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Designer Skills Collection

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designer-skills

107 design skills organised by discipline — research, systems, UI, interaction, UX strategy, and visual critique.

designuxresearchbundle

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npx skills add Owl-Listener/designer-skills
License
MIT
Updated
August 2026
Type
Bundle of 107
Platforms
Claude Code, Codex, Cursor, Multi Platform
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107 skills in this bundle

  • design-critique

    Source

    Facilitate a structured team critique — framing, feedback rules, and actionable outcomes. Use when running a session with people in the room. For a solo expert review, use `heuristic-evaluation` (prototyping-testing).

  • design-debt-audit

    Source

    Inventory and prioritise accumulated design inconsistencies across a product. Use when drift has built up over time. For token coverage specifically use `design-token-audit` (designer-toolkit); for WCAG gaps use `accessibility-audit` (design-systems).

  • design-impact-reporting

    Source

    Communicate design's contribution to business and user outcomes in stakeholder language. Use when reporting results upward. For choosing the metrics in the first place, use `metrics-definition` (ux-strategy).

  • design-qa-checklist

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    Build a QA checklist for verifying that a build matches the design. Use at implementation review. For the spec engineers build from, use `handoff-spec`.

  • design-review-process

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    Establish review gates — criteria, checkpoints, and approval flow. Use when work ships without consistent review. For running one individual session, use `design-critique`.

  • design-sprint-plan

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    Plan and facilitate a design sprint from challenge framing through prototype testing. Use when compressing discovery into days. For ongoing team cadence, use `team-workflow`.

  • handoff-spec

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    Write the implementation handoff — measurements, behaviours, assets, states, and edge cases. Use when engineering picks up the work. For verifying the result afterwards use `design-qa-checklist`; for reusable library components use `component-spec` (design-systems).

  • team-workflow

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    Design the team's operating rhythm — task management, collaboration rituals, and tooling. Use when the day-to-day cadence needs structure. For a time-boxed sprint, use `design-sprint-plan`.

  • version-control-strategy

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    Define version control for design files, components, and libraries — branching, naming, and release. Use when file history is chaotic. For design system contribution rules, use `design-system-governance` (design-systems).

  • affinity-diagram

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    Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.

  • card-sort-analysis

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    Analyse open or closed card sort results into a proposed grouping and label set. Use after running a sort study. For turning that evidence into a full structure, use `information-architecture` (ux-strategy).

  • diary-study-plan

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    Design a diary study — prompts, cadence, duration, participant criteria, and analysis frame. Use when behaviour unfolds over days or weeks. For a single-session study, use `usability-test-plan`.

  • empathy-map

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    Build a Says, Thinks, Does, Feels map for one user or segment. Use when sharing user understanding quickly. For a composite archetype with goals and behaviours use `user-persona`; for cross-session themes use `affinity-diagram`.

  • interview-script

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    Write a structured interview guide — warm-up, core exploration, and wrap-up. Use before running interviews. For analysing what comes back, use `summarize-interview`.

  • jobs-to-be-done

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    Map functional, emotional, and social jobs with outcome expectations. Use when reframing decisions around motivation rather than features. For who the user is, use `user-persona`.

  • journey-map

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    Map one persona's end-to-end experience with stages, touchpoints, emotions, and pain points. Use when improving an existing experience. For the multi-channel ecosystem use `experience-map` (ux-strategy); for screen-level paths use `user-flow-diagram` (prototyping-testing).

  • research-repository

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    Build a repository that makes findings findable, reusable, and cumulative across teams. Use when the same research keeps getting redone. For synthesising one study, use `affinity-diagram`.

  • summarize-interview

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    Turn one interview transcript into themes, supporting quotes, and action items. Use immediately after a session. For synthesising many sessions at once, use `affinity-diagram`.

  • survey-design

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    Design unbiased survey instruments — question wording, scales, and sampling — to measure attitudes at scale. Use when you need quantitative breadth. For behavioural experiments, use `a-b-test-design` (prototyping-testing).

  • usability-test-plan

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    Design a usability study — research questions, methodology, participant criteria, metrics, and facilitation guide. Use when planning the study as a whole. For writing the task scenarios inside it, use `test-scenario` (prototyping-testing).

