accessible-content
Use when writing or structuring any user-facing content — interface copy, labels, error messages, help text, headings, alt text,…
Use at project start and completion to OBSERVE and record how the user designs — the decisions they make, the styles they reach for, their habits and inclinations across projects. This is a descriptive record (a mirror), NOT a controller — it is never fed back to steer the work.
$ npx -y skills add Owl-Listener/designpowers --skill design-memory --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/design-memoryContext preview
The summary Claude sees to decide when to auto-load this skill.
Use at project start and completion to OBSERVE and record how the user designs — the decisions they make, the styles they reach for, their habits and inclinations across projects. This is a descriptive record (a mirror), NOT a controller — it is never fed back to steer the work.
name: design-memory description: Use at project start and completion to OBSERVE and record how the user designs — the decisions they make, the styles they reach for, their habits and inclinations across projects. This is a descriptive record (a mirror), NOT a controller — it is never fed back to steer the work. Per-project direction comes from design-taste and a DESIGN.md; design-memory only watches and reflects, surfaced to the user as a report out of curiosity
Design memory is an **observational record of how you design** — the decisions you make, the styles you reach for, the habits and inclinations that show up across projects. It is a mirror, not a controller. It notices what you do and reflects it back to you out of curiosity. It does **not** steer future work.
**Design memory is descriptive, never prescriptive.** It records what you did; it is *not* applied to drive new projects. The current project's direction comes from what you tell the team now (`design-taste`) and from any brand spec you provide (`design-md` / `DESIGN.md`) — never from this record. Observation that never feeds back into the work cannot mis-steer it, which is exactly why a record built across many different clients stays safe and honest: it's a journal, not a set of orders.
If you ever want to *act* on an observation, that's your call to make explicitly in the moment — the system will not quietly apply your past decisions to a new client's project.
**BEFORE reading or updating design memory, check whether the Designpowers welcome sequence has been shown this session.** If the user has not yet seen the welcome (the bird, the greeting, and the walkthrough offer), you MUST invoke the `using-designpowers` skill FIRST and complete the welcome sequence before returning here. The bird must appear before any work begins. No exceptions.
Lives at `~/.designpowers/taste-profile.md` (cross-project). It is a journal of observations about how the user works — not a rulebook. Every entry is phrased as *something observed*, with evidence, never as an instruction for future work.
# Design Record — How [user] Designs _An observational journal. Descriptive, not prescriptive — this is never applied to steer projects._ _Last updated: [date] after project [project name]_ _Projects observed: [count]_ ## Recurring Decisions Choices that have shown up more than once — noticed, not mandated. | Observation | Times seen | Evidence | |-------------|-----------|----------| | [e.g., "Reaches for generous whitespace"] | 3 projects | A, C, D — chose it unprompted | | [e.g., "Decides colour last, after structure"] | 2 projects | Sequence in B, D | ## Style & Habits How the user tends to work and decide (not what to impose). - **Visual leanings:** [e.g., "warm neutrals show up often; rarely picks saturated primaries"] - **Process habits:** [e.g., "subtracts before adding — overrides usually remove an element"] - **Decision style:** [e.g., "settles type and spacing before touching colour"] - **Content voice tendencies:** [e.g., "consistently plain language, contractions, grade ~7"] ## Inclinations & Curiosities Softer, single-occurrence or emerging things worth noticing — explicitly uncertain. | Noticed | Where | Note | |---------|-------|------| | [e.g., "tried a serif display once and kept it"] | Project D | one occurrence, may not be a pattern | ## Things the user has moved away from Choices they've reversed or corrected — observed, not a ban. | Observation | Evidence | |-------------|----------| | [e.g., "removed gradient backgrounds twice"] | A, B | ## Project History | Project | Date | What was decided | What it suggested about how they work | |---------|------|------------------|----------------------------------------| | [name] | [date] | [key decisions] | [the habit/inclination it revealed] |
Watch for **signals about how the user decides** — and record them as observations, with evidence:
| Signal | What it tells you | |--------|-------------------| | **User override** | A strong signal of an inclination — note *what* they changed and *to what* | | **Explicit statement** ("I always…", "that's not me") | The user naming their own habit — record their words | | **Emphatic approval** | A choice that resonated — worth noting | | **Correction** ("no, more like…") | A direction they lean away from | | **Silent approval** | Weak — don't record until it recurs |
When you notice a signal: 1. Phrase it as an **observation** ("reaches for X", "tends to decide Y last"), never a rule ("always use X"). 2. Check whether it reinforces an existing observation (increase the count / add evidence) or is new (add it under the right section). 3. If it *contradicts* an earlier observation, don't agonise — just note both; people change, and the record is a journal, not a contract.
When a project completes: 1. Review the decisions in `design-state.md` and the user's overrides. 2. Add observations to the record, with evidence and project attribution. 3. **Keep it to how the user works, not what this client needed.** A client's required brand colour is *that client's* taste (it lives in their `DESIGN.md`) — it is **not** an observation about the user. Only record things that reflect *the user's own way of deciding*, the kind that wo
An agent design team you control. 10 agents that run an inclusive design process while you direct. The system notices how you design and reflects it back. Designpowers is an open, model-agnostic design workflow that gives you a team of 10 design agents.
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