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Original Design

  • 5 installs
  • 29 repo stars
  • Updated July 12, 2026
  • sanky369/vibe-building-skills

Helps create an original visual design language and art direction for infographics, storyboards, websites, or app UI when a design feels generic or derivative.

About

Guides establishing one unifying design idea and consistent art direction across an artifact's visuals. A developer or designer uses it when a design looks AI-default or inconsistent and needs a distinct identity.

  • Builds a single unifying design language across artifacts
  • Triggers on generic, derivative, or inconsistent visuals

Original Design by the numbers

  • 5 all-time installs (skills.sh)
  • +1 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #1,515 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/sanky369/vibe-building-skills --skill original-design

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Installs5
repo stars29
Last updatedJuly 12, 2026
Repositorysanky369/vibe-building-skills

What it does

Helps create an original visual design language and art direction for infographics, storyboards, websites, or app UI when a design feels generic or derivative.

Files

SKILL.mdMarkdownGitHub ↗

Original Design

Overview

Originality is not about being unique. It is about being internally consistent around one core idea.

Most people start by asking "How do I make this look unique?" The best designers start by asking "What is the visual manifestation of the core idea?"

This skill runs an interactive, question-driven session that turns a product or subject into a complete design language — a coherent visual world from which every screen, frame, icon, illustration, and animation is drawn as an "artifact." It works for any visual deliverable: an infographic, a video storyboard, a website, or a mobile app UI/UX.

The biggest shift this skill enforces: don't design screens — design a world. Everything else is just an element of that world.

How to run this skill (read first)

This is a facilitated conversation, not a form dump. Follow these rules:

1. One phase at a time. Ask the focused question(s) for the current phase, wait for the answer, reflect it back in one or two sentences, then move on. Never paste all seven phases at once. 2. Always offer a recommendation. For every question, propose 2–4 concrete options (with a "(recommended)" first) so the user can react instead of inventing from scratch. They can always answer freely. 3. Use structured questions when the host supports them. In Claude Code, prefer the AskUserQuestion tool for option-based phases. In other agents, ask in plain text with a short labeled option list. 4. Gather live visual inspiration from the web at Phase 1.5 and Phase 6 (see references/inspiration-browsing.md). Pick the browsing method that matches the host agent. 5. Capture decisions as you go into a running Design Language Brief (template at assets/design-language-brief-template.md). 6. Gate on the Originality Test before producing final output. Don't skip it. 7. Hand off to a production skill for the chosen medium (see references/medium-playbooks.md).

Copy this checklist into your working notes and check items off:

Design Language Progress:
- [ ] Phase 0: Frame the world (medium, subject, audience)
- [ ] Phase 1: Core metaphor (one sentence)
- [ ] Phase 1.5: Inspiration sweep (web)
- [ ] Phase 2: Visual universe (vocabulary)
- [ ] Phase 3: Design DNA (shapes / colors / motion / texture)
- [ ] Phase 4: Mascot system (if applicable)
- [ ] Phase 5: The signature constraint
- [ ] Phase 6: Cross-domain inspiration (web)
- [ ] Phase 7: Generate many concepts → pick the world
- [ ] Phase 8: Originality Test (5 questions) — GATE
- [ ] Phase 9: Write the brief + medium handoff

---

Phase 0 — Frame the world

Establish what you're actually making before anything visual. Ask:

  • What are we creating? → infographic · video storyboard · website · mobile app UI/UX · other
  • What is the product/subject, in one line?
  • *Who is it for, and what should they feel?*

Then say the mindset shift out loud to the user: "We're not going to design screens. We're going to design a world, and your "+ medium +" will be made of artifacts from that world."

Phase 1 — Define the core metaphor

Everything flows from the core metaphor.

Ask the unlocking question: "If this product were a physical object or place, what would it be?"

Offer seeds based on the domain (these are from the source method):

Product typePossible metaphor
Math / learning appToy Blocks
AI tutor / assistantWise Mentor
Finance / trading appCommand Center
Travel appExplorer's Journal
Knowledge / docs appLiving Library

Push for one metaphor, not three. Then write the one-sentence design language: "This is a [metaphor] — so it looks like [feeling/world]."

If they can't say it in one sentence, the metaphor isn't sharp enough yet — keep refining.

Phase 1.5 — Inspiration sweep (web)

Before defining vocabulary, gather real references for the chosen metaphor and mood. Follow references/inspiration-browsing.md: browse cosmos.so, Pinterest, Savee, Dribbble, Behance, Are.na for the metaphor + mood, collect 8–15 references, and note recurring patterns (lighting, color temperature, composition, texture, shapes). Summarize the patterns back to the user before continuing.

Phase 2 — Build a visual universe

List everything that exists in that world. Those become your visual vocabulary.

With the metaphor fixed, brainstorm with the user every object, surface, character, and texture that lives in that world. Example for Living Library: Books, Shelves, Notes, Ink, Stamps, Bookmarks, Paper texture.

