design-principles — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited design-principles (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Design is making something with intention — focusing on what matters most to people so you build something they truly value. Good design serves people, respects and adapts to their lives, is clear and considered, and at its best is a genuine joy to use.
These are eight principles for getting there: Purpose, Agency, Responsibility, Familiarity, Flexibility, Simplicity, Craft, Delight. Use them to review an interface or to give direction on a new one.
There is no formula. No "right" combination of these principles guarantees the perfect solution, and leaning into one often means compromising another — more control costs simplicity, familiarity costs novelty, flexibility costs focus. Resolving that tension with judgment is the work. So whenever honoring one principle costs another, surface the trade-off explicitly: name the tension, name the call you're making, and name why. That reasoning matters more than the verdict.
When reviewing or critiquing, walk the eight principles in order (Purpose → Delight). For each: say whether the interface honors or violates it, point at the specific element or moment, and give a concrete fix — measuring it against the examples below. Flag every place where one principle is being traded against another. Don't invent a finding for a principle that isn't at stake; say it's fine and move on.
When creating or designing, use the principles as direction, not a post-hoc audit. Start at Purpose and work down. For each key choice, explain the intent behind it in these terms, and call out the trade-offs you accepted and why.
Keep output specific and actionable for the interface in front of you — this screen, this flow, this component. Never deliver a generic lecture on the principles.
Every feature asks something of the user: their time, their attention, and their trust. All are valuable; none should be wasted. So choosing what to build is mostly deciding what not to include.
People feel in control when you let them do things their way, and offering choices is the best way to bring agency in. The interface should never stand in the way of what someone is trying to do — instead of marching them down a predetermined path, let them dive in and explore at their own pace.
Your audience arrives with a lifetime of real-world experience and conventions learned from other interfaces.
People use your design in ways as unique as they are, and the same task shifts with context. Controlling music looks one way through home speakers, another via AirPods and a watch on a run, and fully hands-free while driving. Devices differ too — on iPhone people want quick touch interactions; on Mac they expect deep workflows and precise pointer control.
Simple is not minimal. Burying all functionality in one place looks minimal but isn't simple. Simple is frictionless and intuitive — people find what they need without effort.
Everyone knows a cheap product: a rickety door that won't close, a shirt that unravels in the wash. Software is the same — a button you tap and then just wait, jittery scrolling, misaligned icons, a layout that breaks on rotation. It feels fragile, and makes people question the quality of the results. Well-crafted design inspires confidence.
Hard to define, instantly recognizable. Delightful interfaces are satisfying, enriching, and forge a real emotional connection — which starts when an experience feels human.
These principles routinely conflict. When they do, state the tension and your call — don't pretend it's free.
| Tension | The judgment call |
|---|---|
| Agency vs. Responsibility | A confirmation or guardrail protects the user but interrupts their control. Interrupt only for serious, hard-to-reverse harm. |
| Simplicity vs. Flexibility | Fewer options is simpler but fits fewer people. Add personalization only where one default genuinely can't serve everyone. |
| Simplicity vs. Clarity | "Minimal" can hide information people need. If a decision is consequential, add the context — that's the simpler outcome. |
| Familiarity vs. Delight/Craft | Convention is learnable instantly; novelty can feel fresh but raises the cost of understanding. Break a convention only when the payoff clearly beats the relearning cost. |
| Purpose vs. Delight | Don't add a feature or animation for delight. Delight follows purpose; it doesn't justify scope. |
| Flexibility vs. Familiarity | Adapting per context can break the consistency people rely on. Adapt the layout, keep the mental model stable. |
Reviews: one short pass per principle in order, each with verdict → specific element → fix; then a short "Trade-offs" section naming the conflicts you found; then the 2–3 highest-impact changes.
Designs: lead with Purpose (what this is for and what you're leaving out), then the key choices with their intent, then the trade-offs you accepted and why.
A worked review and a worked design walkthrough are in reference.md.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.