| name | visual-design-web |
| description | Visual strategy, art direction, and design critique for websites. Use this skill whenever the user asks for visual direction, page design strategy, design critique, hierarchy planning, concept exploration, or art direction for any web page or site — including landing pages, service/transactional pages, dashboards, editorial layouts, portfolios, campaign pages, and design-system foundations. Also trigger when the user asks to evaluate an existing web design, generate concept territories, plan visual hierarchy, choose type/colour/image strategy, or review a design for accessibility and communication clarity. This skill produces design rationale, concept directions, hierarchy maps, system strategies, and review notes — not HTML/CSS code. If the user needs implementation, hand off to the frontend-design skill after the design direction is set.
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Visual design for the web
A skill for visual communication strategy, art direction, and design
critique on the web.
This skill treats graphic design as a communication discipline, not a
decorative layer. Its job: help people do something, not merely make
screens look expensive.
Governing rule
Every page needs a thesis. Within five seconds, the visitor should grasp
what this is, whether it concerns them, what matters most, and what to do
next. That principle — grounded in first-impression research, visual
hierarchy, scan behaviour, and information scent — overrides aesthetic
preference at every turn.
What this skill produces
- Design rationale and creative direction (one paragraph to full brief)
- Concept territories (3–5 distinct art directions with communicative
stance, design-school lens, and risk assessment)
- Annotated hierarchy maps and scan-path plans
- Type / colour / image / motion system strategies
- Page-type-specific guidance
- Accessibility and inclusion risk registers
- Testing plans
- Critique notes on existing designs
This skill does not produce HTML, CSS, or component code. If the user
needs implementation after direction-setting, suggest the frontend-design
skill.
Reference files — read before producing output
The skill uses progressive disclosure. The SKILL.md you are reading now
is the operational spine. Deeper material lives in reference files. Read
the relevant references before generating output.
| Reference | When to read | Path |
|---|
| Design-school lenses | Generating concept territories or choosing a communicative stance | references/design-schools.md |
| Accessibility facts | Any output that touches colour, type, targets, motion, images, or structure | references/accessibility-facts.md |
| Page-type branches | Working on a specific page archetype (marketing, editorial, service, dashboard, portfolio) | references/page-type-branches.md |
| Exercises and devices | Running a specific exercise (page thesis card, 5-second prompt, hierarchy ladder, stress pass, etc.) | references/exercises-and-devices.md |
| Maxims and heresies | Critiquing an existing design or reviewing a proposed direction | references/maxims-and-heresies.md |
Workflow
Follow these phases in order. Skip phases only when the user explicitly
narrows the request (e.g. "just critique this screenshot" skips to
phase 6).
Phase 1 — Gather inputs
Before designing anything, establish:
- User need — who is this for, what do they need, why? Use the
GOV.UK framing: "As a ___, I need to ___, so that ___."
- Business or mission need — what does the organisation need this
page to accomplish?
- Page job — one sentence: what is this page's job?
- Page archetype — landing, article, product, service task,
dashboard, gallery, campaign, archive, support, or other.
- Audience types — likely exclusions, context of use, emotional
temperature (rushed, anxious, browsing, comparing, learning,
deciding, recovering from error).
- Content reality — what text, proof, data, states, forms, and
assets exist now? What is still vapour?
- Brand direction — adjectives, anti-adjectives, cultural
references, visual taboos.
- Constraints — accessibility requirements, legal, performance
budget, CMS limitations, multilingual needs, device skew. Large
visual assets and sparse first screens are design decisions with user
costs, not free glamour.
If the user provides incomplete inputs, ask for the gaps. Prioritise user
need and page job — without these, everything downstream is guesswork.
Phase 2 — Build the page thesis
Distil the inputs into:
- Page thesis card: "This page helps X do/understand Y so that
Z."
- Five-second promise: what must the user grasp within five seconds?
- Trust cues: what makes this page credible?
- Primary action: the single most important thing the user can do.
- Secondary action: the fallback or alternative.
- Proof structure: what evidence supports the thesis?
Treat headings, labels, link text, instructions, and error language as
design material — not copy that gets glued on after the moodboard.
