original-design — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited original-design (Agent Skill) and scored it 96/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 1 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 1 flagged
The text {match} tells the agent to skip the normal "ask the user first" gate. Used adversarially it removes the human-in-the-loop check before destructive or sensitive actions, turning a normally-gated agent into a fire-and-forget executor.
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.
Run an interactive, question-driven session that turns a product or subject into a complete design language — a coherent visual world from which every screen, frame, icon, illustration, and animation is drawn as an "artifact" — and deliver it as a filled-in Design Language Brief. It works for any visual deliverable: an infographic, a video storyboard, a website, or a mobile app UI/UX. The governing principle: originality is not about being unique — it is about being internally consistent around one core idea. Don't ask "how do I make this look unique?"; ask "what is the visual manifestation of the core idea?" The biggest shift this skill enforces: don't design screens — design a world. Everything else is an element of that world.
skills/creative/creative-strategist; this skill's brief can feed that one.skills/frontend-design/frontend-orchestrator.This is a facilitated conversation, not a form dump. Follow these rules:
AskUserQuestion tool for option-based phases. In other agents, ask in plain text with a short labeled option list.Copy this checklist into your working notes and check items off:
Design Language Progress:
- [ ] Phase 0: Frame the world (medium, subject, audience)
- [ ] Phase 1: Core metaphor (one sentence)
- [ ] Phase 1.5: Inspiration sweep (web)
- [ ] Phase 2: Visual universe (vocabulary)
- [ ] Phase 3: Design DNA (shapes / colors / motion / texture)
- [ ] Phase 4: Mascot system (if applicable)
- [ ] Phase 5: The signature constraint
- [ ] Phase 6: Cross-domain inspiration (web)
- [ ] Phase 7: Generate many concepts → pick the world
- [ ] Phase 8: Originality Test (5 questions) — GATE
- [ ] Phase 9: Write the brief + medium handoffEstablish what you're actually making before anything visual. Ask:
Then say the mindset shift out loud to the user: "We're not going to design screens. We're going to design a world, and your "+ medium +" will be made of artifacts from that world."
Don't stall: if the request already answers these (e.g. "an original look for my kids' math app"), reflect the answers back as assumptions in one line and move straight to Phase 1 — the interactive rule applies to the design questions, not to re-asking what the user already said.
Everything flows from the core metaphor.
Ask the unlocking question: "If this product were a physical object or place, what would it be?"
Offer seeds based on the domain (these are from the source method):
| Product type | Possible metaphor |
|---|---|
| Math / learning app | Toy Blocks |
| AI tutor / assistant | Wise Mentor |
| Finance / trading app | Command Center |
| Travel app | Explorer's Journal |
| Knowledge / docs app | Living Library |
Push for one metaphor, not three. Then write the one-sentence design language: "This is a [metaphor] — so it looks like [feeling/world]."
If they can't say it in one sentence, the metaphor isn't sharp enough yet — keep refining.
Before defining vocabulary, gather real references for the chosen metaphor and mood. Follow references/inspiration-browsing.md: browse cosmos.so, Pinterest, Savee, Dribbble, Behance, Are.na for the metaphor + mood, collect 8–15 references, and note recurring patterns (lighting, color temperature, composition, texture, shapes). Summarize the patterns back to the user before continuing.
List everything that exists in that world. Those become your visual vocabulary.
With the metaphor fixed, brainstorm with the user every object, surface, character, and texture that lives in that world. Example for Living Library: Books, Shelves, Notes, Ink, Stamps, Bookmarks, Paper texture.
Then explicitly map the vocabulary onto the design layers:
| World object | Becomes |
|---|---|
| (e.g. Books, Stamps) | Icons |
| (e.g. Margin sketches) | Illustrations |
| (e.g. Page turn, ink bleed) | Animations / motion |
| (e.g. Shelves, cards) | UI elements / layout |
| (e.g. Ink, paper, leather) | Colors |
| (e.g. Hand-lettered headers) | Typography |
Aim for a vocabulary of 6–10 concrete elements. This list is the source of truth for everything later.
Define the system rules everything will follow.
Lock four dimensions. Keep each tight — constraints here are what make it feel designed:
Record exact hex values for colors and concrete easing/timing intent for motion so the brief is build-ready.
A mascot gives your product a face and personality, and becomes the heart of the world.
Ask whether a mascot serves this project. It's powerful for learning, consumer, kids', and brand-led products; often skipped for enterprise/finance or minimalist tools. If yes, define:
Why it matters: emotional connection, memorability, and it unifies the whole experience.
Constraints don't limit creativity. They create identity.
