Agent Skill
2/7/2026design
10 Principles of Good Design - less but better
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SKILL.md
| Name | design |
| Description | 10 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
| Bad | Why | Fix |
|---|---|---|
| Gradient buttons | Trendy, dates quickly | Solid color |
| Drop shadows everywhere | Visual noise | Use for elevation only |
| 5+ colors | Chaotic, unprofessional | Reduce to 3 |
| Random spacing | Looks unfinished | Use spacing scale |
| Decorative icons | Noise without meaning | Remove or make functional |
Rams Score
Rate any design 0-10:
| Score | Meaning |
|---|---|
| 10 | Nothing can be removed, everything earns its place |
| 7-9 | Minor excess, could be simpler |
| 4-6 | Significant clutter, redesign needed |
| 0-3 | Violates 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
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