  • user-persona

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    Build research-grounded personas with goals, frustrations, and behavioural patterns. Use when decisions need a consistent user reference. For one session's emotional snapshot use `empathy-map`; for motivation framing use `jobs-to-be-done`.

  • accessibility-audit

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    Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).

  • component-spec

    Source

    Specify one component — props, states, variants, accessibility, and usage rules. Use when defining a library component. For the reusable doc scaffold use `documentation-template`; for a problem-solution pattern use `pattern-library`.

  • design-system-governance

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    Define how the system evolves — contribution model, versioning, deprecation, and change management. Use when multiple teams contribute. For driving uptake use `design-system-adoption` (designer-toolkit); for design file history use `version-control-strategy` (design-ops).

  • design-token

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    Define and organise tokens for colour, spacing, type, and elevation with naming and usage rules. Use when establishing the token layer. For auditing existing usage use `design-token-audit` (designer-toolkit); for multi-brand mapping use `theming-system`.

  • documentation-template

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    Generate a reusable documentation scaffold for components, patterns, or guidelines. Use when standardising how the system is documented. For the content of one component's spec, use `component-spec`.

  • icon-system

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    Specify an icon system — grid, sizing, stroke weight, naming, categories, and implementation. Use when standardising iconography. For broader illustration, use `illustration-style` (ui-design).

  • localization-design

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    Design for multiple languages, writing directions, and cultural contexts — text expansion, RTL mirroring, and locale formats. Use when shipping beyond one locale. For the words themselves, use `ux-writing` (designer-toolkit).

  • motion-system

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    Define motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (interaction-design).

  • naming-convention

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    Establish naming rules for components, tokens, and layers with patterns and worked examples. Use when names are inconsistent or being set. For what the tokens actually contain, use `design-token`.

  • pattern-library

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    Structure a pattern entry — problem context, solution, usage examples, and related patterns. Use when documenting a recurring solution rather than a component. For a single component's API, use `component-spec`.

  • theming-system

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    Design theming architecture — brand variants, dark mode, and high-contrast — mapped through token layers. Use when one system must serve multiple themes. For a single palette use `color-system` (ui-design); for dark mode craft use `dark-mode-design` (ui-design).

  • case-study

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    Craft a portfolio case study with narrative arc, process evidence, and outcomes. Use when telling a project's story to an external audience. For an internal stakeholder deck, use `presentation-deck`.

  • design-negotiation

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    Advocate for design quality, scope, and timeline with partners and leadership using evidence and shared goals. Use in the conversation itself. For the commercial vocabulary behind it, use `business-design` (ux-strategy).

  • design-rationale

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    Write rationale connecting decisions to user needs, business goals, and principles. Use when a decision needs defending in writing. For a live conversation, use `design-negotiation`.

  • design-system-adoption

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    Create adoption strategy and enablement materials to drive design system usage. Use when the system exists but teams ignore it. For contribution and versioning rules, use `design-system-governance` (design-systems).

  • design-token-audit

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    Audit token usage across a product for coverage, drift, and hard-coded values. Use when tokens exist and you suspect they are being bypassed. For defining tokens in the first place, use `design-token` (design-systems).

  • presentation-deck

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    Structure a design presentation for a specific audience and decision. Use when presenting internally. For a portfolio narrative use `case-study`; for the written argument use `design-rationale`.

  • ux-writing

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    Write interface copy — microcopy, error messages, empty states, and CTAs. Use when the words are the deliverable. For content structure and ownership, use `content-strategy` (ux-strategy).

  • animation-principles

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    Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.

  • conversational-ux

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    Design voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.

  • doherty-threshold

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    Apply the Doherty Threshold — keep system response under 400ms to preserve user flow. Use when diagnosing perceived slowness or setting a performance budget. For what to show during unavoidable waits, use `loading-states`.

  • error-handling-ux

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    Design error prevention, detection, and recovery across a product — message content, placement, and escape routes. Use when errors span multiple flows. For validation inside a single form, use `form-design`.

  • feedback-patterns

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    Design confirmations, status updates, and notifications that tell users an action registered. Use when the system must acknowledge success or change. For waiting states use `loading-states`; for failures use `error-handling-ux`.

