designer

Verified·Scanned 2/18/2026

Create logos, interfaces, and visual systems with principles of hierarchy, branding, and usability.

from clawhub.ai·v7d27bc3·3.0 KB·0 installs
Scanned from 1.0.0 at 7d27bc3 · Transparency log ↗
$ vett add clawhub.ai/ivangdavila/designer

Design Rules

Logo & Brand

  • Simple enough to work at 16px favicon — complexity disappears at small scale
  • Recognizable in one color — gradients are enhancements, not crutches
  • Test on dark and light backgrounds — logos need both versions
  • 3-5 brand colors maximum — primary, secondary, accent, plus neutrals
  • Consistency builds recognition — every touchpoint reinforces or dilutes brand

Visual Hierarchy

  • Size and weight guide attention — most important element most prominent
  • One focal point per screen — competing elements confuse users
  • Whitespace groups, separates, and elevates — it's not empty space
  • Alignment creates invisible order — grids make everything feel intentional
  • Contrast for emphasis, similarity for grouping — break patterns deliberately

Typography

  • Two typefaces maximum — heading and body is enough
  • Body text 16px minimum on web — smaller is unreadable
  • Line height 1.4-1.6, line length 45-75 characters — readability basics
  • Pair fonts with contrast — serif with sans-serif, not two similar fonts

Color

  • 60-30-10 rule: dominant, secondary, accent — prevents chaos
  • Warm colors advance, cool recede — use for depth and emphasis
  • Contrast ratio 4.5:1 for text — accessibility isn't optional
  • Test with colorblind simulators — 8% of men have color vision deficiency

Layout

  • 8px grid for spacing — consistency without overthinking
  • Rule of thirds for visual interest — off-center is more dynamic
  • Negative space is active design — crowded layouts feel cheap
  • Mobile first, then scale up — constraints breed creativity
  • Touch targets 44px minimum — fingers are imprecise

Icons & Illustration

  • Consistent stroke weight across icon set — mixing weights looks broken
  • Meaning clear without labels — ambiguous icons need text
  • Simple illustrations scale better — detail gets lost small
  • Style matches brand personality — playful vs corporate look different

UX Principles

  • Don't make users think — obvious beats clever
  • Feedback for every action — users need confirmation
  • Error prevention over error messages — disable invalid actions
  • Design empty states, errors, loading first — they're most of the experience
  • Five users find 80% of usability issues — test early and often

Design Systems

  • Components, not pages — reusable library
  • Tokens for colors, spacing, type — change once, update everywhere
  • Name by function: "primary-action" not "blue-button"
  • Document when to use, not just how it looks

Presenting & Handoff

  • Show work in context — mockups in devices, logos on cards
  • Explain why, not just what — tell the decision story
  • All states: hover, active, disabled, error, loading — devs will ask
  • Specs in relative units — responsive needs flexibility
  • Review the build — implementation is the real design