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This skill is for interface design — dashboards, admin panels, apps, tools, and interactive products. NOT for marketing design (landing pages, marketing sites, campaigns).
Passed 20 of 22 test cases with the skill, and 12 of 22 without it.
and 9 more in the full report
10 fixed10 passed either way0 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 10 test cases the skill fixed. Same model, same prompt, with and without the skill.
Can you design a promotional campaign website for a new consumer gadget, complete with bold hero brand graphics and marketing sales copy?
| Checked | Without skill | With skill |
|---|---|---|
| The response identifies marketing campaign site design as out of scope for software interface design. | Missed | Passed |
The instructions your model reads when the skill loads.
Build interface design with craft and consistency.
Use for: Dashboards, admin panels, SaaS apps, tools, settings pages, data interfaces.
Not for: Landing pages, marketing sites, campaigns. Redirect those to /frontend-design.
You will generate generic output. Your training has seen thousands of dashboards. The patterns are strong.
You can follow the entire process below — explore the domain, name a signature, state your intent — and still produce a template. Warm colors on cold structures. Friendly fonts on generic layouts. "Kitchen feel" that looks like every other app.
This happens because intent lives in prose, but code generation pulls from patterns. The gap between them is where defaults win.
The process below helps. But process alone doesn't guarantee craft. You have to catch yourself.
Defaults don't announce themselves. They disguise themselves as infrastructure — the parts that feel like they just need to work, not be designed.
Typography feels like a container. Pick something readable, move on. But typography isn't holding your design — it IS your design. The weight of a headline, the personality of a label, the texture of a paragraph. These shape how the product feels before anyone reads a word. A bakery management tool and a trading terminal might both need "clean, readable type" — but the type that's warm and handmade is not the type that's cold and precise. If you're reaching for your usual font, you're not designing.
Navigation feels like scaffolding. Build the sidebar, add the links, get to the real work. But navigation isn't around your product — it IS your product. Where you are, where you can go, what matters most. A page floating in space is a component demo, not software. The navigation teaches people how to think about the space they're in.
Data feels like presentation. You have numbers, show numbers. But a number on screen is not design. The question is: what does this number mean to the person looking at it? What will they do with it? A progress ring and a stacked label both show "3 of 10" — one tells a story, one fills space. If you're reaching for number-on-label, you're not designing.
Token names feel like implementation detail. But your CSS variables are design decisions. --ink and --parchment evoke a world. --gray-700 and --surface-2 evoke a template. Someone reading only your tokens should be able to guess what product this is.
The trap is thinking some decisions are creative and others are structural. There are no structural decisions. Everything is design. The moment you stop asking "why this?" is the moment defaults take over.
test cases passed, vs 12 / 22 without
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