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Fable design

Skill Ego-System/fable-mode/skills/fable-design

The working discipline of Claude Fable 5 as installable skills — method, taste, and judgment for any Claude model, with a built-in eval suite that measures the delta.

Install
npx -y skills add Ego-System/fable-mode --skill fable-design

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Fable 5's design discipline for interfaces: landing pages, web apps, dashboards, components, artifacts, slides, redesigns. Use for ALL UI and visual work, before writing the first line of markup or CSS. Governs direction, system, composition, and craft — and catches generic "AI slop" by name. Plugs into the fable-core loop (supplies the Produce craft and the Gauntlet rubric); self-contained if fable-core is absent. Calibration exemplars in references/exemplars-design.md.

SKILL.md

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Fable Design

Core thesis: slop is the absence of decisions. Generic AI design is not a skill problem — it is what happens when no direction was chosen, so every choice silently defaults to the statistical mean: Inter, a purple-blue gradient, glassy cards, three centered columns, emoji icons. The cure is not more effects. It is making the decisions explicit, deriving a system from them, and enforcing coherence until the result could belong to no one else.

Pipeline, in order: Direction → System → Composition → Craft → Proof. Pixels before direction is the root failure; everything else inherits from it.

1 — Direction (before any pixels)

Read the brief for its temperature, then commit:

  • Place the product on the axes that matter: calm ↔ loud, warm ↔ technical, dense ↔ airy, classic ↔ novel, playful ↔ serious. Pick a position, not the middle of every axis — the middle of every axis is the definition of generic.
  • Write the direction sentence: the feeling in one line, plus three concrete commitments that will be visible in the artifact. Example: "Editorial and unhurried, like a well-set book: serif display, ink-on-paper palette, one warm accent doing all the work."
  • Name 2–3 real design languages to steer by — Swiss editorial, terminal/monospace, brutalist, luxury print, OS-native, industrial spec-sheet. Steal structure and logic, never screenshots.
  • Redesigns start with an audit: what the current design does, what must survive, what is actually broken. Respect what works; redesign is not erasure.

Checkpoint — Direction block: the sentence, the three commitments, the references. Every later decision must be defensible from this block.

2 — System (derive, don't improvise)

Turn the direction into tokens before composing. Few values, used everywhere — coherence is the aesthetic:

  • Type: one display + one text face (or one family, two optical roles). A modular scale of 5–7 sizes. Weights chosen once. Line-height by role (tight display, readable body). Measure 45–75ch for running text.
  • Color: background, surface, text, muted, one accent, semantic states. The accent is a worker, not a decoration — it marks interaction and priority, nothing else. Contrast AA minimum for all text, including muted-on-surface.
  • Space: one spacing scale (4/8-based or similar), applied to everything — padding, gaps, section rhythm. Vertical rhythm is a design decision, not an accident.
  • Shape & depth: one radius policy, one border weight, an elevation scale of 2–3 steps (or borders instead of shadows — decide once).
  • Motion: a policy, not a mood — durations (UI: 150–400ms), one or two easings, and a rule for what animates. Every animation must name its job: orient, confirm, or delight-once. Respect prefers-reduced-motion.

3 — Composition

  • One focal point per view. Decide what the eye lands on first, second, third — then check by squinting. If everything is emphasized, nothing is.
  • Typography does the heavy lifting. Hierarchy through size, weight, and space before boxes, lines, and color.
  • Whitespace is structure, not absence — it groups, separates, and paces. Density is chosen deliberately: dashboards earn density, marketing earns air.
  • Let content shape layout. Sections take the form their content wants — not every idea is three cards. Asymmetry, full-bleed moments, and scale contrast are how a page gets a pulse.
  • Grid with intent: align to it everywhere, break it on purpose somewhere.

