Design standards

Apply production-grade design standards when building or reviewing pages, components, or UI.

Design standards — Creative Direction skill highlight diagram. Navy header card reads 'Impactful Creative Direction' with the subtitle… (from the rampstackco/claude-skills README)

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Source of Design standards

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namedescriptioncategorycatalog_summarydisplay_order
design-standardsApply production-grade design standards when building or reviewing pages, components, or UI. Use this skill whenever the user asks to build a page, design a component, lay out a section, review the UI, fix the layout, or check design quality. Triggers on build a page, create a component, design a section, hero, card, CTA, layout, review the UI, fix the design, design system, design tokens, spacing, typography scale, button standards, mobile design. Also triggers for any production design decision where contrast, accessibility, spacing, or visual hierarchy matters.designProduction-grade page and component design standards2

Design Standards

Production design standards for any web project. Stack-agnostic. Tool-agnostic. Covers tokens, contrast, hierarchy, spacing, mobile rules, and the pre-ship checklist.

This skill complements brand-identity (which defines the visual system) and brand-style-guide (which documents it). This skill is for the day-to-day work of applying those standards in real components and pages.


When to use

  • Building a new page, section, or component
  • Reviewing UI for quality, accessibility, or consistency
  • Setting up design tokens for a new project
  • Fixing layout, contrast, or hierarchy issues
  • Establishing a button or form standard
  • Pre-ship design review

When NOT to use

  • Defining a brand identity from scratch (use brand-identity)
  • Documenting a finished brand system (use brand-style-guide)
  • Building a formal component library (use design-system)
  • Frontend code architecture (use frontend-component-build)
  • Accessibility-only audits with WCAG remediation (use accessibility-audit)

Required inputs

  • The page or component being built or reviewed
  • The brand's design tokens (colors, type, spacing) - or willingness to define them
  • The target devices and viewports

If brand tokens are undefined, define a working set first using the template in references/design-tokens-template.md.


The framework: 6 standards

Six standards apply to every piece of UI. Hold the line on these and most design problems disappear.

1. Design tokens

Every project needs tokens defined before any UI gets built. Tokens are the source of truth.

Color tokens (minimum):

  • Primary brand color
  • Primary hover (typically 15 to 25 percent darker)
  • Background variants (surface, alt-section, hero/dark, footer)
  • Text scale (heading, body, muted, on-dark)
  • Semantic (success, warning, error, info)

Spacing tokens:

  • A consistent scale (e.g., 4, 8, 12, 16, 24, 32, 48, 64, 96)
  • Page max-width
  • Section vertical padding (large, medium, small)
  • Card padding
  • Grid gaps

Type tokens:

  • Display, H1 through H4, body large, body, small, caption
  • Each with size, weight, line height, letter spacing
  • Font fallback stacks

Radius tokens:

  • Tight (cards, badges)
  • Standard (buttons, inputs)
  • Round (avatars, pill buttons)

Document the tokens once. Reference them everywhere. Hardcoded values are technical debt.

2. WCAG AA contrast (non-negotiable)

Contrast is not a preference. It is a baseline. A design that fails AA is broken, regardless of how it looks to designers with full vision.

Element Required ratio
Normal body text 4.5:1
Large text (18pt regular or 14pt bold) 3:1
UI components and graphical elements 3:1

Common failures to avoid:

  • Light gray body text on white that calculates to 2 to 4:1
  • Brand color used for body text without a darker variant
  • Light borders on form fields that compute under 3:1
  • Bright orange or yellow on white at small sizes

For the math, the contrast checker, and brand-color strategies, see brand-identity/references/contrast-and-accessibility.md.

3. Visual hierarchy

A well-designed page has a clear scan order. Hierarchy comes from:

  • Size. The largest element gets noticed first.
  • Weight. Bold beats regular at the same size.
  • Color. Saturated beats neutral. High-contrast beats low.
  • Spacing. What sits alone gets emphasis. What gets crowded recedes.
  • Position. Top-left and center get weight. Edges and corners recede.

Apply hierarchy intentionally. Every visual element should be reachable through the hierarchy. If three things compete for primary attention, none of them wins.

Common failures:

  • Multiple elements styled as the "primary" CTA (creates ambiguity)
  • Body text and headlines too close in size
  • Hero image fighting the hero text for attention
  • Icon, headline, and image at similar visual weight
4. Spacing and rhythm

Spacing is what separates a polished layout from a cluttered one.