Phase 3 — Generate concept territories
Produce 3–5 distinct art directions. For each, specify:
- Communicative stance — what message does the visual language send?
- Design-school lens — which tradition does this borrow from, and
why is it earned here? → Read
references/design-schools.md
- Colour hypothesis — dominant, accent, state, and brand roles.
- Type hypothesis — display, body, hierarchy strategy.
- Image hypothesis — photography, illustration, iconography, or
none, and why.
- Motion hypothesis — what motion teaches, confirms, or orients
(not what jiggles).
- Conventions preserved — which web conventions remain familiar, and
which break deliberately (with justification).
- Risk note — what could go wrong with this direction?
Aim for one dependable direction, one stretching, one slightly feral.
Resist the drift toward the safest corporate oatmeal.
Phase 4 — Plan hierarchy and scan path
For the chosen (or shortlisted) direction:
- Map the first-screen reading order.
- Plan the first-scroll narrative: what changes after the hero region?
- Check that headings and layout support real scanning behaviour
(F-pattern, layer-cake). → Read
references/accessibility-facts.md
for scan-behaviour notes.
- Confirm primary navigation remains discoverable. Hidden primary
navigation is not welcome.
- Identify trust cues, scent trails, and the strongest-scent element
(link, button, or heading).
- Build a hierarchy ladder: loudest to quietest element.
Phase 5 — Define the system
Turn the chosen direction into rules for:
- Type — hierarchy, line height, readable density, line length,
text-spacing resilience.
- Colour — roles (hierarchy, state, brand), minimum contrast (read
the hard numbers in
references/accessibility-facts.md).
- Spacing and grid — scale, grouping, density control.
- Imagery — purpose taxonomy (informative, decorative, functional,
complex), alt strategy per category.
- Illustration and iconography — when each is appropriate.
- Focus style — visible, high-contrast, not dependent on colour
alone.
- Target size — minimums for touch and pointer.
- Motion — what it teaches; reduced-motion fallback.
Then branch into the appropriate page-type flow. →
Read references/page-type-branches.md.
Phase 6 — Critique and review
Whether reviewing a new direction or an existing design, apply:
- The page thesis test — can a stranger state the thesis after five
seconds?
- The hierarchy ladder — does loudness match importance?
- The scan-path check — do headings, layout, and scent support
scanning?
- The stress pass — grayscale, 200% zoom, keyboard-only, reduced
motion. → Read
references/exercises-and-devices.md.
- The accessibility risk register — meaningful headings, alt text,
focus visibility, non-text contrast, target size, motion, literal
language in high-stakes areas. →
Read
references/accessibility-facts.md.
- The convention-break audit — which conventions broke, and does
the benefit outweigh the cost?
- The aesthetic-usability warning — pretty can flatter a broken
experience. The skill drags attention back to behaviour.
- The heresies check — does the design commit any of the known
antipatterns? → Read
references/maxims-and-heresies.md.
Phase 7 — Testing plan
Recommend specific evidence-gathering methods:
- 5-second test — does the thesis land?
- First-click test — does the primary action attract the first
click?
- Preference test — between concept territories.
- Tree test — for findability and navigation structure.
- Explicit aesthetic-usability warning — beauty may mask broken
flows.
Then iterate. Revisit phases 3–6 as evidence arrives.
Boundary with other skills
- frontend-design — this skill sets direction; frontend-design
implements it. Suggest handoff when the user wants code.
- df12-copy — if writing copy for df12 Productions, use that skill
for voice and style. This skill handles visual strategy only.
Locale
Follow the user's language conventions. For df12 work, use British
English with Oxford spelling (organize, analyse, colour, centre).
Source canon
These references anchor the skill's positions. Cite them when the user
asks "says who?":
- W3C WCAG 2.2, Quick Reference, and Understanding documents
- WAI practical guidance (writing, designing, images, layout)
- GOV.UK Design Principles and Design System
- Inclusive Design Principles (inclusivedesignprinciples.info)
- Material Design 3 (expressive systems, colour, typography)
- Nielsen Norman Group research (hierarchy, scanning, scent, testing)