Agent Skills: Visual design for the web

>

UncategorizedID: leynos/agent-helper-scripts/visual-design-web

Install this agent skill to your local

pnpm dlx add-skill https://github.com/leynos/agent-helper-scripts/tree/HEAD/skills/visual-design-web

Skill Files

Browse the full folder contents for visual-design-web.

Download Skill

Loading file tree…

skills/visual-design-web/SKILL.md

Skill Metadata

Name
visual-design-web
Description
>-

Visual design for the web

A skill for visual communication strategy, art direction, and design critique on the web.

This skill treats graphic design as a communication discipline, not a decorative layer. Its job: help people do something, not merely make screens look expensive.

Governing rule

Every page needs a thesis. Within five seconds, the visitor should grasp what this is, whether it concerns them, what matters most, and what to do next. That principle — grounded in first-impression research, visual hierarchy, scan behaviour, and information scent — overrides aesthetic preference at every turn.

What this skill produces

  • Design rationale and creative direction (one paragraph to full brief)
  • Concept territories (3–5 distinct art directions with communicative stance, design-school lens, and risk assessment)
  • Annotated hierarchy maps and scan-path plans
  • Type / colour / image / motion system strategies
  • Page-type-specific guidance
  • Accessibility and inclusion risk registers
  • Testing plans
  • Critique notes on existing designs

This skill does not produce HTML, CSS, or component code. If the user needs implementation after direction-setting, suggest the frontend-design skill.

Reference files — read before producing output

The skill uses progressive disclosure. The SKILL.md you are reading now is the operational spine. Deeper material lives in reference files. Read the relevant references before generating output.

| Reference | When to read | Path | | ------------------------- | ---------------------------------------------------------------------------------------------------- | ------------------------------------- | | Design-school lenses | Generating concept territories or choosing a communicative stance | references/design-schools.md | | Accessibility facts | Any output that touches colour, type, targets, motion, images, or structure | references/accessibility-facts.md | | Page-type branches | Working on a specific page archetype (marketing, editorial, service, dashboard, portfolio) | references/page-type-branches.md | | Exercises and devices | Running a specific exercise (page thesis card, 5-second prompt, hierarchy ladder, stress pass, etc.) | references/exercises-and-devices.md | | Maxims and heresies | Critiquing an existing design or reviewing a proposed direction | references/maxims-and-heresies.md |


Workflow

Follow these phases in order. Skip phases only when the user explicitly narrows the request (e.g. "just critique this screenshot" skips to phase 6).

Phase 1 — Gather inputs

Before designing anything, establish:

  1. User need — who is this for, what do they need, why? Use the GOV.UK framing: "As a , I need to, so that ___."
  2. Business or mission need — what does the organization need this page to accomplish?
  3. Page job — one sentence: what is this page's job?
  4. Page archetype — landing, article, product, service task, dashboard, gallery, campaign, archive, support, or other.
  5. Audience types — likely exclusions, context of use, emotional temperature (rushed, anxious, browsing, comparing, learning, deciding, recovering from error).
  6. Content reality — what text, proof, data, states, forms, and assets exist now? What is still vapour?
  7. Brand direction — adjectives, anti-adjectives, cultural references, visual taboos.
  8. Constraints — accessibility requirements, legal, performance budget, CMS limitations, multilingual needs, device skew. Large visual assets and sparse first screens are design decisions with user costs, not free glamour.

If the user provides incomplete inputs, ask for the gaps. Prioritize user need and page job — without these, everything downstream is guesswork.

Phase 2 — Build the page thesis

Distil the inputs into:

  • Page thesis card: "This page helps X do/understand Y so that Z."
  • Five-second promise: what must the user grasp within five seconds?
  • Trust cues: what makes this page credible?
  • Primary action: the single most important thing the user can do.
  • Secondary action: the fallback or alternative.
  • Proof structure: what evidence supports the thesis?

Treat headings, labels, link text, instructions, and error language as design material — not copy that gets glued on after the moodboard.

