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Designer

Skill inosaint/data-vizard/plugins/data-vizard/skills/designer

Design and produce HTML-based data visualization artifacts with chart choice, visual encoding, layout, accessibility, interaction, motion, and data-art-sensitive guidance. Use when the user needs visual directions, style options, chart/interface decisions, image-gen-assisted concept boards, or a self-contained HTML visualization built from a curated dataset and critique-aware brief.From its SKILL.md

Install
npx -y skills add inosaint/data-vizard --skill designer

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SKILL.md

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Designer

Overview

Create the visual and interactive form of the data story. Designer should also scout public visualization and adjacent-interface inspiration before optioning when the visual direction is open, ambitious, or at risk of default UI. The default final output is an HTML-based artifact. For small, simple pieces this can be a self-contained HTML file, but once complexity grows the artifact should be split into manageable HTML, CSS, and JavaScript files unless there is a strong reason not to.

For data-art-led work, image generation is also a first-class design tool when the host supports it. In Codex and Gemini contexts, use it for concept frames, composition studies, atmosphere tests, texture plates, and option illustrations when that helps the user judge the direction faster than a rough HTML mockup would. In hosts without image generation, such as Claude Code, fall back to HTML mockups, static SVG/CSS comps, or a lightweight options.html.

Core Rule

Do not choose the final chart type, style family, layout, color system, interaction model, or motion behavior without consulting the user. Offer options and ask the user to choose. If one version is clearly stronger, explain why and still request confirmation. Ask only one design decision question per response; if multiple choices are pending, ask the one that most affects the next concrete action.

Every major visual decision should be decided, not defaulted. Before proposing directions, understand the intent brief, name the obvious default approach, and avoid it deliberately.

Button-Ready Choices

Present one design decision at a time in this strict format:

Choose one:
A. Short option label - one sentence explaining the tradeoff.
B. Short option label - one sentence explaining the tradeoff.
C. Short option label - one sentence explaining the tradeoff.

Use no more than four options unless the user asks for a broader menu. Include D. Something else - describe the visual direction you want. when the user may want a custom path. Stop after presenting visual directions, style families, chart forms, or motion choices and wait for the user. Do not include a second Choose one: block in the same response.

Rendering And Library Selection

Before proposing visual directions, consider whether the artifact should use plain HTML/CSS/JS or a visualization/rendering library. Do not default to vanilla HTML when the visual idea would be stronger, clearer, or more reliable with a proven library.

For immersive or scene-led concepts, rendering choice is a design decision, not an implementation afterthought. If the selected direction implies a spatial scene, layered landscape, specimen wall, animated field, map, dense mark system, 3D space, physics, or custom layout, actively evaluate D3/SVG, Canvas, WebGL, Three.js, MapLibre, or another suitable renderer before falling back to ordinary DOM layout.

Evaluate these options when relevant:

  • Vanilla HTML/CSS/SVG: simple static layouts, lightweight small multiples, and fully portable one-file artifacts.
  • D3.js: bespoke charts, custom scales, force layouts, transitions, unusual small multiples, and fine-grained SVG or canvas control.
  • Vega-Lite: declarative statistical charts, quick iteration, linked views, and transparent chart grammar.
  • Observable Plot: concise exploratory charts with strong defaults.
  • Canvas/WebGL: thousands of marks, particle-like motion, dense spatial fields, or performance-heavy interactions.
  • Three.js: 3D scenes, dimensional metaphors, spatial storytelling, or immersive visual systems.
  • Mapbox/MapLibre: real geographic maps, basemaps, pan/zoom, layers, geocoding, and spatial overlays.

Prefer proven libraries for established charting, mapping, 3D, physics, or layout problems instead of hand-rolling core rendering logic. When offering visual directions, name the rendering approach, such as D3/SVG pitch small multiples, MapLibre map-led story, Three.js spatial field, or Vega-Lite linked chart explorer.

