Install any skill in seconds. Free to start, no credit card required.
Get Started Free →jpoindexter/design-system-frameworks
Reference-grade survey of the named design systems (Material 3, Apple HIG, Fluent 2, Carbon, SLDS, Polaris, Atlassian, Primer, Ant, Spectrum) and the modern build stack (Tailwind, shadcn/ui, Radix/React Aria/Ark, MUI/Chakra/Mantine/Base) — each system's actual philosophy and rules, plus how to choose adopt-vs-adapt-vs-build.
Passed 21 of 22 test cases with the skill, and 17 of 22 without it.
and 2 more in the full report
4 fixed17 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
The instructions your model reads when the skill loads.
A design system framework is a position, not a component grab-bag. Every named system below is opinionated about something — Material about physics and motion, HIG about deference, Carbon about enterprise density, Polaris about merchant content. When you adopt one you inherit its opinions; the friction teams feel is almost always the gap between the system's worldview and theirs. This skill is the field guide: what each system actually believes, the concrete rules that fall out of that belief, and the decision of whether to adopt it, adapt it, or build your own on a headless layer.
The single most important framing: a design system is a set of constraints you're agreeing to. Adopting Material and then re-skinning every component to fight its elevation model costs more than building from scratch. The win comes from picking a system whose opinions you mostly agree with, then theming the parts that are pure brand (color, type, radius, motion personality) while leaving the parts that are pure UX (touch targets, focus order, state layers, a11y semantics) alone.
Philosophy: UI as tactile physical material — surfaces have thickness, cast light, and move with believable motion. M3 dropped literal drop-shadows-as-status for tonal elevation (higher surfaces get a lighter tint of the primary color) and made dynamic color the headline: a single seed (the user's wallpaper on Android, or a brand color) generates a full tonal palette via HCT (Hue-Chroma-Tone) color space. Material 3 Expressive (2025) pushes louder color, larger shapes, springier motion, and emphasized type.
The actual rules:
dp = density-independent pixels; sp = scalable pixels for text (respects user font scale — never use dp for type).primary, onPrimary, surface, surfaceContainerHighest, outline…). You theme by seed + scheme, not by hand-picking hex.onSurface) over the component — every interactive component must implement them.Best for: Android-first or Android-heavy products; teams that want a complete, opinionated, well-documented system with first-party Compose/Flutter/Web implementations. Worst for: strongly-branded products that will fight the elevation/state-layer model, or iOS apps (Material on iOS reads as a non-native port).
Philosophy: three pillars — clarity (legible at every size, precise, content-first), deference (the UI yields to content; chrome is minimal, translucent, out of the way), depth (layered translucency and motion convey hierarchy and place). HIG is a guideline, not a code library — it tells you how to behave native, and you implement with UIKit/SwiftUI/AppKit.
The actual rules:
.ultraThinMaterial→.thickMaterial), semantic colors (.label, .systemBackground), light/dark via semantic tokens.Best for: any app that ships natively on Apple platforms and wants App Store goodwill + free accessibility. Worst for: as a cross-platform web system — there is no official web component library; you'd be reimplementing the feel without the engine.
Philosophy: one coherent language spanning Windows, web, mobile, and the whole Microsoft 365 surface — warm, light, and material-aware. Fluent 2 unified the previously-fragmented Fluent UI React + Windows design into a shared token system.
test cases passed, vs 17 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.