Rules:

  • Use the spacing scale, not arbitrary values
  • Related elements sit closer together than unrelated ones (proximity principle)
  • Section breathing room: minimum 64px desktop, 48px mobile
  • Card padding: minimum 24px desktop, 16px mobile
  • Form field spacing: minimum 16px between fields
  • Touch targets: minimum 44 by 44 pixels

Common failures:

  • Inconsistent spacing within similar contexts (one card has 24px padding, the next has 32px)
  • Cramped sections that bleed into each other
  • Touch targets under 44 pixels on mobile
  • Headline butted directly against subheadline with no rhythm
5. Mobile rules

Most users are on mobile. Designing for desktop first guarantees mobile failures.

Standards:

  • Test on a 375 to 390 pixel viewport before declaring complete
  • All interactive elements minimum 44 by 44 pixels
  • Sticky bottom bars: page wrapper needs bottom padding equal to bar height
  • No fixed pixel widths without max-width constraint
  • Text never smaller than 14 pixels for body content
  • Tap targets get 8 pixels of spacing minimum on all sides
  • Modal and popover content scrolls; body locks
  • Form inputs: at least 16px text size to prevent iOS auto-zoom

Common failures:

  • Designs that work in browser dev tools but break on real devices
  • Sticky navigation eating 80px of viewport without compensation
  • Horizontal scroll appearing because of one over-wide element
  • Tap targets that are visually fine but impossibly close to other tap targets
6. Component consistency

The same thing should look the same everywhere. Variations should be intentional.

Common consistency principles:

  • Buttons: one primary style, one secondary style, one ghost style. Not five.
  • Cards: one base card pattern with variants. Not bespoke cards per page.
  • Icons: one stroke weight, one corner style across the icon set
  • Avatars and brand marks: one shape rule (rounded-lg or fully round, pick one and stick to it)
  • Form inputs: one set of input states (default, focus, error, disabled) used everywhere

Common failures:

  • Three different "primary buttons" used inconsistently across pages
  • Some cards with rounded-2xl corners, others with rounded-xl
  • Iconography style drifting between sections
  • Brand avatar that switches between square and round depending on the page

Workflow

  1. Confirm tokens. If tokens are not yet defined, define a working set first. Document them.
  2. Sketch hierarchy. Before writing markup, identify the primary action, secondary actions, and supporting content. Confirm the scan order makes sense.
  3. Build mobile-first. Lay out for the smallest target viewport before scaling up.
  4. Apply tokens. All values come from the token set. No hardcoded colors, sizes, or spacing.
  5. Run contrast checks. Every text-on-background combination passes AA. Every UI element passes 3:1.
  6. Test at viewport breakpoints. 375, 768, 1024, 1440 minimum. Confirm nothing breaks.
  7. Run the pre-ship checklist in references/preship-checklist.md.

Failure patterns

  • Designing without tokens. Hardcoded colors and spacing. Hard to maintain. Inconsistent at scale.
  • Skipping contrast checks. Especially on brand colors used for text. Most brand colors fail AA.
  • Designing only for desktop. Mobile reveals every layout sin. Test mobile first or last, but always.
  • Rounded-everything. Treating "modern" as "rounded all the things." Rounded corners are a tool, not a default.
  • Visual hierarchy mush. Three things competing as primary. Reader does not know where to look.
  • Touch target violations. Visually nice 32px buttons that fail finger ergonomics on real devices.
  • Component drift. Each page rebuilds the card or button from scratch. Design system erodes.

Output format

This skill produces design decisions and review notes more than artifacts. Outputs include:

  • Design tokens file (when starting a project): design-tokens.md or equivalent
  • Component or page review: markdown notes scored against the 6 standards, with specific fixes
  • Pre-ship checklist results: pass/fail across the checklist with notes

When generating component code (HTML, CSS, framework-specific markup), the SKILL.md remains stack-agnostic. Stack-specific patterns live in reference files.