If a generated concept frame includes a specific visual mechanism, such as clipped specimens placed inside an illustrated wetland, a layered ecological transect, parallax depth, spatial clustering, or animated reveal, the implementation plan must name how that mechanism will be built. Do not replace a concept-specific mechanism with a generic static app shell without calling that out as a design change and getting user confirmation.

Geographic Substrate Rule

When a concept names a real place, map, route, neighborhood, lake, building, region, or spatial distribution, treat the geographic substrate as evidence-bearing design material. Use a sourced basemap, GeoJSON/TopoJSON/SVG map file, tile layer, official boundary file, OpenStreetMap extract, or other provenance-bearing map source unless the user explicitly chooses abstraction.

Do not draw a fake or purely decorative map behind geospatial marks when the user expects a recognizable place. A stylized map is acceptable only when it is derived from real geography or when the artifact clearly labels the map as schematic and the user has accepted that tradeoff.

For map-led or place-led work, record:

  • the map source and license or attribution
  • the geographic extent and projection or coordinate transform
  • which layers are real geography versus atmospheric styling
  • whether point locations are exact, representative, jittered, aggregated, or schematic

Intent-First Checkpoint

Before proposing a direction, establish or infer these fields:

  • who this piece is for
  • what they should understand or do
  • how it should feel
  • what the focal point is
  • what obvious default approach should be avoided
  • what geographic substrate is required if the piece names a real place or map
  • what public or adjacent references should inform the direction, including anti-references
  • what aesthetic family or material language could make the piece memorable
  • what color attitude should lead, including any accent hue to bias toward or avoid

If the project already has outcome/<project-name>/PRODUCT.md, follow it. If not, ask only when the missing intent would materially change the visual direction.

Visual Carries What?

Before implementation, answer these questions explicitly:

  • what meaning is carried by layout
  • what meaning is carried by color or motion
  • what meaning still requires language
  • what should remain intentionally open, ambient, or atmospheric

For data-art-led work, prefer letting the visual system answer more of these questions than the copy.

Workflow

  1. Confirm inputs. Ask for or review the curated dataset, Analyst story direction, Narrator brief, Critic findings, project-local outcome/<project-name>/PRODUCT.md, audience, target device, and workshop constraints. If several inputs are missing, ask only for the one that blocks the next concrete design step.

    Confirm whether the intended artifact mode is:

    • aggregate analysis
    • record-by-record exploration
    • hybrid

    If the artifact uses a real place or map, confirm the geographic substrate and provenance before implementation. If no map data is available yet, ask Curator for a map source or use a reputable public source such as official open data or OpenStreetMap with attribution.

  2. Explore the domain before the style. Name the product world, likely visual metaphors, one focal point, and the default approach to avoid before settling on a direction.

    Also name the spatial archetype you intend to use, such as poster field, cabinet wall, atlas plate, signal board, ledger strip, stage, or broadsheet. Do not proceed with an unnamed generic shell.

    If the artifact mode is record-by-record exploration, treat browseability, item detail, and collection navigation as first-class interaction goals rather than forcing the project into a conventional chart-led structure.

    For collection-like datasets such as catalogs, archives, libraries, specimen sets, or media shelves, do not let words like browseable, searchable, filterable, or explorer collapse the design space into utility UI by default. Treat those words as interaction requirements, not style decisions.

    Before presenting options, explicitly name one or two aesthetic families that fit the source material. Do not leave style at the level of clean, modern, bold, or minimal without a more concrete visual lineage.

  3. Run an inspiration scan. Before proposing visual directions, look for public visualization, editorial, archive, public-science, museum, data-art, interaction, installation, game, or tool references that can sharpen the option set. Do not restrict the scan to the dataset topic. Include adjacent inspiration when it offers a useful mechanism, such as reveal, generous browsing, zoomable structure, ambient motion, contact-sheet discovery, marginalia, progressive disclosure, or local focus.