Then explicitly map the vocabulary onto the design layers:

World objectBecomes
(e.g. Books, Stamps)Icons
(e.g. Margin sketches)Illustrations
(e.g. Page turn, ink bleed)Animations / motion
(e.g. Shelves, cards)UI elements / layout
(e.g. Ink, paper, leather)Colors
(e.g. Hand-lettered headers)Typography

Aim for a vocabulary of 6–10 concrete elements. This list is the source of truth for everything later.

Phase 3 — Create your design DNA

Define the system rules everything will follow.

Lock four dimensions. Keep each tight — constraints here are what make it feel designed:

  • Shapes — 2–3 shape families (e.g. rounded rectangles, circles, cubes)
  • Colors — 3–5 core colors with names tied to the world (e.g. Deep Navy, Electric Blue, Warm Yellow, Soft Gray)
  • Motionone philosophy in a phrase (e.g. "springy & playful, with purpose")
  • Textureone language (e.g. "paper, hand-drawn, sketch-like")

Record exact hex values for colors and concrete easing/timing intent for motion so the brief is build-ready.

Phase 4 — Design a mascot system (when it fits)

A mascot gives your product a face and personality, and becomes the heart of the world.

Ask whether a mascot serves this project. It's powerful for learning, consumer, kids', and brand-led products; often skipped for enterprise/finance or minimalist tools. If yes, define:

  • Who/what it is (e.g. Curious Robot, Wise Fox, Tiny Scientist, Living Constellation)
  • Personality in 3 adjectives
  • How it shows up across the medium (empty states, loading, onboarding, narrator in a video, guide in an infographic)

Why it matters: emotional connection, memorability, and it unifies the whole experience.

Phase 5 — Create the signature constraint

Constraints don't limit creativity. They create identity.

Define one rule the design will never break. This single decision is often what makes a language recognizable:

ConstraintResulting style
No photos allowedclean, illustrated (Zenn-like)
Everything is geometric blocksstructured (math-app-like)
Only black, white + one accentsharp, linear (Linear-like)
Every illustration must look hand-drawnwarm, human (Excalidraw-like)

Write the constraint as an enforceable sentence: "In this world, we never ___ / we always ___."

Phase 6 — Get inspired from unrelated domains (web)

Don't copy competitors. Borrow from other worlds.

Pull inspiration from domains outside the product's category to stay fresh: Architecture, Nature, Toys, Ancient manuscripts, Science diagrams, Space missions, Industrial machinery. Use references/inspiration-browsing.md to browse 2–3 unrelated domains and extract transferable ideas (a grid system from architecture, a color story from nature, a labeling style from science diagrams). Bring back 3–5 concrete "steals."

Phase 7 — Generate many concepts, then pick the world

One core idea. Many worlds. Quantity creates the chance for brilliance.

Generate a large batch of short concept directions — each a different "world" expressing the same core idea (e.g. Museum, Spaceship, Magical Academy, Detective Board, Living Brain… aim for 20–50 one-line concepts). Most will be average; you're hunting for the one that's extraordinary.

Present them grouped, let the user react, then narrow to 1 primary direction (optionally 1–2 backups). For a big batch, you may dispatch a subagent or workflow to expand concepts, but keep the user in the selection loop.

Phase 8 — The Originality Test (GATE)

Before producing anything, run all five questions. Every answer should be "yes." If any is "no," return to the relevant phase.

1. Can I explain the visual language in one sentence? (→ Phase 1) 2. Does every element come from the same metaphor? (→ Phase 2) 3. Can I remove the logo and still identify the product? (→ Phase 3/5) 4. Would a child draw the same design language? (is it simple and clear? → Phase 3) 5. *Does it look like a world rather than a UI?* (→ overall)

State each question and its verdict back to the user explicitly.

Phase 9 — Write the brief and hand off

Fill in assets/design-language-brief-template.md with every locked decision and save it to the user's project (suggest design-language.md). Then translate the language into the chosen medium using references/medium-playbooks.md, and offer to invoke the matching production skill:

  • Infographic / social graphicsocial-graphics, image-generation, or brand-asset
  • Video storyboardremotion-script-writer, product-video, or creative-strategist
  • Websitefrontend-orchestrator, design-foundation, color-system, typography-system
  • Mobile app UI/UXfrontend-orchestrator, component-architecture, layout-system

The brief is the contract: every downstream asset must be an artifact of the world it describes.

Common mistakes

MistakeFix
Dumping all 7 phases as one questionnaireOne phase at a time; reflect each answer back
Picking 3 metaphors "to be safe"Force exactly one — mixed metaphors kill consistency
Skipping the web inspiration sweepReal references prevent generic, AI-default output
No signature constraintWithout a constraint there's no identity (Phase 5 is not optional)
Designing screens/frames before the worldDefine the world first; artifacts come last
Shipping without the Originality TestThe 5-question gate is mandatory

The bottom line

Design a world. Everything else is just an element of that world. Every screen, thumbnail, image, icon, and animation should feel like an artifact from the same universe.

Related skills

Design & UI/UXbrandingui

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