Reference files

1---
2name: design-standards
3description: "Apply production-grade design standards when building or reviewing pages, components, or UI. Use this skill whenever the user asks to build a page, design a component, lay out a section, review the UI, fix the layout, or check design quality. Triggers on build a page, create a component, design a section, hero, card, CTA, layout, review the UI, fix the design, design system, design tokens, spacing, typography scale, button standards, mobile design. Also triggers for any production design decision where contrast, accessibility, spacing, or visual hierarchy matters."
4category: design
5catalog_summary: "Production-grade page and component design standards"
6display_order: 2
7---
8 
9# Design Standards
10 
11Production design standards for any web project. Stack-agnostic. Tool-agnostic. Covers tokens, contrast, hierarchy, spacing, mobile rules, and the pre-ship checklist.
12 
13This skill complements `brand-identity` (which defines the visual system) and `brand-style-guide` (which documents it). This skill is for the day-to-day work of applying those standards in real components and pages.
14 
15---
16 
17## When to use
18 
19- Building a new page, section, or component
20- Reviewing UI for quality, accessibility, or consistency
21- Setting up design tokens for a new project
22- Fixing layout, contrast, or hierarchy issues
23- Establishing a button or form standard
24- Pre-ship design review
25 
26## When NOT to use
27 
28- Defining a brand identity from scratch (use `brand-identity`)
29- Documenting a finished brand system (use `brand-style-guide`)
30- Building a formal component library (use `design-system`)
31- Frontend code architecture (use `frontend-component-build`)
32- Accessibility-only audits with WCAG remediation (use `accessibility-audit`)
33 
34---
35 
36## Required inputs
37 
38- The page or component being built or reviewed
39- The brand's design tokens (colors, type, spacing) - or willingness to define them
40- The target devices and viewports
41 
42If brand tokens are undefined, define a working set first using the template in [`references/design-tokens-template.md`](references/design-tokens-template.md).
43 
44---
45 
46## The framework: 6 standards
47 
48Six standards apply to every piece of UI. Hold the line on these and most design problems disappear.
49 
50### 1. Design tokens
51 
52Every project needs tokens defined before any UI gets built. Tokens are the source of truth.
53 
54**Color tokens** (minimum):
55- Primary brand color
56- Primary hover (typically 15 to 25 percent darker)
57- Background variants (surface, alt-section, hero/dark, footer)
58- Text scale (heading, body, muted, on-dark)
59- Semantic (success, warning, error, info)
60 
61**Spacing tokens:**
62- A consistent scale (e.g., 4, 8, 12, 16, 24, 32, 48, 64, 96)
63- Page max-width
64- Section vertical padding (large, medium, small)
65- Card padding
66- Grid gaps
67 
68**Type tokens:**
69- Display, H1 through H4, body large, body, small, caption
70- Each with size, weight, line height, letter spacing
71- Font fallback stacks
72 
73**Radius tokens:**
74- Tight (cards, badges)
75- Standard (buttons, inputs)
76- Round (avatars, pill buttons)
77 
78Document the tokens once. Reference them everywhere. Hardcoded values are technical debt.
79 
80### 2. WCAG AA contrast (non-negotiable)
81 
82Contrast is not a preference. It is a baseline. A design that fails AA is broken, regardless of how it looks to designers with full vision.
83 
84| Element | Required ratio |
85|---|---|
86| Normal body text | 4.5:1 |
87| Large text (18pt regular or 14pt bold) | 3:1 |
88| UI components and graphical elements | 3:1 |
89 
90Common failures to avoid:
91- Light gray body text on white that calculates to 2 to 4:1
92- Brand color used for body text without a darker variant
93- Light borders on form fields that compute under 3:1
94- Bright orange or yellow on white at small sizes
95 
96For the math, the contrast checker, and brand-color strategies, see `brand-identity/references/contrast-and-accessibility.md`.
97 
98### 3. Visual hierarchy
99 
100A well-designed page has a clear scan order. Hierarchy comes from:
101 
102- **Size.** The largest element gets noticed first.
103- **Weight.** Bold beats regular at the same size.
104- **Color.** Saturated beats neutral. High-contrast beats low.
105- **Spacing.** What sits alone gets emphasis. What gets crowded recedes.
106- **Position.** Top-left and center get weight. Edges and corners recede.
107 
108Apply hierarchy intentionally. Every visual element should be reachable through the hierarchy. If three things compete for primary attention, none of them wins.
109 
110**Common failures:**
111- Multiple elements styled as the "primary" CTA (creates ambiguity)
112- Body text and headlines too close in size
113- Hero image fighting the hero text for attention
114- Icon, headline, and image at similar visual weight
115 
116### 4. Spacing and rhythm
117 
118Spacing is what separates a polished layout from a cluttered one.
119 
120**Rules:**
121- Use the spacing scale, not arbitrary values