    If the user names or opens a reference, inspect it when possible and extract the transferable design moves. For each useful reference, note what to borrow, what to avoid, and which unsupported semantics must not carry over. For example, a migration map may inspire luminous motion or pacing, but not route, abundance, or real-time claims unless the data supports them.

    Store the inspiration readout under outcome/<project-name>/INSPIRATION.md when the scan materially affects the design direction. Keep it concise: source links, transferable patterns, anti-references, and implications for the option set. Treat inspiration as a lens for generating better options, not as permission to copy the source's surface styling or interaction wholesale.

  4. Offer visual directions. Present two or three distinct button-ready options with chart form, layout, interaction, rendering/library choice, motion approach, strengths, risks, focal point, and the default approach each option deliberately avoids.

    Distinct means meaningfully different at the level of posture, composition, and interaction model, not just different chart types inside the same overall product shell. Avoid option sets like bar chart version, line chart version, and scatterplot version when all three share the same layout, reading path, and interface grammar.

    Across a strong option set, vary at least some of these dimensions:

    • posture, such as balanced versus data-art-led
    • composition, such as field, wall, desk, matrix, stage, or narrative canvas
    • interaction model, such as browse, compare, reveal, drift, focus, or guided sequence
    • density and reading pace, such as ambient scanning versus close reading
    • rendering approach when it materially changes the feel

    For image-generated or visually mocked options, define the directions before generating images. Do not ask for "three variations" of the same concept. Each option should start from a different spatial archetype, material language, density, color temperature, interaction metaphor, or typographic attitude.

    When the dataset supports record-by-record exploration or a shelf/archive metaphor, at least one option should be a genuine data-art-led or studio direction unless the user has explicitly ruled that posture out. Do not offer only utility-style explorers when the source material can plausibly support a more atmospheric or composition-led treatment.

    When the posture is data-art-led, also apply the Data-Art Exploration Mandate below: at least two options must abandon chart grammar entirely, and no option that would pass for a default chart-library output may be presented as the data-art direction.

    Each option should also name:

    • the public or adjacent reference pattern it adapts, if any
    • an aesthetic family
    • a color strategy, including accent hue or temperature
    • the surface attitude, such as quiet, brutalist, glossy, archival, cinematic, or poster-like

    Avoid vague palette language like blue accents, clean neutrals, or modern gradients unless the brief explicitly asks for a safe default. Prefer specific, ownable color decisions.

    When visual judgment matters, choose the optioning format based on host capability. In Codex and Gemini, prefer visual option assets under outcome/<project-name>/options/ as one image per option, such as option-a.png, option-b.png, and option-c.png, plus a short options.md index with the tradeoffs. In Claude Code or any host without image generation, prefer options.html, static SVG/CSS mockups, or another browser-viewable comparison surface. Do not present options as text-only unless the user explicitly asks for speed or the choice is purely technical.

    Before presenting options, run a similarity check. Reject and regenerate or redesign the set if all options share more than two of: layout shell, palette temperature, typography mood, control placement, image treatment, density, spatial metaphor, or interaction model. The user should be choosing between genuinely different experiences, not three skins of the same interface.

  5. Use image generation when it helps the user choose or when the piece benefits from expressive visual source material. In Codex and Gemini, prefer image generation by default during data-art-led optioning unless a quick code mockup is more informative. Use it for concept illustrations, mood studies, comparative visual frames, spatial composition tests, and supporting textures or atmospheric surfaces that may later inform the final build.

    In Claude Code or any host without image generation, do the same design thinking with HTML/CSS/SVG comps, screenshots, collage boards assembled from local assets, or a lightweight options.html instead of generated images.

    Image-generated material may also appear inside the final artifact as a clearly non-quantitative layer, such as a background plate, texture, collage element, or scene-setting surface, as long as the data-bearing marks, counts, positions, and comparisons remain data-driven and the generated imagery is not presented as evidence.

    Clearly label option images and concept frames as illustrative direction aids, not final data-faithful artifacts.

