libphonenumber) or similar to validate and format dynamically.
plugins/cognition-and-learnability-principles/skills/chunking-numeric-and-otp/references/numeric-format-conventions.md
- Network accessline 35
Rather than hard-coding any one format, use [libphonenumber](https://github.com/google/libphonenumber) (Google's library) for parsing and formatting. It handles country-code prefixes, regional norms, and edge cases.
plugins/cognition-and-learnability-principles/skills/iconic-representation/SKILL.md
- Instruction override signalline 30
The flip side: icons that don't communicate are pure noise. They take up space, draw attention, and don't tell the user anything they need to know. An icon that requires the user to read a label to understand it has failed at being an icon.
plugins/interaction-and-control-principles/.claude-plugin/plugin.json
- Network accessline 1
{ "$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 2
"$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 10
}, "license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 11
"license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", "repository": "https://github.com/HDeibler/universal-design-principles.git", - Network accessline 12
"homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 13
"repository": "https://github.com/HDeibler/universal-design-principles.git",
plugins/perception-and-hierarchy-principles/.claude-plugin/plugin.json
- Network accessline 1
{ "$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 2
"$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 10
}, "license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 11
"license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", "repository": "https://github.com/HDeibler/universal-design-principles.git", - Network accessline 12
"homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 13
"repository": "https://github.com/HDeibler/universal-design-principles.git",
plugins/process-and-robustness-principles/.claude-plugin/plugin.json
- Network accessline 1
{ "$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 2
"$schema": "https://json.schemastore.org/claude-plugin.json", - Network accessline 10
}, "license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 11
"license": "MIT", "homepage": "https://github.com/HDeibler/universal-design-principles", "repository": "https://github.com/HDeibler/universal-design-principles.git", - Network accessline 12
"homepage": "https://github.com/HDeibler/universal-design-principles", - Network accessline 13
"repository": "https://github.com/HDeibler/universal-design-principles.git",
plugins/process-and-robustness-principles/skills/factor-of-safety-failure-margin/references/sre-and-reliability-patterns.md
- Network accessline 37
// Good: explicit timeout const result = await fetch(url, { signal: AbortSignal.timeout(2000) }); - Network accessline 38
const result = await fetch(url, { signal: AbortSignal.timeout(2000) }); - Network accessline 40
// Bad: no timeout (default may be unbounded) const result = await fetch(url); - Network accessline 41
const result = await fetch(url);
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
Signal confidence: 8 facts
- Network access in prose of the SKILL.mdchunking-numeric-and-otp/SKILL.md:75Low confidence
- Network access in prose of the SKILL.mdchunking-numeric-and-otp/SKILL.md:77Low confidence
- Network access in prose of documentationchunking-numeric-and-otp/references/numeric-format-conventions.md:35Low confidence
- Instruction override signal in prose of the SKILL.mdiconic-representation/SKILL.md:30High confidence
- Network access in code of documentationfactor-of-safety-failure-margin/references/sre-and-reliability-patterns.md:37Low confidence
- Network access in code of documentationfactor-of-safety-failure-margin/references/sre-and-reliability-patterns.md:38Low confidence
- Network access in code of documentationfactor-of-safety-failure-margin/references/sre-and-reliability-patterns.md:40Low confidence
- Network access in code of documentationfactor-of-safety-failure-margin/references/sre-and-reliability-patterns.md:41Low confidence
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Native | Manifest .claude-plugin/marketplace.json | .claude/skills/<skill-name>/ |
| Codex | Compatible | Standard SKILL.md plugins/aesthetics-and-emotion-principles/skills/aesthetic-usability-effect/SKILL.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md plugins/aesthetics-and-emotion-principles/skills/aesthetic-usability-effect/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md plugins/aesthetics-and-emotion-principles/skills/aesthetic-usability-effect/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md plugins/aesthetics-and-emotion-principles/skills/aesthetic-usability-effect/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard SKILL.md plugins/aesthetics-and-emotion-principles/skills/aesthetic-usability-effect/SKILL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.