From design-lens — Eight Lenses for Great Design
A complete framework for making and judging great design — eight lenses (Purpose, Agency, Responsibility, Familiarity, Flexibility, Simplicity, Craft, Delight) that turn a vague "make it good" into concrete, defensible decisions. Use this WHENEVER design quality matters, on ANY platform — web, mobile, desktop, product, brand: designing, building, redesigning, or critiquing any UI, screen, component, flow, email, or landing page; deciding whether to add a feature at all; wording or timing a permission prompt; handling undo / destructive actions; onboarding, accessibility, motion, light/dark, empty and error states. Trigger even when the user never says the word "design" — if they're shaping how something looks, behaves, or feels to a person, run these lenses. Complements craft-design (which orchestrates execution and taste skills); this supplies the principles, the judgment, and the review checklist to reason against.
How this skill is triggered — by the user, by Claude, or both
Slash command
/design-lens:design-lensWhen to use
Any time you're making, evaluating, or arguing about a design or product decision — a new screen or component, a redesign, a "make it look good / premium" request, a UI code review, a feature-scoping call, a privacy/permissions/AI-safety decision, an accessibility or personalization question. Use proactively; don't wait to be told to "apply principles."
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
**Design is making something with intention** — deciding what matters most so you build something
Design is making something with intention — deciding what matters most so you build something people genuinely value. Every element you add spends a person's attention, and attention is finite. So much of design is subtraction: deciding what not to build.
These are eight lenses, not a scorecard. There's no formula — leaning into one often costs another (simple vs. flexible, freedom vs. safety). Naming that trade-off and choosing deliberately is the craft. Reason with judgment, not a checklist.
The deeper reference — each lens expanded with failure modes and examples — is in
references/design-principles.md. This file is the working tool.
Purpose — What is this for, and what can be cut? The first filter on everything. If an element doesn't serve the core job, remove it. Every feature costs attention; make each earn it.
Agency — Can people do it their way? Offer real choices; don't force a single path; let people move at their own pace. Pair with a safety net: make actions undoable, confirm before destructive ones, and interrupt only when someone's about to make a real mistake (interruptions are a cost — spend them rarely). Recoverability is what makes people feel free.
Responsibility — Am I acting in this person's interest?
Familiarity — Am I building on what people already know? Use conventional patterns and icons; don't reinvent common actions or repurpose a known symbol to mean something else. Be consistent — same appearance implies same behavior, and keep actions in predictable places so people act without having to think.
Flexibility — Does it fit real, varied use? Adapt to context (the same task differs at a desk vs. on the move), to each device's strengths, and to a range of abilities (accessibility, language, expertise). When no single layout fits everyone, let people personalize — rearrange or hide what they don't use.
Simplicity — Is there exactly enough — no more, no less? Simple ≠ minimal (hiding everything is minimal, not simple). Be concise (plain language, fewer steps) and clear (strong hierarchy through order, spacing, and contrast, so the most important thing is the most obvious). Every element earns its place. Counter-move: sometimes clarity means adding the right context, not removing.
Craft — Does every detail say "someone cared"? Sloppy work — lag, jank, misalignment, layouts that break on resize — erodes trust; polish builds it. The materials that matter: type, color (including dark mode), iconography, motion with immediate feedback, and reliable foundations. Craft is iteration plus maintenance over time — it has longevity.
Delight — What emotion is this creating, and does the design reinforce it? Not bolted-on flourishes. Decide the feeling you want (calm, confident, capable) and reinforce it throughout. Delight emerges from getting the other seven right — you don't sprinkle it on at the end.
craft-design for execution (references, build, screenshot, iterate); this is the bar you
critique against.When lenses collide, say so and choose with intention. For the expanded treatment, read
references/design-principles.md.
Provides UI/UX resources: 50+ styles, color palettes, font pairings, guidelines, charts for web/mobile across React, Next.js, Vue, Svelte, Tailwind, React Native, Flutter. Aids planning, building, reviewing interfaces.
Fetches up-to-date documentation from Context7 for libraries and frameworks like React, Next.js, Prisma. Use for setup questions, API references, and code examples.
npx claudepluginhub realdeal88/design-lens --plugin design-lens