Audit the visual quality of a UI against established visual-design principles — hierarchy, emphasis, contrast, spacing, alignment, grouping, consistency, and depth. Produces a severity-rated issue list with concrete fixes. Specializes in catching overdesign, clutter, and competing focal points. Use when reviewing whether a screen looks professional, or as a validation step after generating UI.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add Uxcel-Lab/product-skills --skill aesthetics --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Aesthetics?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/uxcel-lab-aesthetics)More formats (shields.io, HTML) on the badges page.
---
name: ux-aesthetics-audit
description: Audit the visual quality of a UI against established visual-design principles — hierarchy, emphasis, contrast, spacing, alignment, grouping, consistency, and depth. Produces a severity-rated issue list with concrete fixes. Specializes in catching overdesign, clutter, and competing focal points. Use when reviewing whether a screen looks professional, or as a validation step after generating UI.
license: MIT
metadata:
author: uxcel
version: "1.0.0"
---
# Visual Aesthetics Audit Skill
## How this skill behaves (read first)
This is an **evaluative** skill — it reviews existing work, it doesn't generate. It auto-runs and is built to be **called as a validation step** by generative skills. It's the **visual-quality backbone** of the repo: generators that produce UI (`pricing`, `login-signup`, `dashboard`, `onboarding`, component skills) hand off here to confirm they didn't tip into clutter or break hierarchy.
It owns **visual composition**. Two deliberate deferrals so it doesn't duplicate:
- **Color-contrast ratios, and any accessibility concern** (keyboard, screen readers, alt text) → the **accessibility audit**. This skill judges *visual* contrast/emphasis and harmony, not WCAG ratios.
- **Usability, flow, and interaction logic** → the **heuristics audit**. This skill judges how it *looks*, not how it *works*.
**Scope discipline.** When invoked directly (the user named this audit), review **only this concern** — don't pull in sibling audits. It runs alongside other lenses only when an orchestrator (`ux-design-review`) or a generative skill calls it under `docs/orchestration-policy.md`, where it sits in **Tier B — offered (and suppressed when a design system already defines visual harmony)**. Explicit scope always wins.
---
## What this skill changes vs. default behavior
By default, visual feedback is vague and subjective — "make it cleaner", "add more spacing", "looks a bit busy" — with no principle, no severity, and no fix. This skill forces:
1. **Every finding names the violated principle** (hierarchy, emphasis, proximity, etc.).
2. **Severity rated** by whether it breaks scanning/comprehension or is just polish.
3. **A concrete fix**, not a vibe.
4. **An explicit overdesign pass** — the failure mode generators most need caught, and the one "more best practices" tends to cause.
It is **not** taste-policing: flag principle violations that cost scanning, comprehension, or perceived quality — not personal style preferences.
---
## The evaluation framework — what to check and what a violation looks like
Work through each. Flag with **principle**, **severity**, **fix**.
### 1. Visual hierarchy & eye-flow
Users should have one clear entry point and a guided path through the content (scale, weight, color, spacing, position). Hierarchy is achieved through movement, contrast, and proportion.
**Flag when:** no obvious place the eye lands first; the primary action isn't the most prominent element; everything is the same visual weight; reading order fights the layout.
- ❌ Three cards, three "primary" buttons, a big hero image, and a banner all competing — eye doesn't know where to go.
- ✅ One dominant focal point (the primary action / key message); everything else recedes.
### 2. Emphasis & contrast
Emphasis makes *one* element the focal point (Von Restorff). Contrast is the difference *between* elements — aim for **more than one point** of contrast (size + color, shape + position), and pair a bold accent with a **neutral anchor** so the eye has somewhere to rest.
**Flag when:** everything is emphasized (so nothing is); a single weak contrast dimension; high-saturation colors everywhere with no neutral to absorb tension ("Willy Wonka" palette).
- ❌ Every section uses a bright accent color → visual noise, no focal point.
- ✅ Mostly neutral surface with one accent reserved for the key action.
### 3. Spacing & negative space
White space is breathing room, not waste. *Passive* space separates within groups; *active* space deliberately spotlights an element. You don't notice passive space "until there's too little."
**Flag when:** cramped, content jammed edge-to-edge; uneven/inconsistent gaps between similar elements; *or* the opposite — so much empty space the content feels disconnected and aimless.
- ❌ Form fields and labels packed with no breathing room → feels stressful, hard to scan.
- ✅ Consistent, generous spacing that groups related items and gives the focal point room.
### 4. Alignment & grid
Elements should sit on a common axis / shared grid. Alignment creates a structured, professional, calm impression.
**Flag when:** ragged edges, elements off the grid, inconsistent margins/gutters, headers that don't align to the column structure.
- ❌ Labels left-aligned, inputs centered, button floating off-axis.
- ✅ One consistent alignment system; intentional breaks only.
### 5. Grouping & proximity
Related items sit close; unrelated items are separated (Gestalt proximity). Similarity (shared shape/size/color) unifies items of equal importance.
**Flag when:** related items are far apart or divided by a border while unrelated items crowd together; equal-importance items (e.g. a row of cards) are styled inconsistently.
- ❌ A field's helper text sits closer to the *next* field than its own.
- ✅ Spacing encodes the grouping; a row of cards shares one consistent treatment.
