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Create an onboarding guide for a designer joining a team that uses a design system. Trigger when someone says: onboard new designer, getting started guide, new team member guide, onboarding documentation, first day with the system, new designer guide, or anything about helping a

shell
$ npx -y skills add murphytrueman/design-system-ops --skill designer-onboarding --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.
  • You can call itInvoke it directly when you want it.
  • Slash command/designer-onboarding
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Create an onboarding guide for a designer joining a team that uses a design system. Trigger when someone says: onboard new designer, getting started guide, new team member guide, onboarding documentation, first day with the system, new designer guide, or anything about helping a

SKILL.md

designer-onboarding.SKILL.md
name: designer-onboarding
description: "Create an onboarding guide for a designer joining a team that uses a design system. Trigger when someone says: onboard new designer, getting started guide, new team member guide, onboarding documentation, first day with the system, new designer guide, or anything about helping a designer new to the team or the design system get up to speed."

Designer onboarding

A skill for creating a practical onboarding guide for a designer joining a team that uses a design system. Output covers system philosophy, tooling setup, contribution norms, and a first contribution path — structured so a new team member can follow it without additional help.

Context

Onboarding documentation has a failure mode: it gets written for the person creating it, not the person reading it. It assumes context, skips steps that feel obvious to anyone who already knows the system, and leaves the new team member with a list of things to read rather than a path to follow.

The goal is an onboarding guide that a new designer could follow alone on their first day and feel oriented rather than overwhelmed. That means it has to be honest about what the system is and what it is not, explicit about where to get help, and structured so that early wins come before deep context.

Step 1: Gather the system context

Ask for or confirm:

  • The design system name and the organisation or product context it serves
  • The tooling stack: Figma library, documentation platform, component package, contribution tools
  • The team structure: who owns the system, who the new designer's main contacts are
  • The key contribution norms: what the process is for using components, raising gaps, and contributing new work
  • Any known rough edges or caveats a new designer should know upfront

If specific details are not available (e.g. specific Figma library link), use placeholders clearly marked for the team to complete before the guide is published.

**Small-system note (fewer than 5 components):** For systems with fewer than 5 components, the onboarding guide should be shorter and more personal. The "what the system covers" section can be a brief list rather than a conceptual overview — with 3 components, name them. The "your first two weeks" timeline can compress to a first week, since there is less to explore. Replace the "when the system does not have what you need" section with a more prominent one: "what the system covers and what it does not" — at this size, the gaps are as important as the coverage, and a new designer should know both from day one. Emphasise human relationships over documentation: "Ask [name] to pair with you on your first task using the system" is more effective than "explore the documentation platform" when the documentation platform has three entries.

Step 2: Write the onboarding guide

---

Getting started with [Design system name]

**For:** New designers joining [team/organisation] **Last updated:** [date] **Questions?** [Slack channel, team contact, or equivalent]

---

What this guide is for

Two to three sentences. This guide will orient you to how we use [design system name] day-to-day. It covers the tools, the way we work, and what to do when the system does not have what you need. It is not exhaustive — the system has more depth than any guide can cover — but it is enough to get you started and know where to look.

---

What [design system name] is

One paragraph. Not a textbook definition — a description of what the system actually does for this team.

Include:

  • What the system covers (components, tokens, patterns, documentation, or some combination)
  • What it does not cover (local team conventions, product-specific patterns that live outside the system)
  • Who maintains it (dedicated team, shared responsibility, or named individuals)
  • Where it lives (Figma library, documentation URL, npm package)

Be honest about the current state. "The system is mature in its component library but documentation is still catching up in some areas" is more useful to a new team member than "we have a comprehensive design system."

---

Tooling setup

Step-by-step setup instructions. Do not skip steps that feel obvious — the goal is that a new team member can follow this without asking for help.

**Figma** 1. [Where to access the Figma library — link or instructions for enabling it] 2. [How to confirm it is enabled and the components are available] 3. [Any Figma plugins the team uses — names, links, brief descriptions] 4. [How the file structure is organised — where to find what]

**Documentation** 1. [Documentation platform URL] 2. [How it is structured — the quickest way to find what you need] 3. [How to search effectively — any quirks or known gaps]

**Code (if relevant to the designer's role)** 1. [How to access the component package in Storybook or equivalent] 2. [What the component package covers and when to reference it vs the Figma library]

**Other tools** [Any other tools used in the workflow — token management, handoff tooling, contribution tracking]

---

How we work

This section covers the norms that are not written anywhere else — the conventions that experienced team members know and new members learn by collision.

**Using the system**

  • The system is the starting point for all design work. Start with what exists before designing new.
  • If a component exists in the system, use it. Do not modify it locally without a reason, and if you have a reason, it belongs in the contribution process.
  • Tokens are [description of how tokens are applied in Figma — styles, variables, or both].

**When the system does not have what you need** This happens and it is expected. When it does: 1. Check whether a composition of existing components covers the need 2. Check the documentation for patterns that address similar needs 3. Check whether another team has solved this problem — ask in [channel] 4. If the need is real and recurring, raise a contribution pro

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Claude Code skills for the work that keeps a design system alive.

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