Individual skill

ux-iconography

Choose and design UI icons that are understood, not just decorative — universal metaphors, one consistent style, text/accessible labels where meaning isn't obvious, legible at small sizes, and adequate touch targets. Replaces ambiguous icon-only buttons and mixed icon styles with a system. Trigger when asked to add or pick icons, design an icon set, decide filled vs outlined, label icons, fix inconsistent/ambiguous iconography, or choose between a system library (SF Symbols/Material) and custom icons.

ux/foundations/iconography/SKILL.md

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Last checked
Nov 11, 2026

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40
Repository last updated
Jul 2, 2026
License
MIT

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# Iconography Skill

## How this skill behaves (read first)

This is a **generative** foundation skill. Icons are where an AI assistant ships ambiguity: Claude adds **icon-only buttons with no labels**, reaches for **novel or decorative** glyphs instead of the metaphor users already know, **mixes styles** (some outlined, some filled, different stroke weights), and uses **different icons for the same action** across a screen. An icon that makes the user stop and decode it has failed — its whole job is faster recognition.

So this skill gates:

1. **Establish context** — platform/library, whether icons earn their place here, and the design-system maturity (these set the style, the label policy, and the source).
2. **Apply the always-true core** — universal metaphors, one consistent style, labels where meaning isn't obvious, legibility at size, and accessible labels.
3. **Surface the context-dependent decisions** (icon style, system library vs custom, labels, state variants, rendering mode, containers) with trade-offs; let the user choose.

Then it **hands off to `ux-accessibility-audit`** (labels, contrast, touch targets), **`ux-aesthetics-audit`** (style consistency, overdesign), and **`ux-microcopy-audit`** (the icon labels themselves), plus **`ux-mobile-responsiveness-audit`** when touch targets matter.
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