accessible-contentUse when writing or structuring any user-facing content — interface copy, labels, error messages, help text, headings, alt text, link text, or form instructions — ensures content is readable, navigable, and meaningful for everyone
adaptive-interfacesUse when designing for user preferences — motion sensitivity, contrast needs, colour schemes, text sizing, information density, or any interface behaviour that should adapt to individual needs
cognitive-accessibilityUse when evaluating mental load, wayfinding, focus management, memory demands, or decision complexity in any interface — ensures designs work for people with cognitive differences, under stress, or managing divided attention
design-debateUse when a design direction is uncertain, when the team could go multiple ways, or when the user wants to see competing approaches argued before committing — orchestrates structured debate between agents who advocate for different directions
design-debt-trackerUse when critique or review produces deferred findings, when checking accumulated design compromises, or when deciding what to address in the next iteration. Maintains a living register of design debt — the minor issues, future-iteration notes, and conscious compromises that accumulate across a proj
design-discoveryYou MUST use this before any creative or design work — building features, creating components, designing interfaces, modifying user-facing behaviour. Explores intent, constraints, users, and context before any design decisions are made
design-expressUse as a lightweight on-ramp for first-time or hesitant users who want a quick win before committing to the full pipeline — "can you just take a quick look", "make me a quick X", or a designer new to the terminal who freezes at the full process. Two tiny loops — express critique (one screen, one fas
design-handoffUse when design work is complete and needs to be communicated to engineering — creates specifications, documents rationale, accessibility requirements, and interaction details in a format engineers can implement directly
design-libraryUse when the user wants to start from a known brand's design language — "use the same design language as Stripe", "make it feel like Linear", "start from Notion's DESIGN.md", "what brands can I borrow from?". Pulls a ready-made DESIGN.md from the open VoltAgent/awesome-design-md library (73+ brand d
design-mdUse when the user provides a DESIGN.md file — the open, Apache-2.0 design-system format from Google Labs (Stitch) that coding agents read to build brand-consistent UI. When a DESIGN.md is present in the project (or the user points you at one), READ IT and build faithfully from its tokens, which prod
design-memoryUse at project start and completion to OBSERVE and record how the user designs — the decisions they make, the styles they reach for, their habits and inclinations across projects. This is a descriptive record (a mirror), NOT a controller — it is never fed back to steer the work. Per-project directio
design-retrospectiveUse after shipping or completing a design project — structured reflection on what worked, what didn't, and what taste decisions landed. Adds observations to the design record (design-memory) about how the user designs — a descriptive journal, not preferences applied to future projects
design-reviewUse when the user wants to evaluate something that ALREADY EXISTS rather than build something new — "review this", "audit this screen", "what's wrong with this page", "is this accessible?", or when they share a screenshot, URL, or existing code/markup. Runs the existing reviewers (design-critic, acc
design-stateUse when any Designpowers agent starts work or completes work — maintains the shared design state file that all agents read from and write to. Invoke to initialise, read, or update the living design state document
design-strategyUse when setting design direction — establishing principles, competitive positioning, experience mapping, or aligning stakeholders on what the design should achieve and why
design-system-alignmentUse when working with or building design systems — tokens, components, naming conventions, theming, or pattern libraries — ensures consistency, accessibility compliance, and systematic thinking
design-tasteUse when calibrating aesthetic direction — capturing design references, quality benchmarks, and the subjective qualities that make a design feel elevated. Invoked between strategy and design to give agents a shared sense of what "good" looks and feels like for this project
designpowers-critiqueUse when reviewing design work against a plan, design principles, or quality standards — provides structured critique covering design intent, accessibility, consistency, and user impact. This is the Designpowers critique skill — use this instead of the Superpowers design-critique when working within
figma-bridgeUse to turn Designpowers' markdown specs into something a designer can actually SEE and manipulate, and to pull existing Figma work back in. Bridges in both directions — push design-lead's visual decisions or built code into real Figma frames (code-to-design), and pull a Figma file in for review or
heuristic-evaluationUse after a build to evaluate usability against Nielsen's 10 heuristics and run cognitive walkthroughs of every key task. Dispatches the heuristic-evaluator agent in parallel with design-critic and accessibility-reviewer, then feeds findings into the reconciliation protocol. This is the usability le
inclusive-personasUse when defining who a design serves — creating personas, user stories, or scenarios — ensures the full ability spectrum and situational contexts are represented from the start, not retrofitted
inspiration-scoutingUse when the team needs aesthetic references, interaction examples, or visual inspiration beyond competitive research — finds design patterns, UI references, and creative approaches that match the brief and taste profile
interaction-designUse when designing states, transitions, animations, error handling, loading patterns, feedback, or any behaviour that responds to user action — ensures interactions are perceivable, operable, and inclusive
motion-choreographyUse when designing animation sequences, page transitions, micro-interactions, loading states, or any motion that communicates meaning — ensures motion is purposeful, performant, and safe for motion-sensitive users
research-planningUse when user needs are unclear, assumptions need validation, or the design brief identifies gaps in understanding — plans what to learn, which methods to use, and from whom
responsive-patternsUse when designing complex responsive layouts — breakpoint strategy, layout shifts, content reflow, responsive typography, container queries, and ensuring the experience works across the full device spectrum
synthetic-user-testingUse after the fix round to validate the design by walking through key tasks as each persona — simulating how Jordan (low-vision), Priya (non-native speaker), Marcus (motor impairment), or any project persona would actually experience the interface. Catches the issues that code review misses because
taste-feedbackUse during the build phase to show the user intermediate visual output and ask for taste direction before the full build completes — enables mid-flight course correction so taste mismatches are caught early, not in review
taste-reportUse when the user wants to see how they design — "what's my taste", "show me my taste report", "how do I decide", "what are my patterns", or periodically as the personal profile matures. Generates a longitudinal, reflective report from the PERSONAL taste profile (design-memory) — recurring moves, te
token-architectureUse when building or restructuring design token systems — global tokens, semantic tokens, component tokens, naming conventions, theming, and multi-platform token distribution
ui-compositionUse when building layouts, choosing colours, setting typography, establishing visual hierarchy, designing responsive behaviour, or making any visual design decision — ensures every visual choice serves both aesthetics and accessibility
usability-testingUse when planning or conducting usability tests — writing test scripts, defining tasks, selecting participants, analysing findings, and turning observations into design actions
using-designpowersMUST run before any other Designpowers skill — shows welcome, checks taste profile, and routes to the correct first skill. Triggers on ANY design-related message. No other Designpowers skill may run until the welcome sequence has completed
verification-before-shippingUse before declaring any design work complete, fixed, or ready — requires running verification and confirming output before making any success claims. Evidence before assertions, always
voice-and-toneUse when establishing or applying brand voice — defining voice attributes, tone adaptation across contexts, vocabulary lists, writing examples, and ensuring consistent personality across the interface
writing-design-plansUse when you have a design brief or strategy and need to break implementation into reviewable chunks — creates step-by-step plans with verification criteria for each task