  6. Ask the user to choose. Do not implement until the user selects a direction or asks for variants.

  7. Design the artifact. Plan chart encodings, hierarchy, annotations, responsive layout, accessibility, color, typography, axis/legend/label attachment, chart hover/focus/selected states, and motion.

    Before final implementation, create a simple outlined wireframe mockup of the selected direction. This can be an outcome/<project-name>/wireframe.html, a low-fidelity SVG/CSS layout, or an annotated image/mockup. The wireframe should show the spatial regions, primary marks, controls, selected/focus state, and record reachability path before styling polish begins.

    The wireframe should also include a fidelity plan:

    • which parts of the selected concept must survive into the final artifact
    • which parts are illustrative mood only
    • which rendering approach will implement each important mechanism
    • which map layers are sourced geography versus schematic or atmospheric treatment
    • which interactions are required versus optional
    • what would count as a material departure from the chosen option

    Apply these presentation checks during design:

    • visible intro copy should be short and earned; do not let the hero become a paragraph dump from Narrator
    • before implementation, translate Narrator's visible_text_inventory into an explicit page-level text plan; if a line or surface is not in that plan, do not add it by habit during build
    • before implementation, translate the chosen spatial archetype into a page-level structure plan; if the page still reads as a generic hero + large card + sidebar detail + repeated cards shell, stop and redesign the structure before styling
    • for collection-led work, define how composition itself supports discovery before adding search, filters, sidebars, or footer actions
    • for immersive or scene-led work, define the scene grammar before adding UI chrome: layers, depth, camera or scroll behavior, spatial grouping, specimen placement, and local reveal behavior
    • for map-led work, use a real geographic substrate by default; do not ship a decorative map-like backdrop for a named place unless the user approved schematic treatment
    • do not flatten an immersive concept into a static DOM composition unless the user has accepted that tradeoff
    • every visible control must be classified as functional, disabled with explanation, or removed; do not ship decorative or inert controls
    • if the brief promises record-by-record exploration, every record must be reachable through the designed visual system, not only through hidden data or an unstyled fallback
    • titles should feel specific and memorable rather than generic or placeholder-like
    • eyebrow labels or subheadings should only appear when they add real orientation value; do not add them by habit
    • controls should feel designed, not merely rendered; avoid heavy all-caps plus bold-everywhere treatment that makes the interface feel blunt or template-like
    • avoid duplicated affordances that do the same thing, such as multiple “about” or “how to read this” triggers competing in the same viewport without a clear reason
    • avoid redundant helper chips or micro-copy that restate obvious state like “visible count” or simplified field logic unless that information materially changes the interaction
    • if the piece is not a dashboard, do not reintroduce dashboard grammar through summary stat blocks, KPI strips, or utility panels unless the brief explicitly calls for them
    • avoid default cool-tone drift when the brief or source material points toward a more distinctive accent or temperature
    • avoid single-temperature palette drift where most surfaces resolve to one family of beige, gray-blue, or muted neutrals; use contrast between at least two distinct color attitudes when the concept calls for character
    • avoid repeated rounded-rectangle grammar unless the source material explicitly calls for soft product surfaces; if most major surfaces share the same rounded card treatment, revise the composition
    • if a detail surface is needed in any non-dashboard piece, challenge the default right-rail or sticky sidebar first; prefer embedded focus bands, overlays, labels, marginalia, or in-field emphasis before falling back to a conventional side panel
    • do not preserve detached dashboard logic by merely moving it: if a right-rail detail panel is rejected, do not automatically replace it with a bottom strip, top summary band, floating drawer, or other remote persistent detail surface without first re-evaluating whether persistent detail is needed at all
    • in non-dashboard work, selected-state detail should stay spatially near the triggering mark, cluster, or region whenever feasible; avoid interactions that force the eye to jump to a distant part of the page for basic interpretation
    • “how to read this”, methods, and caveats should usually be progressive-disclosure UI such as an info button, linked footnote, or modal instead of always-visible blocks, unless the artifact is so complex that persistent guidance is clearly necessary
    • when guidance is hidden behind disclosure, consolidate it into one coherent surface rather than splitting the same explanation across hero notes, chips, legends, footnotes, and modals
    • fit text to the container class before styling polish: if a tile, chip, or small card cannot comfortably hold the proposed label and metadata at the target breakpoint, cut text or change the component class instead of hoping CSS will save it later
    • plan desktop, tablet, and mobile as related compositions, not one mobile layout stretched upward; multi-column pages must prove that the longest title word, chart card, controls, and gutters fit at intermediate desktop widths before signoff
    • if a two-column layout only works at very wide or very narrow widths, collapse earlier or redesign the desktop composition instead of hiding the collision with overflow-x: hidden
    • verify first-screen vertical anchoring: in multi-column layouts, a short intro or hero title should not be vertically centered against a much taller chart/card unless that poster-like offset is the chosen concept
    • before final signoff, run the artifact polish checklist in references/style-directions.md; treat failures in control alignment, typography economy, chart-mark restraint, component-shape variety, local detail placement, or unnecessary rounded/pill/glow treatment as design defects
  8. Build HTML. Use vanilla HTML/CSS/JS when it is sufficient, but use D3, Vega-Lite, Observable Plot, Mapbox/MapLibre, Canvas/WebGL, Three.js, or another proven library when it better matches the visual metaphor, interaction model, data scale, or rendering complexity. Keep data loading simple and reproducible.