### 6. Consistency & repetition
Repeating elements (color, shape, type, spacing) creates unity and a learnable rhythm. The color system should be deliberate — *one* blue, not three near-identical ones.
**Flag when:** the same component styled differently across the screen; near-duplicate colors/radii/shadows that should be one token; buttons of the same importance looking different.
- ❌ Three slightly different grays and two button radii with no reason.
- ✅ A small, consistent set of styles applied repeatably.
### 7. Typographic hierarchy
Build hierarchy with size, weight, style, color, case — but **use no more than ~3 of those instruments**, keep to **2–3 heading levels**, and body text **≥16px**. Color in type used sparingly.
**Flag when:** a heading stacks big + bold + colored + uppercase + italic all at once; more than ~3 heading levels; tiny body text; color applied to too much type.
- ❌ Headline that is huge, bold, red, AND all-caps → cluttered, shouting.
- ✅ Size + weight alone separates levels cleanly; color reserved for one accent.
### 8. Depth & elevation
Shadows signal elevation and draw the eye to lifted surfaces (cards, modals, FABs). A single, consistent light direction and a defined elevation scale keep depth readable.
**Flag when:** shadows fall in different directions on the same screen; every element has a shadow (so elevation means nothing); shadows stacked on a card *and* its inner buttons/icons.
- ❌ Card has a shadow, its button has a shadow, its icon has a shadow → muddy, no real hierarchy.
- ✅ One elevation level per surface; shadows share a light direction.
> **The overdesign pass (cross-cutting).** After the eight checks, step back: are there multiple competing focal points? More than a couple of accent colors? Stacked shadows? >3 type treatments? Decorative elements that don't serve the task? If the screen feels busy, name *which* principles are over-applied — this is the specific signal generators rely on.
---
## Severity rating
| Severity | Meaning |
|---|---|
| **Critical** | Hierarchy collapses — no discernible focal point / the primary action doesn't stand out, or clutter is severe enough that the user can't tell what matters. The visual design fails its job. |
| **Major** | Competing emphasis, inconsistent component styling, cramped or uneven spacing, misalignment, >3 type instruments, clashing/stacked shadows — slows scanning and erodes perceived quality. |
| **Minor** | Polish — slightly off proportions, one small inconsistency, a subtle-contrast element that reads as a near-mistake. |
Rate by impact on **scanning, comprehension, and perceived quality** — not by how subjective the fix feels. Note the **aesthetic-usability effect**: a polished look earns tolerance for minor usability issues, but never let "it looks nice" excuse a broken hierarchy.
---
## Audit output format
```
## Visual Aesthetics Audit — [Screen / Component]
Context: [platform · primary task / focal action, if known]
### Critical
- [Issue] — what's wrong → fix. (Principle: …)
### Major
- …
### Minor
- …
### Working well ✓
- …
**Overdesign verdict:** [clean / borderline / overdesigned] — the 1–3 over-applied principles to pull back.
**Top 3 priorities:** the highest-impact fixes.
```
End with the overdesign verdict and the prioritized top 3 — that's what a calling generator acts on.
---
## How to run a good audit
1. **Establish context** — platform and the screen's *primary task / focal action*. Hierarchy can only be judged against what's supposed to be most important.
2. **Serve the task, not decoration.** Every element should earn its visual weight; flag decoration that competes with content.
3. **Don't taste-police.** Flag principle violations that cost scanning/comprehension/quality, not style you'd personally choose differently.
4. **Run the overdesign pass explicitly** — it's the highest-value output and the reason generators call this skill.
5. **Defer** contrast-ratio/accessibility to the accessibility audit and usability/flow to the heuristics audit; don't re-derive them here.
---
## Common do/don't patterns
| ❌ Don't | ✅ Do |
|---|---|
| "Make it cleaner / less busy" | Name the over-applied principle + the specific fix |
| Treat every nit as equal | Rate by impact on hierarchy/scanning; surface top 3 |
| Emphasize everything | One focal point; everything else recedes |
| One weak contrast dimension | More than one point of contrast + a neutral anchor |
| Accent color everywhere | Mostly neutral; accent reserved for the key action |
| Stack big+bold+color+caps on a heading | ≤3 type instruments; 2–3 heading levels; body ≥16px |
| Shadow on the card and its inner button and icon | One elevation level per surface; consistent light direction |
| Re-derive WCAG contrast or keyboard issues | Defer to the accessibility audit |
| Flag subjective style preferences | Flag only principle violations that cost the user |
---
## Source lessons (Uxcel)
- [13 Core Visual Design Principles](https://uxcel.com/lessons/definitions-593)
- [Visual Design Analysis](https://uxcel.com/lessons/visual-design-analysis-723)
- [Positive & Negative Space in Design](https://uxcel.com/lessons/dc--lesson-552)
- [Contrast in Design Composition](https://uxcel.com/lessons/dc--lesson-766)
- [Typographic Hierarchy](https://uxcel.com/lessons/typographic-hierarchy-107)
- [Elevation & Shadows in Design Systems](https://uxcel.com/lessons/elevation-shadows-272)
- [Establishing Relationships in Design Composition](https://uxcel.com/lessons/dc--lesson-112)
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!