accessible-content
Use when writing or structuring any user-facing content — interface copy, labels, error messages, help text, headings, alt text,…
Use when calibrating aesthetic direction — capturing design references, quality benchmarks, and the subjective qualities that make a design feel elevated. Invoked between strategy and design to give agents a shared sense of what "good" looks and feels like for this project
$ npx -y skills add Owl-Listener/designpowers --skill design-taste --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/design-tasteContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when calibrating aesthetic direction — capturing design references, quality benchmarks, and the subjective qualities that make a design feel elevated. Invoked between strategy and design to give agents a shared sense of what "good" looks and feels like for this project
name: design-taste description: Use when calibrating aesthetic direction — capturing design references, quality benchmarks, and the subjective qualities that make a design feel elevated. Invoked between strategy and design to give agents a shared sense of what "good" looks and feels like for this project
Process discipline produces correct design. Taste produces design people love. This skill captures the subjective, aesthetic dimension that no checklist can replace — the difference between a design that works and one that sings.
**BEFORE calibrating taste, 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.
The Designpowers workflow verifies that designs are:
But none of that answers: **Is it beautiful? Does it feel right? Is it elevated?**
Taste is the gap between compliance and craft. This skill gives agents a shared vocabulary and reference point for the aesthetic quality the project demands.
**This step is a conversation, not a form.** Actively prompt the user — don't wait for them to volunteer. Most people have strong taste but haven't been asked the right questions. Your job is to draw it out.
Before asking subjective questions, check what already exists:
If a design system exists, **read it first.** Extract the taste signals already embedded in it:
Document what the design system already tells you about taste before asking for more. The user shouldn't have to re-articulate what their system already expresses.
After reviewing any existing system, prompt the user for their subjective direction. **Ask these directly — do not skip this step.** The user's gut feelings and personal instincts are the most valuable input. Meet them where they are — not everyone speaks in design terms.
**Prompt with these questions (adapt to context):**
1. **References** — "Show me 2-3 designs you admire. What do you love about each? These can be websites, apps, physical products, even spaces — anything that has the feel you want." 2. **Emotional target** — "When someone uses this, what should it feel like?" (Examples: calm confidence, playful energy, quiet authority, warm invitation) 3. **Anti-references** — "Show me something you'd hate this to look like. What makes it wrong?" 4. **Quality bar** — "What level of polish are we targeting?" (Prototype → production → flagship) 5. **Personality** — "If this product were a person, how would they dress? How would they speak?" 6. **What's missing from the current system?** (If a design system exists) — "What do you wish your current design system did better? Where does it fall short of how you want things to feel?"
Not every question is needed. Read the room. If the user has strong visual instincts, lean on references. If they think in feelings, lean on emotional targets. If they have anti-references, those are often more revealing than positive ones.
**Important:** The user's subjective thoughts override what's in the design system. If the system says "sharp corners" but the user says "I want it to feel warmer," the taste profile should reflect the user's intent — and note the tension with the existing system as something to reconcile.
For each design reference the user provides, extract the specific qualities that make it work:
## Reference Analysis: [Name/URL] **What makes this feel good:** - [Specific quality] — e.g., "generous whitespace creates breathing room" - [Specific quality] — e.g., "typography has a single accent weight, never competes" - [Specific quality] — e.g., "colour palette is 90% neutral, 10% vibrant — the accent hits harder because it's rare" **Craft details worth noting:** - [Detail] — e.g., "borders are 1px at 8% opacity, not solid lines" - [Detail] — e.g., "shadows use 2 layers: a tight sharp shadow + a soft ambient" - [Detail] — e.g., "hover states use scale(1.02), not colour change" **What to borrow (principle, not pixel):** - [Transferable pattern] — e.g., "restraint in colour — let one accent do the work" - [Transferable pattern] — e.g., "consistent radius vocabulary: 4px for inputs, 8px for cards, 16px for modals"
Synthesise the references, emotional targets, and anti-references into a taste profile. This is the document that agents use when making aesthetic decisions.
# Taste Profile: [Project Name] ## Existing Design System [If one exists: what it already tells us about ta
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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