122- Related elements sit closer together than unrelated ones (proximity principle)
123- Section breathing room: minimum 64px desktop, 48px mobile
124- Card padding: minimum 24px desktop, 16px mobile
125- Form field spacing: minimum 16px between fields
126- Touch targets: minimum 44 by 44 pixels
127 
128**Common failures:**
129- Inconsistent spacing within similar contexts (one card has 24px padding, the next has 32px)
130- Cramped sections that bleed into each other
131- Touch targets under 44 pixels on mobile
132- Headline butted directly against subheadline with no rhythm
133 
134### 5. Mobile rules
135 
136Most users are on mobile. Designing for desktop first guarantees mobile failures.
137 
138**Standards:**
139- Test on a 375 to 390 pixel viewport before declaring complete
140- All interactive elements minimum 44 by 44 pixels
141- Sticky bottom bars: page wrapper needs bottom padding equal to bar height
142- No fixed pixel widths without max-width constraint
143- Text never smaller than 14 pixels for body content
144- Tap targets get 8 pixels of spacing minimum on all sides
145- Modal and popover content scrolls; body locks
146- Form inputs: at least 16px text size to prevent iOS auto-zoom
147 
148**Common failures:**
149- Designs that work in browser dev tools but break on real devices
150- Sticky navigation eating 80px of viewport without compensation
151- Horizontal scroll appearing because of one over-wide element
152- Tap targets that are visually fine but impossibly close to other tap targets
153 
154### 6. Component consistency
155 
156The same thing should look the same everywhere. Variations should be intentional.
157 
158**Common consistency principles:**
159- Buttons: one primary style, one secondary style, one ghost style. Not five.
160- Cards: one base card pattern with variants. Not bespoke cards per page.
161- Icons: one stroke weight, one corner style across the icon set
162- Avatars and brand marks: one shape rule (rounded-lg or fully round, pick one and stick to it)
163- Form inputs: one set of input states (default, focus, error, disabled) used everywhere
164 
165**Common failures:**
166- Three different "primary buttons" used inconsistently across pages
167- Some cards with rounded-2xl corners, others with rounded-xl
168- Iconography style drifting between sections
169- Brand avatar that switches between square and round depending on the page
170 
171---
172 
173## Workflow
174 
1751. **Confirm tokens.** If tokens are not yet defined, define a working set first. Document them.
1762. **Sketch hierarchy.** Before writing markup, identify the primary action, secondary actions, and supporting content. Confirm the scan order makes sense.
1773. **Build mobile-first.** Lay out for the smallest target viewport before scaling up.
1784. **Apply tokens.** All values come from the token set. No hardcoded colors, sizes, or spacing.
1795. **Run contrast checks.** Every text-on-background combination passes AA. Every UI element passes 3:1.
1806. **Test at viewport breakpoints.** 375, 768, 1024, 1440 minimum. Confirm nothing breaks.
1817. **Run the pre-ship checklist** in [`references/preship-checklist.md`](references/preship-checklist.md).
182 
183---
184 
185## Failure patterns
186 
187- **Designing without tokens.** Hardcoded colors and spacing. Hard to maintain. Inconsistent at scale.
188- **Skipping contrast checks.** Especially on brand colors used for text. Most brand colors fail AA.
189- **Designing only for desktop.** Mobile reveals every layout sin. Test mobile first or last, but always.
190- **Rounded-everything.** Treating "modern" as "rounded all the things." Rounded corners are a tool, not a default.
191- **Visual hierarchy mush.** Three things competing as primary. Reader does not know where to look.
192- **Touch target violations.** Visually nice 32px buttons that fail finger ergonomics on real devices.
193- **Component drift.** Each page rebuilds the card or button from scratch. Design system erodes.
194 
195---
196 
197## Output format
198 
199This skill produces design decisions and review notes more than artifacts. Outputs include:
200 
201- **Design tokens file** (when starting a project): `design-tokens.md` or equivalent
202- **Component or page review**: markdown notes scored against the 6 standards, with specific fixes
203- **Pre-ship checklist results**: pass/fail across the checklist with notes
204 
205When generating component code (HTML, CSS, framework-specific markup), the SKILL.md remains stack-agnostic. Stack-specific patterns live in reference files.
206 
207---
208 
209## Reference files
210 
211- [`references/design-tokens-template.md`](references/design-tokens-template.md) - Template for setting up tokens for any project.
212- [`references/preship-checklist.md`](references/preship-checklist.md) - Final design review checklist before shipping.
213- [`references/tailwind-patterns.md`](references/tailwind-patterns.md) - Optional. Tailwind-specific component patterns (hero, cards, buttons, data rows) for projects on that stack.
214 

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