Files
pbakaus_impeccable/.github/skills/impeccable/reference/shape.md
T
Paul BakausandClaude Opus 4.7 4daabe5232 feat(skill): register split, color strategy, and pre-design intake
Splits the skill into two register references (editorial, product),
replaces category-based theme selection with a forced physical-scene
inference, and introduces a four-step color strategy axis (Restrained /
Committed / Full palette / Drenched) with editorial permission for the
bold three.

Adds a seed mode to /impeccable document for pre-implementation
projects, updates /impeccable teach Step 5 to offer the seed path, and
grows /impeccable shape with Design Direction + Scope intake
(fidelity, breadth, interactivity, time). Extends live-mode variant
distinctness to forbid three variants sharing theme and dominant hue.

Also drops the anti-pattern validator coupling, consolidates a11y into
audit.md, and updates CLAUDE.md with the register architecture.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-21 14:13:29 -07:00

5.5 KiB
Raw Blame History

Shape the UX and UI for a feature before any code is written. This command produces a design brief: a structured artifact that guides implementation through discovery, not guesswork.

Scope: Design planning only. This command does NOT write code. It produces the thinking that makes code good.

Output: A design brief that can be handed off to /impeccable craft, or directly to /impeccable for freeform implementation.

Philosophy

Most AI-generated UIs fail not because of bad code, but because of skipped thinking. They jump to "here's a card grid" without asking "what is the user trying to accomplish?" This command inverts that: understand deeply first, so implementation is precise.

Phase 1: Discovery Interview

Do NOT write any code or make any design decisions during this phase. Your only job is to understand the feature deeply enough to make excellent design decisions later.

Ask these questions in conversation, adapting based on answers. Don't dump them all at once; have a natural dialogue. ask the user directly to clarify what you cannot infer.

Purpose & Context

  • What is this feature for? What problem does it solve?
  • Who specifically will use it? (Not "users"; be specific: role, context, frequency)
  • What does success look like? How will you know this feature is working?
  • What's the user's state of mind when they reach this feature? (Rushed? Exploring? Anxious? Focused?)

Content & Data

  • What content or data does this feature display or collect?
  • What are the realistic ranges? (Minimum, typical, maximum, e.g., 0 items, 5 items, 500 items)
  • What are the edge cases? (Empty state, error state, first-time use, power user)
  • Is any content dynamic? What changes and how often?

Design Direction

Force a visual decision on three fronts. Skip anything PRODUCT.md or DESIGN.md already answers; ask only what's missing.

  • Color strategy for this surface. Pick one: Restrained / Committed / Full palette / Drenched. Can override the project default if the surface earns it (e.g. a drenched hero inside an otherwise Restrained product).
  • Theme via scene sentence. Write one sentence of physical context for this surface — who uses it, where, under what ambient light, in what mood. The sentence forces dark vs light. If it doesn't, add detail until it does.
  • Two or three named anchor references. Specific products, brands, objects — not adjectives like "modern" or "clean."

Scope

Always ask. Sketch quality and shipped quality are different outputs; don't guess between them.

  • Fidelity. Sketch / mid-fi / high-fi / production-ready?
  • Breadth. One screen / a flow / a whole surface?
  • Interactivity. Static visual / interactive prototype / shipped-quality component?
  • Time intent. Quick exploration, or polish until it ships?

Scope answers are task-scoped. Don't write them to PRODUCT.md or DESIGN.md — carry them through the design brief only.

Constraints

  • Are there technical constraints? (Framework, performance budget, browser support)
  • Are there content constraints? (Localization, dynamic text length, user-generated content)
  • Mobile/responsive requirements?
  • Accessibility requirements beyond WCAG AA?

Anti-Goals

  • What should this NOT be? What would be a wrong direction?
  • What's the biggest risk of getting this wrong?

Phase 2: Design Brief

After the interview, synthesize everything into a structured design brief. Present it to the user for confirmation before considering this command complete.

Brief Structure

1. Feature Summary (2-3 sentences) What this is, who it's for, what it needs to accomplish.

2. Primary User Action The single most important thing a user should do or understand here.

3. Design Direction Color strategy (Restrained / Committed / Full palette / Drenched) + the theme scene sentence + 23 named anchor references. Reference PRODUCT.md and DESIGN.md where they already answer, and note any per-surface overrides.

4. Scope Fidelity, breadth, interactivity, and time intent from the Scope section of the interview. Task-scoped — these don't persist beyond the brief.

5. Layout Strategy High-level spatial approach: what gets emphasis, what's secondary, how information flows. Describe the visual hierarchy and rhythm, not specific CSS.

6. Key States List every state the feature needs: default, empty, loading, error, success, edge cases. For each, note what the user needs to see and feel.

7. Interaction Model How users interact with this feature. What happens on click, hover, scroll? What feedback do they get? What's the flow from entry to completion?

8. Content Requirements What copy, labels, empty state messages, error messages, and microcopy are needed. Note any dynamic content and its realistic ranges.

9. Recommended References Based on the brief, list which impeccable reference files would be most valuable during implementation (e.g., spatial-design.md for complex layouts, motion-design.md for animated features, interaction-design.md for form-heavy features).

10. Open Questions Anything unresolved that the implementer should resolve during build.


ask the user directly to clarify what you cannot infer. Get explicit confirmation of the brief before finishing. If the user disagrees with any part, revisit the relevant discovery questions.

Once confirmed, the brief is complete. The user can now hand it to /impeccable, or use it to guide any other implementation approach. (If the user wants the full discovery-then-build flow in one step, they should use /impeccable craft instead, which runs this command internally.)