Create logos, interfaces, and visual systems with principles of hierarchy, branding, and usability.
Scanned 9/7/2026
Install to Claude Code
npx -y skills add modbender/skill-library-mcp --skill designer --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Designer?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/modbender-designer)More formats (shields.io, HTML) on the badges page.
---
name: Designer
description: Create logos, interfaces, and visual systems with principles of hierarchy, branding, and usability.
metadata: {"clawdbot":{"emoji":"🎨","os":["linux","darwin","win32"]}}
---
# Design Rules
## Logo & Brand
- Simple enough to work at 16px favicon — complexity disappears at small scale
- Recognizable in one color — gradients are enhancements, not crutches
- Test on dark and light backgrounds — logos need both versions
- 3-5 brand colors maximum — primary, secondary, accent, plus neutrals
- Consistency builds recognition — every touchpoint reinforces or dilutes brand
## Visual Hierarchy
- Size and weight guide attention — most important element most prominent
- One focal point per screen — competing elements confuse users
- Whitespace groups, separates, and elevates — it's not empty space
- Alignment creates invisible order — grids make everything feel intentional
- Contrast for emphasis, similarity for grouping — break patterns deliberately
## Typography
- Two typefaces maximum — heading and body is enough
- Body text 16px minimum on web — smaller is unreadable
- Line height 1.4-1.6, line length 45-75 characters — readability basics
- Pair fonts with contrast — serif with sans-serif, not two similar fonts
## Color
- 60-30-10 rule: dominant, secondary, accent — prevents chaos
- Warm colors advance, cool recede — use for depth and emphasis
- Contrast ratio 4.5:1 for text — accessibility isn't optional
- Test with colorblind simulators — 8% of men have color vision deficiency
## Layout
- 8px grid for spacing — consistency without overthinking
- Rule of thirds for visual interest — off-center is more dynamic
- Negative space is active design — crowded layouts feel cheap
- Mobile first, then scale up — constraints breed creativity
- Touch targets 44px minimum — fingers are imprecise
## Icons & Illustration
- Consistent stroke weight across icon set — mixing weights looks broken
- Meaning clear without labels — ambiguous icons need text
- Simple illustrations scale better — detail gets lost small
- Style matches brand personality — playful vs corporate look different
## UX Principles
- Don't make users think — obvious beats clever
- Feedback for every action — users need confirmation
- Error prevention over error messages — disable invalid actions
- Design empty states, errors, loading first — they're most of the experience
- Five users find 80% of usability issues — test early and often
## Design Systems
- Components, not pages — reusable library
- Tokens for colors, spacing, type — change once, update everywhere
- Name by function: "primary-action" not "blue-button"
- Document when to use, not just how it looks
## Presenting & Handoff
- Show work in context — mockups in devices, logos on cards
- Explain why, not just what — tell the decision story
- All states: hover, active, disabled, error, loading — devs will ask
- Specs in relative units — responsive needs flexibility
- Review the build — implementation is the real design
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!