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design-variations

Produce 3+ distinct hi-fi design variations — basic to bold, one file with tweak controls — when the user asks for options, alternatives, "show me a few takes". Extends fe-design.

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SKILL.md (original)

Review the instructions the agent will receive before you install.

Design Variations

Produce multiple substantively distinct design variations so the user can reject what they don't want and combine what they do. One design is one bet; three variations surface preferences the user didn't know they had.

When to use

  • The user asks for options, alternatives, "different takes", "show me a few" on hi-fi UI work (screen, component, flow, visual treatment).
  • After a wireframe round settled the structure and the user wants styled directions on top of it.

When NOT to use: structure/flow exploration before any styling decision → wireframe (lo-fi, disposable). Selecting ONE grounded direction without generating alternatives → design-intelligence. Reviewing an existing design → design-review.

Procedure

  1. Baseline. Confirm what is varied (screen / component / flow / visual treatment), the existing design context (DESIGN.md, brand tokens, UI kit — run existing-ui-audit when the output lands in a real codebase, per the ui-audit-gate rule), the count (default 3, ceiling 6), and the user's priority axis.
  2. Pick 2–4 axes to vary across: visual treatment (tone, density, shadow, radius, type weight), layout (centered/asymmetric, single/multi-column, full-bleed/inset), interaction model (single page vs multi-step, modal vs inline), hierarchy (what is primary), tone (minimal/formal/playful/ editorial), component style. Map axes onto the project's Taste Dials (Variance/Motion/Density) where DESIGN.md defines them.
  3. Spec each variation BEFORE building — one line per variation naming its distinct palette family, type pairing, and layout skeleton. Left unspecified, variations converge on one default look; variety must be designed, not hoped for. Ground palette/type picks via design-intelligence and emit values as tokens per design-tokens.
  4. Build basic → bold. Variation 1 = by-the-book (matches existing patterns); variation 2 = refined (same structure, one or two dimensions pushed — often the actual pick); variation 3 = novel (genuinely different layout/metaphor/aesthetic, deliberately off-distribution). Cover both ends — an all-safe set wastes the round, an all-wild set ignores the brief.
  5. Substantive, not cosmetic. Two variations that differ only in button color or shadow opacity are one variation — drop and replace. Litmus: the user can articulate the difference between any two variations in one sentence.
  6. Present in a single file with tweak controls — never v1.html / v2.html / v3.html. Structure-sharing variants toggle via CSS custom properties + a small floating "Tweaks" panel (3–8 controls: color picker, font/variant dropdown, density slider, section toggles, copy inputs); persist chosen values in localStorage. Structurally distinct variants render side-by-side with labels. Even unasked, expose 1–2 tweak axes by default.
  7. Caption each variation (1–2 sentences naming the axis it flexes) and close with a recommendation — a designer offers an opinion; the user decides.
  8. Quality gate. Novel ≠ sloppy: run lint_design_slop over the emitted file (every variation individually passes; a DESIGN.md-declared direction suppresses its flags) and honor the outward-artifact hygiene floor (Q13 in design-antipatterns.md) — no workspace paths, skill/tool names, or generator traces in the markup. Final pass before delivery → design-review.

Output format

  1. One HTML/JSX file containing all variations — side-by-side sections or custom-property-driven variants with a floating Tweaks panel (3–8 controls, localStorage-persisted); no per-variation file scatter.
  2. Variation spec block (comment or intro): per variation one line — axis flexed, palette family, type pairing, layout skeleton.
  3. Captions + one recommendation naming the suggested pick and why, with the trade-off of the runner-up.
  4. Clean slop scan — lint_design_slop output for the file (flags resolved or DESIGN.md-justified), no Q13 violations.

Do NOT

  • Do NOT produce variations that differ only cosmetically (color swap, shadow tweak) — replace with a substantive alternative.
  • Do NOT scatter v1/v2/v3 files — one file, toggleable.
  • Do NOT let variations drift into one house style — spec palette/type/layout per variation before building.
  • Do NOT skip the recommendation — presenting options without an opinion pushes the decision cost back onto the user.
  • Do NOT invent brand values — consumer brand tokens win (brand-source-of-truth); the corpus fills gaps only.
  • Do NOT embed system internals (paths, skill/tool names, generator traces) in the emitted markup — Q13.

Gotcha

  • The "novel" variation is where slop concentrates: off-distribution choices still pass the antipatterns catalog — deliberate ≠ default. Declare the direction in the spec block so lint_design_slop gating reads intent.
  • Tweak panels leak into delivery: the panel must be removable (single <script>/<aside> block, clearly marked) so the chosen variant ships without exploration chrome.
  • More than 6 variations degrades choice quality — the user can't hold them in mind; split into two rounds on different axes instead.

See also

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