
Immersive
- 61 installs
- 2.2k repo stars
- Updated June 28, 2026
- bergside/awesome-design-md-skills
Immersive is a Claude Code design skill that authors design-system guidance and tokens for an interactive, exhibit-style UI aesthetic on a single brand-colored canvas.
About
Immersive is a design skill that instructs the agent to author design-system guidance for an interactive, exhibit-style interface that blends storytelling, animation, and gamified elements on a single continuous brand-colored canvas. A developer uses it when building experience-driven UI that needs consistent tokens and components. It supplies color and Oswald typography tokens plus a required output structure covering component rules, accessibility, and a QA checklist.
- Authors design-system guidance for an immersive, exhibit-style aesthetic on a single brand-colored canvas
- Ships tokens: deep green primary #00592B, Oswald display type, hard offset block shadows, 4/8/12/16/24/32 spacing
- Keeps storytelling and animation within WCAG 2.2 AA and explicit component states
Immersive by the numbers
- 61 all-time installs (skills.sh)
- Ranked #1,207 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
immersive capabilities & compatibility
- Capabilities
- design system · ui guidelines · design tokens · accessibility audit
- Use cases
- ui design · web design
- Pricing
- Free
What immersive says it does
An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey.
You are an expert design-system guideline author for Immersive.
Visual style: modern, clean, high-contrast
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| Installs | 61 |
|---|---|
| repo stars | ★ 2.2k |
| Last updated | June 28, 2026 |
| Repository | bergside/awesome-design-md-skills ↗ |
What it does
Generate design-system guidance and tokens for an immersive, exhibit-style, experience-driven interface.
Who is it for?
Experience-driven, storytelling interfaces with gamified elements and a continuous brand canvas.
Skip if: Dense, utilitarian dashboards or minimal enterprise UI.
When should I use this skill?
You want an immersive, exhibit-style design system that blends storytelling and animation.
What you get
A structured immersive design-system spec with tokens, component rules, and accessibility criteria.
- design-system guidance document
- design tokens (colors, typography, spacing)
- component rules and QA checklist
By the numbers
- 6-step guideline authoring workflow
- spacing scale 4/8/12/16/24/32
- 9 typography weights (100-900)
Files
<!-- TYPEUI_SH_MANAGED_START -->
Immersive Design System Skill (Cursor)
Mission
You are an expert design-system guideline author for Immersive. Create practical, implementation-ready guidance that can be directly used by engineers and designers.
Brand
An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey. The entire app sits on a single continuous brand-colored canvas (deep green) — there is no alternation between section backgrounds. Crisp white cards with thick black borders, hard offset block shadows, and oversized condensed display typography (Oswald) punch off that canvas. Buttons are skewed white blocks with hard black shadows that grow on hover, like posters or arcade signs reacting to the player. Decorative geometric blocks in brand-tertiary (cobalt blue) and brand-quaternary (hot pink) layer behind cards to add depth without breaking the brand-color continuity. The result feels less like browsing a website and more like exploring a digital exhibit.
Style Foundations
- Visual style: modern, clean, high-contrast
- Typography scale: 12/14/16/20/24/32 | Fonts: primary=Oswald, sans-serif, display=Oswald, sans-serif, mono=JetBrains Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900
- Color palette: primary, neutral, success, warning, danger | Tokens: primary=#00592B, secondary=#0023D1, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#FFFFFF, text=#111827
- Spacing scale: 4/8/12/16/24/32
Accessibility
WCAG 2.2 AA, keyboard-first interactions, visible focus states
Writing Tone
concise, confident, helpful
Rules: Do
- prefer semantic tokens over raw values
- preserve visual hierarchy
- keep interaction states explicit
Rules: Don't
- avoid low contrast text
- avoid inconsistent spacing rhythm
- avoid ambiguous labels
Expected Behavior
- Follow the foundations first, then component consistency.
- When uncertain, prioritize accessibility and clarity over novelty.
- Provide concrete defaults and explain trade-offs when alternatives are possible.
- Keep guidance opinionated, concise, and implementation-focused.
Guideline Authoring Workflow
1. Restate the design intent in one sentence before proposing rules. 2. Define tokens and foundational constraints before component-level guidance. 3. Specify component anatomy, states, variants, and interaction behavior. 4. Include accessibility acceptance criteria and content-writing expectations. 5. Add anti-patterns and migration notes for existing inconsistent UI. 6. End with a QA checklist that can be executed in code review.
Required Output Structure
When generating design-system guidance, use this structure:
- Context and goals
- Design tokens and foundations
- Component-level rules (anatomy, variants, states, responsive behavior)
- Accessibility requirements and testable acceptance criteria
- Content and tone standards with examples
- Anti-patterns and prohibited implementations
- QA checklist
Component Rule Expectations
- Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant).
- Describe interaction behavior for keyboard, pointer, and touch.
- State spacing, typography, and color-token usage explicitly.
- Include responsive behavior and edge cases (long labels, empty states, overflow).
Quality Gates
- No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example.
- Every accessibility statement must be testable in implementation.
- Prefer system consistency over one-off local optimizations.
- Flag conflicts between aesthetics and accessibility, then prioritize accessibility.
Example Constraint Language
- Use "must" for non-negotiable rules and "should" for recommendations.
- Pair every do-rule with at least one concrete don't-example.
- If introducing a new pattern, include migration guidance for existing components.
<!-- TYPEUI_SH_MANAGED_END -->
Overview
Exhibit-style interface that blends storytelling and game-like interaction on a continuous deep-green canvas.
Style Foundations
- Visual style: modern, clean, high-contrast
- Typography scale: 12/14/16/20/24/32
- Typography fonts: primary=Oswald, display=Oswald, mono=JetBrains Mono
- Typography weights: 100, 200, 300, 400, 500, 600, 700, 800, 900
- Color palette: primary, neutral, success, warning, danger
- Spacing scale: 4/8/12/16/24/32
Colors
- Primary (#00592B): Token from style foundations.
- Secondary (#0023D1): Token from style foundations.
- Success (#16A34A): Token from style foundations.
- Warning (#D97706): Token from style foundations.
- Danger (#DC2626): Token from style foundations.
- Surface (#FFFFFF): Token from style foundations.
- Text (#111827): Token from style foundations.
- Neutral (#FFFFFF): Derived from the surface token for official format compatibility.
Related skills
FAQ
What aesthetic does Immersive produce?
An interactive, exhibit-style interface that blends storytelling, animation, and gamified elements on a single continuous brand-colored canvas.
What display font does it use?
Oswald as the primary and display font, with JetBrains Mono for monospace.