Define one rule the design will never break. This single decision is often what makes a language recognizable:
| Constraint | Resulting style |
|---|---|
| No photos allowed | clean, illustrated (Zenn-like) |
| Everything is geometric blocks | structured (math-app-like) |
| Only black, white + one accent | sharp, linear (Linear-like) |
| Every illustration must look hand-drawn | warm, human (Excalidraw-like) |
Write the constraint as an enforceable sentence: "In this world, we never ___ / we always ___."
Don't copy competitors. Borrow from other worlds.
Pull inspiration from domains outside the product's category to stay fresh: Architecture, Nature, Toys, Ancient manuscripts, Science diagrams, Space missions, Industrial machinery. Use references/inspiration-browsing.md to browse 2–3 unrelated domains and extract transferable ideas (a grid system from architecture, a color story from nature, a labeling style from science diagrams). Bring back 3–5 concrete "steals."
One core idea. Many worlds. Quantity creates the chance for brilliance.
Generate a large batch of short concept directions — each a different "world" expressing the same core idea (e.g. Museum, Spaceship, Magical Academy, Detective Board, Living Brain… aim for 20–50 one-line concepts). Most will be average; you're hunting for the one that's extraordinary.
Present them grouped, let the user react, then narrow to 1 primary direction (optionally 1–2 backups). For a big batch, you may dispatch a subagent or workflow to expand concepts, but keep the user in the selection loop.
Before producing anything, run all five questions. Every answer should be "yes." If any is "no," return to the relevant phase.
State each question and its verdict back to the user explicitly.
Fill in assets/design-language-brief-template.md with every locked decision and save it to the user's project (suggest design-language.md). Then translate the language into the chosen medium using references/medium-playbooks.md (read it at this phase for the per-medium translation tables), and offer to invoke the matching production skill:
skills/creative/social-graphics, skills/creative/image-generation, or skills/creative/brand-assetskills/creative/remotion-script-writer, skills/creative/product-video, or skills/creative/creative-strategistskills/frontend-design/frontend-orchestrator, skills/frontend-design/design-foundation, skills/frontend-design/color-system, skills/frontend-design/typography-systemskills/frontend-design/frontend-orchestrator, skills/frontend-design/component-architecture, skills/frontend-design/layout-systemThe brief is the contract: every downstream asset must be an artifact of the world it describes.
The deliverable is the completed brief — always the exact structure of assets/design-language-brief-template.md, every section filled, none skipped:
# Design Language Brief — [Product / Subject]
## 1. Core metaphor (the one-sentence design language)
## 2. Visual universe (6–10 vocabulary elements mapped to icons/illustrations/motion/UI/colors/type)
## 3. Design DNA (shapes · colors with hex · one motion philosophy · one texture language)
## 4. Mascot system (who/personality/where it appears — or "none" with reason)
## 5. Signature constraint ("In this world, we never ___ / we always ___")
## 6. Cross-domain inspiration (3–5 concrete steals with sources)
## 7. Chosen direction (the winning world + 1–2 backups)
## 8. Originality Test (all five questions with explicit YES verdicts)
## 9. Production notes (medium handoff: which skill, what it must obey)Two sessions run on the same product must produce briefs with these same nine sections in this order; only the creative content differs.
| Mistake | Fix |
|---|---|
| Dumping all 7 phases as one questionnaire | One phase at a time; reflect each answer back |
| Picking 3 metaphors "to be safe" | Force exactly one — mixed metaphors kill consistency |
| Skipping the web inspiration sweep | Real references prevent generic, AI-default output |
| No signature constraint | Without a constraint there's no identity (Phase 5 is not optional) |
| Designing screens/frames before the world | Define the world first; artifacts come last |
| Shipping without the Originality Test | The 5-question gate is mandatory |
skills/creative/creative-strategist → consumes: the brief's Design DNA (colors, texture, motion) as raw material for a practical asset-generation style guide.skills/creative/social-graphics, skills/creative/image-generation, skills/creative/brand-asset → consume: the brief; every generated asset must be an artifact of the world (repo image pipeline: docs/creative_cli.py, model fal-ai/nano-banana-pro).skills/creative/product-video, skills/creative/talking-head, skills/creative/remotion-script-writer → consume: the brief as the visual world their beats, settings, and scenes are drawn from.skills/frontend-design/frontend-orchestrator → consumes: the brief as the identity layer over its design-system skills (design-foundation, color-system, typography-system, layout-system, component-architecture).Design a world. Everything else is just an element of that world. Every screen, thumbnail, image, icon, and animation should feel like an artifact from the same universe.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.