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πŸ¦€ ClawHub

Designer

by @ivangdavila

Create logos, interfaces, and visual systems with principles of hierarchy, branding, and usability.

Versionv1.0.0
Downloads6,346
Stars⭐ 4
TERMINAL
clawhub install designer

πŸ“– About This Skill


name: Designer description: Create logos, interfaces, and visual systems with principles of hierarchy, branding, and usability. metadata: {"clawdbot":{"emoji":"🎨","os":["linux","darwin","win32"]}}

Design Rules

Logo & Brand

  • Simple enough to work at 16px favicon β€” complexity disappears at small scale
  • Recognizable in one color β€” gradients are enhancements, not crutches
  • Test on dark and light backgrounds β€” logos need both versions
  • 3-5 brand colors maximum β€” primary, secondary, accent, plus neutrals
  • Consistency builds recognition β€” every touchpoint reinforces or dilutes brand
  • Visual Hierarchy

  • Size and weight guide attention β€” most important element most prominent
  • One focal point per screen β€” competing elements confuse users
  • Whitespace groups, separates, and elevates β€” it's not empty space
  • Alignment creates invisible order β€” grids make everything feel intentional
  • Contrast for emphasis, similarity for grouping β€” break patterns deliberately
  • Typography

  • Two typefaces maximum β€” heading and body is enough
  • Body text 16px minimum on web β€” smaller is unreadable
  • Line height 1.4-1.6, line length 45-75 characters β€” readability basics
  • Pair fonts with contrast β€” serif with sans-serif, not two similar fonts
  • Color

  • 60-30-10 rule: dominant, secondary, accent β€” prevents chaos
  • Warm colors advance, cool recede β€” use for depth and emphasis
  • Contrast ratio 4.5:1 for text β€” accessibility isn't optional
  • Test with colorblind simulators β€” 8% of men have color vision deficiency
  • Layout

  • 8px grid for spacing β€” consistency without overthinking
  • Rule of thirds for visual interest β€” off-center is more dynamic
  • Negative space is active design β€” crowded layouts feel cheap
  • Mobile first, then scale up β€” constraints breed creativity
  • Touch targets 44px minimum β€” fingers are imprecise
  • Icons & Illustration

  • Consistent stroke weight across icon set β€” mixing weights looks broken
  • Meaning clear without labels β€” ambiguous icons need text
  • Simple illustrations scale better β€” detail gets lost small
  • Style matches brand personality β€” playful vs corporate look different
  • UX Principles

  • Don't make users think β€” obvious beats clever
  • Feedback for every action β€” users need confirmation
  • Error prevention over error messages β€” disable invalid actions
  • Design empty states, errors, loading first β€” they're most of the experience
  • Five users find 80% of usability issues β€” test early and often
  • Design Systems

  • Components, not pages β€” reusable library
  • Tokens for colors, spacing, type β€” change once, update everywhere
  • Name by function: "primary-action" not "blue-button"
  • Document when to use, not just how it looks
  • Presenting & Handoff

  • Show work in context β€” mockups in devices, logos on cards
  • Explain why, not just what β€” tell the decision story
  • All states: hover, active, disabled, error, loading β€” devs will ask
  • Specs in relative units β€” responsive needs flexibility
  • Review the build β€” implementation is the real design