  • fitts-law

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    Apply Fitts's Law — target acquisition time depends on size and distance. Use when sizing and positioning controls, especially for touch. For how many controls to show at once, use `hicks-law`.

  • form-design

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    Design a form end to end — field order, grouping, validation, and completion. Use when the artifact is a form. For product-wide error strategy use `error-handling-ux`; for first-run signup use `onboarding-design`.

  • gesture-patterns

    Source

    Design gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, use `platform-conventions` (ui-design).

  • hicks-law

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    Apply Hick's Law — decision time grows with the number of simultaneous choices. Use when a screen offers too many options at once. For how many items survive in memory afterwards, use `millers-law`.

  • interfaces-that-feel

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    Apply an emotional resonance lens to a UI that is technically correct but flat, prescribing changes at the copy, motion, and interaction layer. Use when a design tests fine but lands cold. For the polish-perception argument, use `aesthetic-usability` (ui-design).

  • jakobs-law

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    Apply Jakob's Law — users expect your product to work like the others they already use. Use when deciding whether to innovate on a familiar pattern. For OS-mandated conventions specifically, use `platform-conventions` (ui-design).

  • loading-states

    Source

    Design waiting experiences — spinners, skeletons, optimistic updates, and progressive reveal. Use when content takes time to arrive. For the latency budget itself use `doherty-threshold`; for success confirmation use `feedback-patterns`.

  • micro-interaction-spec

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    Specify one micro-interaction completely — trigger, rules, feedback, loops, and modes. Use when handing a single interaction to engineering. For motion craft alone use `animation-principles`; for multi-state components use `state-machine`.

  • millers-law

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    Apply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.

  • navigation-patterns

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    Select and design a navigation pattern — tabs, drawer, hierarchy, or hub — matched to product structure and user tasks. Use when choosing how users move between sections. For the underlying content structure, use `information-architecture` (ux-strategy).

  • onboarding-design

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    Design the first-run experience — activation path, progressive disclosure, and time to first value. Use for a user's very first session. For the mechanics of the signup form itself, use `form-design`.

  • peak-end-rule

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    Apply the Peak-End Rule — a flow is remembered by its most intense moment and its last. Use when designing completion, celebration, or cancellation moments. For sustaining engagement mid-flow, use `zeigarnik-effect`.

  • search-ux

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    Design search — query input, zero results, refinement, and result presentation. Use when users retrieve rather than browse. For browse structure, use `navigation-patterns`.

  • serial-position-effect

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    Apply the Serial Position Effect — first and last items in a sequence are recalled best. Use when ordering menus, lists, and steps. For emphasising one item regardless of its position, use `von-restorff-effect` (ui-design).

  • state-machine

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    Model component behaviour as explicit states, events, and transitions. Use when a component has many interacting states that must be exhaustive. For the feel and feedback of a single interaction, use `micro-interaction-spec`.

  • teslers-law

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    Apply Tesler's Law — every process has irreducible complexity that someone must absorb. Use when deciding whether the product or the user carries it. For reducing apparent choice, use `hicks-law`.

  • zeigarnik-effect

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    Apply the Zeigarnik Effect — incomplete tasks stay mentally active. Use when designing progress indicators, saved drafts, and return hooks. For the emotional shape of the ending, use `peak-end-rule`.

  • a-b-test-design

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    Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.

  • accessibility-test-plan

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    Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).

  • click-test-plan

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    Design first-click and click tests for findability and navigation. Use when testing whether people can locate something. For full task-based observation, use `test-scenario`.

  • heuristic-evaluation

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    Run an expert review against Nielsen's heuristics and domain criteria, with severity ratings. Use when you need findings without recruiting participants. For a facilitated team feedback session, use `design-critique` (design-ops).

  • prototype-strategy

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    Choose prototype fidelity and method to match the design question and the decision at stake. Use before building a prototype. For what to test once it exists, use `test-scenario`.

  • test-scenario

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    Write realistic usability task scenarios with success criteria and facilitation notes. Use when you have a study and need the tasks. For the surrounding study design, use `usability-test-plan` (design-research).

