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lksnmnn/design-direction

Interviews the person to set a distinctive visual direction — brand, world, graphic devices, signature move — before UI is built, so the result looks like this product and no other. Use when starting or restyling an app, a landing page, a deck or a page that should not look generic, or when a design reads as template, theme or AI default.

What is design-direction?

design-direction is a Claude Code agent skill that interviews the person to set a distinctive visual direction — brand, world, graphic devices, signature move — before UI is built, so the result looks like this product and no other. Use when starting or restyling an app, a landing page, a deck or a page that should not look generic, or when a design reads as template, theme or AI default.

Works with✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/lksnmnn/product-ui-skills/tree/HEAD/skills/design-direction

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Design direction

A design is distinctive when someone who knows the field would attribute it to this one product. Usability comes from familiar structure; distinctiveness comes from what only this product has: its brand, its world, its graphic devices and one signature move. Those come from the person, so this skill asks before it draws.

A generator left alone converges on the same few looks (defaults.md). Every decision below either comes from the interview or is checked against that list; nothing is chosen because it is the first thing that comes to mind.

Done when a direction is written down, chosen by the person, and every later build reads it.

1. Collect what exists

Ask for, and read, whatever already defines the brand: logo files, colours, fonts, brand guidelines, photography, illustrations, earlier decks or pages, a design-system file in the repo, and the project file of the product-ui skill (.claude/product-ui.md) if one exists. An existing system is the starting point; the direction extends it and never contradicts it. Record which assets exist and which are missing.

2. Interview

Run interview.md: a few questions per round, each round building on the answers before it. Ask, listen, follow the surprising answer one level deeper. The round is done when you can state the product's world, personality and anti-references back in one paragraph and the person agrees with it.

3. Mode

Decide the mode from the interview:

  • Operate (an application people work in): structure, navigation and controls stay the familiar ones of the category. The direction contributes type, palette, density, graphic devices in the quiet areas (headers, empty states, onboarding, loading) and one signature move.
  • Persuade (a landing page, a campaign, a deck): the direction may shape the whole page — composition, imagery, motion, layout.

A product with both gets one direction and applies it per mode.

4. Propose directions

Write two or three directions that differ at a glance, each from the interview's material. Each one names:

  • tokens: palette (4–6 named colours with roles), type pairing and scale, radius, borders, elevation, density. Build them with tokens.md from the brand assets of step 1 — a reference product lends its qualities (speed, density), never its colours or type;
  • graphic devices: a shape language and geometry taken from the product's world, and a recipe for generated backgrounds, patterns and filler images built from those forms;
  • imagery: what photography or illustration shows, and how it is cropped and treated;
  • structure: grid, rhythm, how a screen or page is composed;
  • voice: three words for how the interface speaks, and one sample sentence each for a button, an empty state and an error;
  • signature move: one concrete, nameable idea a viewer remembers ("status drawn as …");
  • a sample: one real screen or section rendered in it, with real content.

Show the samples side by side, at the same size, with the same content. The person picks one, or combines parts, and says why.

Every number and label on a sample needs a definition the person agrees with ("active users": logged in? in a session today?). Collect the ones they question as open definitions; they are product questions, and they go into the record of step 6.

When the person says it still looks generic but cannot name why, split the surface into independent toggles — typeface, palette, shape (radius, borders, chips), density, icon style — on the same screen, and let them switch each one until the feeling goes. The toggle that removes it names the cause.

5. Check distinctiveness

Hold the chosen sample against defaults.md and against the person's anti-references. For each match, change the decision that produced it, or record why this product keeps it. Then the attribution test, weighed by the surface's distinctiveness level from the interview: with the logo covered, would someone who knows the field name this product? At a high level, "it could be anyone's" sends you back to step 4 with the weakest element. At a low level, a clean familiar result passes, and the record says so.

Distinctiveness never costs usability: a signature move that hides a control, lowers contrast or breaks a familiar pattern of the category is moved to a quiet area or dropped.

6. Record

Write the direction into the "Direction" section of the project file (.claude/product-ui.md, or where CLAUDE.md says the project keeps its design decisions; create it from the product-ui template when missing): the date, mode, tokens, devices, imagery recipe, structure, voice, signature move, the anti-references, the open definitions, and the interview answers that justify them. Put the tokens themselves into the code's token file. Later builds and reviews read the project file first.

Individual skills in this repo

This repo contains 1 individual skill — each has its own dedicated page.

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