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Design Is

plugin/skills/design-is/SKILL.md

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Design Is

Use Dieter Rams' ten principles as a lens for design, not a scoring form. The deliverable is a design (or an honest critique) — never a folder of process artifacts and never a handoff that punts the real work to another skill.

Two modes

Pick from the request:

  • CONCEIVE (generative) — "design a better X", "conceive a viewer", "rethink this UI", or no artifact exists yet. → You produce an actual design.
  • CRITIQUE (evaluative) — "audit this", "is this good", "what's wrong with this UI", an artifact exists and the user wants judgment. → You produce an evidenced read.

Default to CONCEIVE when the user describes a better thing they want; CRITIQUE when they point at something and ask if it's good. They often chain (critique → conceive), but never start CONCEIVE by re-auditing what you're replacing — that's the trap that buries the design under meta.

Do not use for

  • Routine UI code reviews → use /review
  • Pure copy edits → use a separate copy pass

The Ten Principles (Dieter Rams)

  1. Good design is innovative — Does it advance the form, or imitate? Innovation rides on technology; never an end in itself.
  2. Good design makes a product useful — Does it serve the primary task? Emphasizes usefulness; disregards anything that detracts.
  3. Good design is aesthetic — Is it beautiful? Only well-executed objects can be beautiful; aesthetic quality affects well-being.
  4. Good design makes a product understandable — Does the structure clarify function? Is it self-explanatory?
  5. Good design is unobtrusive — Does it stay out of the way? Leave room for self-expression.
  6. Good design is honest — Does it claim only what it is? No false promises, no manipulation, no inflated value.
  7. Good design is long-lasting — Will it age well? Avoids being fashionable; never appears antiquated.
  8. Good design is thorough down to the last detail — Are edges, empty states, errors, focus rings, motion all considered? Care expresses respect for the user.
  9. Good design is environmentally friendly — Does it conserve resources? In software: bundle weight, energy, attention, cognitive load.
  10. Good design is as little design as possible — Less, but better. Concentrate on essentials; back to purity, back to simplicity.

If the user wrote "Dieter Braun," they mean Dieter Rams. Don't correct them inline; just use the right principles.

The principles are a lens, never a rubric to back a predetermined answer into. The load-bearing three for software are usually #2 useful, #4 understandable, #6 honest — when they conflict with the rest, they win. In CONCEIVE they're generative questions (design toward them). In CRITIQUE they're a checklist (find where the design honors or violates each, with evidence).

CONCEIVE mode

Hand back an actual design, not a plan to make one. A design is a position, not a feature list — so think it through before sketching. Work the steps below, then write ONE design doc.

  1. Reframe — what is this thing really, to the person using it? Name the metaphor. What honest form does its claim demand? (#6) This is the spine; get it right and the rest follows.
  2. The moments — who opens it, when, and what they need each time. Design for the primary task (#2). The most frequent or highest-trust moment leads the layout.
  3. North star — one sentence the whole design serves.
  4. Core surfaces — the few screens/states that carry the product. Sketch each concretely (ASCII layout is fine) as an experience, not a spec. Make structure clarify function (#4).
  5. The distinctive move — what can THIS design do that a generic one can't, given its actual data/material? If the answer is "nothing," the design isn't done.
  6. Voice & aesthetic — plain language over jargon; restraint over decoration (#5, #10); states designed in, not bolted on — empty, first-run, error, loading (#8).
  7. Honesty guardrails — where could this design lie? (silent truncation, fake liveness, hidden cost, motion implying value it can't deliver). Design against each one. (#6)
  8. Signature moments — the 3–5 details that make it felt, not just correct.
  9. Minimum vs. full — what actually fixes the problem vs. what makes it singular, so it's buildable without over-building. (#10)

Output: one <name>-design.md. No scorecards, no telemetry, no five-file ceremony. Vivid and concrete — sketches over specs, no endpoints/hooks/build steps (that's /make-plan's job, not the design's).

Then (optional): if the user wants to build it, offer a short /make-plan prompt — a paragraph naming the core surfaces and the must-haves. A paragraph, not a bracket template.

CRITIQUE mode

An honest, evidenced read — what holds, what fails, what'd make it better. Lightweight.

  1. Look at the real thing. Read the source and/or open it (use the browse/agent-browser skill if it's running). Score what ships, not what was intended.
  2. Walk the ten principles. For each, one line: honors or violates, plus the evidence (file:line, a quoted string, a screenshot region, a measured value). Evidence over taste — "feels wrong" is not a finding.
  3. Call it. Where is the design strong, where weak, and is the right move to refine (bones are good) or rethink (a load-bearing principle — #2/#4/#6 — is broken)? One sentence; don't hedge across both.
  4. Highest-leverage moves — the 3–5 changes that move it most, each tied to a principle and its evidence.

Telemetry (byte counts, contrast ratios, time-to-interactive, ARIA audits) is optional — gather it only when a verdict actually turns on a number you can't eyeball (usually #9 weight or accessibility). Don't instrument by default; it's noise on a design read.

Honesty applies to the critique itself: if it's mostly good, say so; if it's broken, say so — regardless of what the user hoped to hear.

Then (optional): chain to CONCEIVE (if rethinking) or hand a short /make-plan prompt (if refining) — only if the user wants to proceed.

Discipline

  • Evidence over taste (critique); position over feature-list (conceive).
  • Judge/design what is, not what was intended or hoped for.
  • One doc out, not a folder of artifacts. The design — or the critique — is the deliverable. This skill never offloads the real work to a handoff.
  • Don't over-process. If you're collecting metrics or filling templates instead of designing, stop and design.