skills/creative/original-design/SKILL.md
Use when creating an original visual design language, identity, or art direction for any artifact — infographics, video storyboards, websites, or mobile app UI/UX — or when a design feels generic, derivative, "AI-default," or inconsistent and needs one unifying idea. Triggers on "design language", "art direction", "make it original", "visual identity", "looks generic", "design a world".
npx skillsauth add sanky369/vibe-building-skills original-designInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Originality is not about being unique. It is about being internally consistent around one core idea.
Most people start by asking "How do I make this look unique?" The best designers start by asking "What is the visual manifestation of the core idea?"
This skill runs an interactive, question-driven session that turns a product or subject into a complete design language — a coherent visual world from which every screen, frame, icon, illustration, and animation is drawn as an "artifact." It works for any visual deliverable: an infographic, a video storyboard, a website, or a mobile app UI/UX.
The biggest shift this skill enforces: don't design screens — design a world. Everything else is just an element of that world.
This is a facilitated conversation, not a form dump. Follow these rules:
AskUserQuestion tool for option-based phases. In other agents, ask in plain text with a short labeled option list.Copy this checklist into your working notes and check items off:
Design Language Progress:
- [ ] Phase 0: Frame the world (medium, subject, audience)
- [ ] Phase 1: Core metaphor (one sentence)
- [ ] Phase 1.5: Inspiration sweep (web)
- [ ] Phase 2: Visual universe (vocabulary)
- [ ] Phase 3: Design DNA (shapes / colors / motion / texture)
- [ ] Phase 4: Mascot system (if applicable)
- [ ] Phase 5: The signature constraint
- [ ] Phase 6: Cross-domain inspiration (web)
- [ ] Phase 7: Generate many concepts → pick the world
- [ ] Phase 8: Originality Test (5 questions) — GATE
- [ ] Phase 9: Write the brief + medium handoff
Establish what you're actually making before anything visual. Ask:
Then say the mindset shift out loud to the user: "We're not going to design screens. We're going to design a world, and your "+ medium +" will be made of artifacts from that world."
Everything flows from the core metaphor.
Ask the unlocking question: "If this product were a physical object or place, what would it be?"
Offer seeds based on the domain (these are from the source method):
| Product type | Possible metaphor | |---|---| | Math / learning app | Toy Blocks | | AI tutor / assistant | Wise Mentor | | Finance / trading app | Command Center | | Travel app | Explorer's Journal | | Knowledge / docs app | Living Library |
Push for one metaphor, not three. Then write the one-sentence design language: "This is a [metaphor] — so it looks like [feeling/world]."
If they can't say it in one sentence, the metaphor isn't sharp enough yet — keep refining.
Before defining vocabulary, gather real references for the chosen metaphor and mood. Follow references/inspiration-browsing.md: browse cosmos.so, Pinterest, Savee, Dribbble, Behance, Are.na for the metaphor + mood, collect 8–15 references, and note recurring patterns (lighting, color temperature, composition, texture, shapes). Summarize the patterns back to the user before continuing.
List everything that exists in that world. Those become your visual vocabulary.
With the metaphor fixed, brainstorm with the user every object, surface, character, and texture that lives in that world. Example for Living Library: Books, Shelves, Notes, Ink, Stamps, Bookmarks, Paper texture.
Then explicitly map the vocabulary onto the design layers:
| World object | Becomes | |---|---| | (e.g. Books, Stamps) | Icons | | (e.g. Margin sketches) | Illustrations | | (e.g. Page turn, ink bleed) | Animations / motion | | (e.g. Shelves, cards) | UI elements / layout | | (e.g. Ink, paper, leather) | Colors | | (e.g. Hand-lettered headers) | Typography |
Aim for a vocabulary of 6–10 concrete elements. This list is the source of truth for everything later.
Define the system rules everything will follow.
Lock four dimensions. Keep each tight — constraints here are what make it feel designed:
Record exact hex values for colors and concrete easing/timing intent for motion so the brief is build-ready.
A mascot gives your product a face and personality, and becomes the heart of the world.
Ask whether a mascot serves this project. It's powerful for learning, consumer, kids', and brand-led products; often skipped for enterprise/finance or minimalist tools. If yes, define:
Why it matters: emotional connection, memorability, and it unifies the whole experience.
Constraints don't limit creativity. They create identity.
Define one rule the design will never break. This single decision is often what makes a language recognizable:
| Constraint | Resulting style | |---|---| | No photos allowed | clean, illustrated (Zenn-like) | | Everything is geometric blocks | structured (math-app-like) | | Only black, white + one accent | sharp, linear (Linear-like) | | Every illustration must look hand-drawn | warm, human (Excalidraw-like) |
Write the constraint as an enforceable sentence: "In this world, we never ___ / we always ___."
Don't copy competitors. Borrow from other worlds.
Pull inspiration from domains outside the product's category to stay fresh: Architecture, Nature, Toys, Ancient manuscripts, Science diagrams, Space missions, Industrial machinery. Use references/inspiration-browsing.md to browse 2–3 unrelated domains and extract transferable ideas (a grid system from architecture, a color story from nature, a labeling style from science diagrams). Bring back 3–5 concrete "steals."
One core idea. Many worlds. Quantity creates the chance for brilliance.
Generate a large batch of short concept directions — each a different "world" expressing the same core idea (e.g. Museum, Spaceship, Magical Academy, Detective Board, Living Brain… aim for 20–50 one-line concepts). Most will be average; you're hunting for the one that's extraordinary.
Present them grouped, let the user react, then narrow to 1 primary direction (optionally 1–2 backups). For a big batch, you may dispatch a subagent or workflow to expand concepts, but keep the user in the selection loop.
Before producing anything, run all five questions. Every answer should be "yes." If any is "no," return to the relevant phase.
State each question and its verdict back to the user explicitly.
Fill in assets/design-language-brief-template.md with every locked decision and save it to the user's project (suggest design-language.md). Then translate the language into the chosen medium using references/medium-playbooks.md, and offer to invoke the matching production skill:
social-graphics, image-generation, or brand-assetremotion-script-writer, product-video, or creative-strategistfrontend-orchestrator, design-foundation, color-system, typography-systemfrontend-orchestrator, component-architecture, layout-systemThe brief is the contract: every downstream asset must be an artifact of the world it describes.
| Mistake | Fix | |---|---| | Dumping all 7 phases as one questionnaire | One phase at a time; reflect each answer back | | Picking 3 metaphors "to be safe" | Force exactly one — mixed metaphors kill consistency | | Skipping the web inspiration sweep | Real references prevent generic, AI-default output | | No signature constraint | Without a constraint there's no identity (Phase 5 is not optional) | | Designing screens/frames before the world | Define the world first; artifacts come last | | Shipping without the Originality Test | The 5-question gate is mandatory |
Design a world. Everything else is just an element of that world. Every screen, thumbnail, image, icon, and animation should feel like an artifact from the same universe.
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