  • user-flow-diagram

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    Diagram screen-level paths, decision points, and branch logic. Use when specifying how a feature is traversed. For the emotional end-to-end arc, use `journey-map` (design-research).

  • wireframe-spec

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    Specify wireframe layout — content priority, component placement, and annotation. Use when defining structure before visual design. For grid mechanics, use `layout-grid` (ui-design).

  • aesthetic-usability

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    Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).

  • color-system

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    Build a product colour system — tonal scales, semantic roles, and contrast compliance. Use when defining or rebuilding colour from scratch. For dark-mode adaptation use `dark-mode-design`; for chart palettes use `data-visualization`; for multi-brand token architecture use `theming-system` (design-systems).

  • dark-mode-design

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    Adapt an existing palette to dark mode — surface elevation, contrast rebalancing, and desaturation rules. Use when you already have a light palette to translate. For building the base palette first, use `color-system`.

  • data-visualization

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    Select chart types and design data encodings — marks, axes, labels, and accessible chart styling. Use when presenting data graphically. Owns chart selection and encoding only; the categorical colour ramp itself belongs to `color-system`.

  • illustration-style

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    Define an illustration style guide — visual language, colour usage, and application rules. Use when commissioning or standardising illustration. For icons, use `icon-system` (design-systems).

  • law-of-closure

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    Apply the Law of Closure — the eye completes implied shapes from partial forms. Use when reducing visual weight by dropping borders or letting negative space suggest structure. For explicit containers, use `law-of-common-region`.

  • law-of-common-region

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    Apply the Law of Common Region — a shared container, background, or border groups elements regardless of spacing. Use when grouping must survive a tight layout. For grouping by spacing alone, use `law-of-proximity`.

  • law-of-continuity

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    Apply the Law of Continuity — the eye follows alignment and unbroken paths. Use when sequencing steps, aligning content, or designing carousels and timelines. For grouping rather than sequencing, use `law-of-proximity`.

  • law-of-figure-ground

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    Apply the Law of Figure-Ground — establish which layer is foreground and actionable versus background. Use when designing modals, overlays, and depth. For emphasising one element among peers, use `von-restorff-effect`.

  • law-of-proximity

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    Apply the Law of Proximity — spatial closeness groups elements more strongly than any other cue. Use when spacing alone must carry grouping. For grouping via containers use `law-of-common-region`; via shared appearance use `law-of-similarity`.

  • law-of-similarity

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    Apply the Law of Similarity — shared colour, shape, or size signals that elements belong to one category. Use when signalling relationships across distance. For grouping by position, use `law-of-proximity`.

  • layout-grid

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    Define a responsive grid — columns, gutters, margins, and breakpoint behaviour. Use when establishing page structure. For the spacing scale inside components use `spacing-system`; for cross-device behaviour use `responsive-design`.

  • platform-conventions

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    Design to iOS and Android conventions — what each OS mandates, where they diverge, and when to unify. Use when shipping native apps. For breakpoint adaptation use `responsive-design`; for matching competitor patterns use `jakobs-law` (interaction-design).

  • readable-measure

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    Set line length and measure for comfortable reading across type sizes and breakpoints. Use when tuning body text. Covers measure only — for the full size and weight scale, use `typography-scale`.

  • responsive-design

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    Design layouts and interactions that adapt across screen sizes and input methods. Use when one design must serve many viewports. For the underlying column grid use `layout-grid`; for OS-specific patterns use `platform-conventions`.

  • spacing-system

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    Create a spacing scale from a base unit with rules for when each step applies. Use when standardising padding and margins. For page-level columns and gutters, use `layout-grid`.

  • typography-scale

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    Create a modular type scale with size, weight, and line-height relationships. Use when establishing typographic structure. For line length only use `readable-measure`; for judging type on an existing screen use `critique-typography` (visual-critique).

  • visual-hierarchy

    Source

    Establish hierarchy through size, weight, colour, spacing, and position so the eye lands in the intended order. Use when composing new work. For judging an existing screen, use `critique-visual-hierarchy` (visual-critique).

