Agent Skill
2/7/2026

design

10 Principles of Good Design - less but better

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objective
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SKILL.md

Namedesign
Description10 Principles of Good Design - less but better

name: design description: "10 Principles of Good Design - less but better"

Dieter Rams - Design Philosophy

Apply Dieter Rams' 10 Principles when making any design decision. These are non-negotiable quality gates.

The 10 Principles

1. Good design is innovative

  • Don't copy existing patterns blindly
  • Solve the actual problem, not the assumed one
  • Technology enables new solutions - use it

2. Good design makes a product useful

  • Every element must serve a purpose
  • If it doesn't help the user accomplish their goal, remove it
  • Useful > Beautiful (but both is best)

3. Good design is aesthetic

  • Visual quality is not optional
  • Ugly software signals careless thinking
  • Well-executed details build trust

4. Good design makes a product understandable

  • The interface should explain itself
  • No manual required for basic operations
  • Progressive disclosure for complexity

5. Good design is unobtrusive

  • Tools should not demand attention
  • The user's work is the focus, not the UI
  • Neutral, restrained, leave room for user expression

6. Good design is honest

  • Don't promise more than you deliver
  • Don't manipulate users (dark patterns)
  • Don't disguise what something is

7. Good design is long-lasting

  • Avoid trendy for trendy's sake
  • Classic over fashionable
  • Will this look dated in 2 years?

8. Good design is thorough down to the last detail

  • Nothing is arbitrary
  • Every pixel, every spacing choice is intentional
  • Consistency in the small things

9. Good design is environmentally friendly

  • In software: performance is environmental
  • Don't waste CPU cycles on animations nobody needs
  • Respect bandwidth, battery, attention

10. Good design is as little design as possible

  • Less, but better
  • Remove until it breaks, then add back one thing
  • Concentration on essential aspects

Prescriptive Rules

Color

- Maximum 3 colors in any interface
- 1 primary action color (use sparingly)
- 1 text color (with lighter variant for secondary)
- 1 background color (with subtle variant for cards/sections)
- Gray for everything else

Spacing

- Use a 4px base unit
- Spacing scale: 4, 8, 12, 16, 24, 32, 48, 64, 96
- Never use arbitrary values (no 13px, no 27px)
- Consistent spacing = professional appearance

Typography

- Maximum 2 font families (1 is better)
- Type scale: 12, 14, 16, 18, 20, 24, 30, 36, 48
- Line height: 1.5 for body, 1.2 for headings
- Never go below 14px for body text

Visual Weight

- One focal point per screen
- Hierarchy: Size > Color > Position > Style
- If everything is bold, nothing is bold
- White space is not wasted space

Review Checklist

Before shipping any UI:

  • Can any element be removed without loss of function?
  • Is there exactly ONE primary action visible?
  • Does spacing follow the 4px grid?
  • Are there 3 or fewer colors?
  • Would this look good in 5 years?
  • Is the design honest about what the product does?

Anti-Patterns

BadWhyFix
Gradient buttonsTrendy, dates quicklySolid color
Drop shadows everywhereVisual noiseUse for elevation only
5+ colorsChaotic, unprofessionalReduce to 3
Random spacingLooks unfinishedUse spacing scale
Decorative iconsNoise without meaningRemove or make functional

Rams Score

Rate any design 0-10:

ScoreMeaning
10Nothing can be removed, everything earns its place
7-9Minor excess, could be simpler
4-6Significant clutter, redesign needed
0-3Violates multiple principles, start over

Integration

This skill sets the philosophical foundation. Combine with:

  • /usability - Psychology of how users perceive this design
  • /components - Component structure that embodies these principles
  • /charts - Data visualization aligned with "less but better"
Skills Info
Original Name:designAuthor:objective