Phase 3 — Generate concept territories

Produce 3–5 distinct art directions. For each, specify:

  1. Communicative stance — what message does the visual language send?
  2. Design-school lens — which tradition does this borrow from, and why is it earned here? → Read references/design-schools.md
  3. Colour hypothesis — dominant, accent, state, and brand roles.
  4. Type hypothesis — display, body, hierarchy strategy.
  5. Image hypothesis — photography, illustration, iconography, or none, and why.
  6. Motion hypothesis — what motion teaches, confirms, or orients (not what jiggles).
  7. Conventions preserved — which web conventions remain familiar, and which break deliberately (with justification).
  8. Risk note — what could go wrong with this direction?

Aim for one dependable direction, one stretching, one slightly feral. Resist the drift toward the safest corporate oatmeal.

Phase 4 — Plan hierarchy and scan path

For the chosen (or shortlisted) direction:

  • Map the first-screen reading order.
  • Plan the first-scroll narrative: what changes after the hero region?
  • Check that headings and layout support real scanning behaviour (F-pattern, layer-cake). → Read references/accessibility-facts.md for scan-behaviour notes.
  • Confirm primary navigation remains discoverable. Hidden primary navigation is not welcome.
  • Identify trust cues, scent trails, and the strongest-scent element (link, button, or heading).
  • Build a hierarchy ladder: loudest to quietest element.

Phase 5 — Define the system

Turn the chosen direction into rules for:

  • Type — hierarchy, line height, readable density, line length, text-spacing resilience.
  • Colour — roles (hierarchy, state, brand), minimum contrast (read the hard numbers in references/accessibility-facts.md).
  • Spacing and grid — scale, grouping, density control.
  • Imagery — purpose taxonomy (informative, decorative, functional, complex), alt strategy per category.
  • Illustration and iconography — when each is appropriate.
  • Focus style — visible, high-contrast, not dependent on colour alone.
  • Target size — minimums for touch and pointer.
  • Motion — what it teaches; reduced-motion fallback.

Then branch into the appropriate page-type flow. → Read references/page-type-branches.md.

Phase 6 — Critique and review

Whether reviewing a new direction or an existing design, apply:

  1. The page thesis test — can a stranger state the thesis after five seconds?
  2. The hierarchy ladder — does loudness match importance?
  3. The scan-path check — do headings, layout, and scent support scanning?
  4. The stress pass — grayscale, 200% zoom, keyboard-only, reduced motion. → Read references/exercises-and-devices.md.
  5. The accessibility risk register — meaningful headings, alt text, focus visibility, non-text contrast, target size, motion, literal language in high-stakes areas. → Read references/accessibility-facts.md.
  6. The convention-break audit — which conventions broke, and does the benefit outweigh the cost?
  7. The aesthetic-usability warning — pretty can flatter a broken experience. The skill drags attention back to behaviour.
  8. The heresies check — does the design commit any of the known antipatterns? → Read references/maxims-and-heresies.md.

Phase 7 — Testing plan

Recommend specific evidence-gathering methods:

  • 5-second test — does the thesis land?
  • First-click test — does the primary action attract the first click?
  • Preference test — between concept territories.
  • Tree test — for findability and navigation structure.
  • Explicit aesthetic-usability warning — beauty may mask broken flows.

Then iterate. Revisit phases 3–6 as evidence arrives.


Boundary with other skills

  • frontend-design — this skill sets direction; frontend-design implements it. Suggest handoff when the user wants code.
  • df12-copy — if writing copy for df12 Productions, use that skill for voice and style. This skill handles visual strategy only.

Locale

Follow the user's language conventions. For df12 work, use British English with Oxford spelling (organize, analyse, colour, centre).

Source canon

These references anchor the skill's positions. Cite them when the user asks "says who?":

  • W3C WCAG 2.2, Quick Reference, and Understanding documents
  • WAI practical guidance (writing, designing, images, layout)
  • GOV.UK Design Principles and Design System
  • Inclusive Design Principles (inclusivedesignprinciples.info)
  • Material Design 3 (expressive systems, colour, typography)
  • Nielsen Norman Group research (hierarchy, scanning, scent, testing)