  • von-restorff-effect

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    Apply the Von Restorff Effect — the element that differs from its neighbours is the one remembered. Use when a single action must dominate. For overall ordering rather than single-element emphasis, use `visual-hierarchy`.

  • business-design

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    Read financials, map competitive landscapes, and argue design decisions in the language of value. Use when defending design to commercial stakeholders. For the live negotiation itself, use `design-negotiation` (designer-toolkit).

  • competitive-analysis

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    Compare UX patterns, features, strengths, and gaps across rival products. Use when you need to know what others actually do. For deliberately adopting their conventions, use `jakobs-law` (interaction-design).

  • content-strategy

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    Define what content a product needs, how it is structured, and who owns it. Use when content itself is the problem. For the words in the interface use `ux-writing` (designer-toolkit); for structural hierarchy use `information-architecture`.

  • design-brief

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    Write a project brief — problem space, constraints, audience, and success criteria. Use at kickoff for one specific project. For long-horizon aspiration use `north-star-vision`; for reusable decision rules use `design-principles`.

  • design-principles

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    Define actionable principles that resolve trade-offs when the team disagrees. Use when the same decisions keep getting relitigated. For a single project's framing, use `design-brief`.

  • experience-map

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    Map the full ecosystem of touchpoints, channels, and relationships across a service. Use when the experience spans more than one product. For one persona's linear journey use `journey-map` (design-research); for backstage operations use `service-blueprint`.

  • information-architecture

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    Design content structure, hierarchy, labelling, and the navigation model. Use when organising what exists. For the UI that exposes it use `navigation-patterns` (interaction-design); for user-generated grouping evidence use `card-sort-analysis` (design-research).

  • metrics-definition

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    Define UX metrics and KPIs that connect design decisions to measurable outcomes. Use when choosing what to measure. For presenting the results afterwards, use `design-impact-reporting` (design-ops).

  • north-star-vision

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    Articulate a long-horizon product vision that aligns teams and anchors strategy. Use when direction is contested or absent. For near-term project scope, use `design-brief`.

  • opportunity-framework

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    Identify, score, and prioritise design opportunities against impact and effort. Use when there are more ideas than capacity. For framing the one you choose, use `design-brief`.

  • service-blueprint

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    Map service delivery across frontstage actions, backstage processes, and supporting systems. Use when staff and operations are part of the experience. For the customer-visible layer only, use `experience-map`.

  • stakeholder-alignment

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    Build alignment artifacts — responsibility matrices, decision rights, and communication plans. Use when unclear ownership stalls decisions. For persuading in the moment, use `design-negotiation` (designer-toolkit).

  • critique-affordance

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    Critique a rendered screen's affordances — what looks clickable, state visibility, CTA clarity, and action discoverability. Use when reviewing an existing screen. For sizing and positioning targets in new work, use `fitts-law` (interaction-design).

  • critique-brand-consistency

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    Critique a rendered screen against mood.md, voice.md, and tokens.md. Use when those brand files exist and you are checking compliance. For defining the visual language itself, use `illustration-style` (ui-design).

  • critique-color

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    Critique a rendered screen's colour — contrast ratios, palette coherence, and semantic meaning. Use when reviewing one screen. For a product-wide WCAG audit use `accessibility-audit` (design-systems); for building the palette use `color-system` (ui-design).

  • critique-composition

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    Critique a rendered screen's composition — balance, whitespace, rhythm, and gestalt grouping. Use when a layout feels off but hierarchy is fine. For emphasis and eye flow specifically, use `critique-visual-hierarchy`.

  • critique-information-density

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    Critique a rendered screen's density — cognitive load, content prioritisation, scanning patterns, and progressive disclosure. Use when a screen feels overwhelming. For the underlying choice-count principle, use `hicks-law` (interaction-design).

  • critique-typography

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    Critique a rendered screen's typography — scale usage, readability, consistency, and token compliance. Use when reviewing type on a screen. For defining the scale itself, use `typography-scale` (ui-design).

  • critique-visual-hierarchy

    Source

    Critique a rendered screen's hierarchy — entry point, eye flow, weight distribution, and emphasis. Use when attention lands in the wrong place. For establishing hierarchy in new work, use `visual-hierarchy` (ui-design).

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