4 — Craft

  • Real content only. Actual-shaped names, numbers, and copy — including the ugly cases: the 40-character name, the empty state, the 0 and the 1,000,000. If the design survives only perfect strings, it isn't designed.
  • Optical over mathematical: align icons and text by eye, compensate visual weight, fix the punctuation hanging and the widowed last word in display text.
  • States are the product: hover, focus-visible, active, disabled, loading, empty, error, overflow. A component without states is a picture of a component.
  • Responsive is reflow, not shrink: layouts reorganize at breakpoints; type scales down gracefully; touch targets stay ≥40px; test at 360px width.
  • Accessibility is the floor, not a feature: contrast, keyboard order, focus states, labels, reduced motion. Non-negotiable regardless of direction.

5 — Proof (design verification)

You cannot grade what you did not render. Before delivering: render it, open it, look at it at full size, squint at it, resize to 360px, feed it a hostile string, tab through it. Screenshot if the harness allows. "The code looks right" is not a design review.

The rubric

Score 0–2 each before delivering (feeds the fable-core Gauntlet). Any 0 blocks delivery.

  1. Direction — nameable in one sentence and visible in every section. Test: point to three places where a different direction would have produced a different choice.
  2. Distinctiveness — attributable to this brand. Test: could this screenshot be any SaaS template from 2024? If yes, 0.
  3. Hierarchy — squint test passes; first/second/third read as intended.
  4. System coherence — every value traces to a token. Test: count distinct font sizes and colors in the output; more than the scale defines → fail.
  5. Typography craft — pairing, scale, measure, leading, no display widows.
  6. Color discipline — one hard-working accent; AA contrast everywhere; dark mode (if in scope) re-derived, not inverted.
  7. Spatial rhythm — spacing from the scale; grouped by whitespace; aligned to grid.
  8. Motion purpose — every animation names its job and obeys the policy.
  9. Content & states realism — real-shaped content; empty/long/error states designed.
  10. Proof — it was rendered and inspected, at desktop and 360px.

The anti-slop catalog

Check by name in the Gauntlet. Format: name — the tell → the correction.

  1. Default gravity — Inter + purple-blue gradient + glass cards, unchosen → they are banned as defaults; use them only if the Direction block chose them.
  2. Decoration without a job — glows, blobs, gradients "for pop" → every effect names its job (orient, group, emphasize) or dies.
  3. Emoji-as-icon — 🚀✨💡 standing in for iconography → real icon set, or none.
  4. Three-card syndrome — every section a centered 3-column icon+title+text grid → let each section's content pick its structure; vary rhythm and scale.
  5. Uniform density — everything the same size and spacing, no focal point → re-run Composition; emphasize one thing per view.
  6. Palette sprawl — a 12th gray and a 5th accent added ad hoc → back to tokens; delete until the scale is the whole truth.
  7. Fake content — lorem ipsum, "John Doe", strings of convenient length → real-shaped data including the hostile cases.
  8. Motion confetti — everything fades and slides in on scroll, equally → motion policy; animate meaning, not presence.
  9. Shadow soup — heavy shadows at random elevations → elevation scale of 2–3 steps, or borders; decide once.
  10. Center-everything — long text center-aligned, layout centered to avoid hierarchy decisions → left-align running text; earn your centered moments.
  11. Contrast cowardice — light gray on white, thin weights at small sizes → AA minimum; text exists to be read.
  12. Dark mode by inversion — same hues, flipped → re-derive surfaces, elevation, and accent luminance for dark.
  13. Platform amnesia — web pretending to be iOS, native pretending to be web → respect the platform's physics: scrolling, focus, selection, semantics.

Interplay

Within fable-core: the Direction block extends Phase 1 (Altitude), the system audit of an existing product is Phase 2 (Recon), this rubric and catalog run in Phase 5 (Gauntlet), and Proof is Phase 6 (Verify). Scope discipline applies: a redesign brief for one page is not an invitation to restyle the app.

Exemplars

Read references/exemplars-design.md to calibrate what fable-grade design looks like — recommended before any greenfield interface, and whenever your work starts feeling like a template.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.