    Create the empty or minimal working index.html first, before building the full page. The first step should be a browser-openable scaffold with the right title, base structure, and linked asset files so the artifact can render early and improve incrementally while the rest of the work is added.

    For tiny or disposable artifacts, a single self-contained HTML file is fine. For anything with substantial styling, interaction logic, reusable components, or nontrivial data handling, split the work into manageable files such as:

    • index.html
    • styles.css
    • script.js
    • optional small data or helper modules

    Treat file splitting as a maintainability best practice, not a framework requirement. Do not force everything into one HTML file once that starts to hurt readability, reviewability, or iteration speed.

    Prefer this sequence:

    1. create index.html scaffold
    2. link empty or minimal styles.css and script.js
    3. verify the page opens and renders something immediately
    4. layer in layout, styles, data, and interaction incrementally

    This avoids long invisible build phases and makes browser-based iteration faster.

  9. Verify the result. Open or render the artifact when possible. Check that it is nonblank, readable, responsive, accessible enough for workshop use, faithful to the selected story, and consistent with the chosen posture. If the posture is data-art-led, challenge any visible text, controls, or chrome that are not earning their place.

    Verification is mandatory for signoff. If browser or rendering verification is unavailable, mark the artifact as blocked: verification unavailable or draft built, not complete.

    Verification must include a file-structure audit:

    • confirm whether the artifact is tiny/disposable or complex enough to require separate files
    • for nontrivial artifacts, prefer index.html, styles.css, script.js, data files, assets/, and favicon/metadata files
    • if the artifact remains a monolithic HTML file, record why that improves the outcome

    For any non-dashboard work, verification must include a visible-text audit:

    • list the text surfaces currently visible on first load
    • compare that list against Narrator's visible_text_inventory
    • cut any extra intro, helper, section, panel, or annotation copy that was added during implementation without being explicitly authorized
    • do not sign off while first-load text still reads like an explanatory layer instead of orientation, evidence, or caveat

    Verification must also include a shell audit for any non-dashboard work:

    • name the final spatial archetype actually visible on the page
    • check whether the page accidentally resolved into a common app shell such as hero + card grid, hero + sidebar detail, dashboard with softened chrome, or poster title above generic component stack
    • if the shell audit names one of those defaults, revise before signoff

    Verification must also include an interaction locality audit for any non-dashboard work:

    • after hover, focus, or selection, note where the eye must travel to read the newly revealed meaning
    • if the answer is a detached remote panel, strip, drawer, or summary area, treat that as a signoff blocker unless the brief explicitly calls for a persistent separate reading surface
    • prefer local reveal, inline expansion, nearby annotation, overlay, or in-field emphasis before shipping remote selected-state UI

    Verification must also include a density audit for any non-dashboard work:

    • inspect the smallest repeated component at the target viewport
    • if labels, stats, or helper text wrap, collide, truncate awkwardly, or visually crowd the mark, remove text or promote the data into a larger component class
    • do not keep secondary metadata in the smallest tier purely for consistency

    Verification must also include a responsive composition audit:

    • test at least one representative wide desktop, one cramped desktop or tablet width, and one mobile width, such as 1440, 1180, and 390 CSS pixels when no project-specific targets are given
    • check for horizontal overflow, inter-column collision, title or label intrusion across gutters, controls drifting away from the section they control, chart marks becoming too tiny, and large empty regions that make the focal point feel accidental
    • check the first-screen vertical rhythm: the page title should lead near the top unless a deliberate poster or scrollytelling composition says otherwise
    • do not count a mobile pass as responsive signoff if the desktop or tablet composition has not been inspected

    Verification must also include data and interaction audits:

    • count missing or broken images, missing required descriptions or credits, malformed labels, mojibake, and broken paths
    • for map-led work, confirm the map source, attribution, projection/extent, and whether each layer is real, representative, aggregated, or schematic
    • click or otherwise exercise every visible control; remove, disable, or implement any control that does not produce the promised behavior
    • for record-by-record explorers, confirm every record is reachable and that visible counts match reachable records
    • compare the final artifact against the selected option image, mockup, or wireframe; list any concept mechanisms that were dropped or simplified and confirm they were intentional
    • record the artifact polish checklist result, including why any rounded panels, pill labels, gradients, shadows, decorative outlines, or floating readouts remain necessary
  10. Add page metadata and identity. For HTML artifacts, include a specific <title>, meta description, canonical URL when known, Open Graph/Twitter tags, theme color, and a relevant favicon. The visible page title, browser title, and social preview should all match the selected story, not just the dataset name.

  11. Store the outcome. Save final HTML artifacts under outcome/<project-name>/, using index.html for the primary artifact. Keep supporting CSS, JavaScript, favicons, images, and small project-specific data files in that same folder when needed. Prefer a clean, legible file structure over an oversized single-file artifact.

For completed HTML artifacts, also create outcome/<project-name>/SIGNOFF.md. It should list the chosen direction, final file structure, option-diversity result when applicable, wireframe/fidelity result, rendering/library decision, visible-text audit, shell audit, interaction-locality audit, density audit, data completeness audit, control honesty audit, metadata audit, browser/responsive verification notes, and remaining caveats. Do not claim final signoff without this file unless the user explicitly asks for a quick draft.

Narrative-First And Data-Art Rules

When the user describes a visual metaphor, spatial system, small multiples, scrollytelling, or exploratory visual story, do not default to dashboard composition. First decide whether the artifact is a dashboard, a visual narrative, or a data-art-led piece.

Also decide whether the interaction pattern is primarily:

  • aggregate reading
  • record-by-record browsing
  • hybrid exploration

For visual narratives and data-art-led work:

  • let the primary visualization occupy the first meaningful screen
  • prefer one compact control rail at most
  • use direct labels over summary cards
  • use annotation and emphasis sparingly
  • let composition, rhythm, motion, and atmosphere carry meaning where appropriate
  • keep data faithfulness intact even when the form is expressive

For record-by-record or archive-style pieces:

  • let one item or a small set of items come into focus at a time
  • preserve stable record identity and provenance cues
  • treat next/previous, filters, search, or reveal controls as interpretive tools rather than dashboard chrome
  • avoid flattening the collection into a generic overview if the value lies in specimen-level exploration

For collection-led pieces with strong visual source material such as posters, covers, artifacts, photos, maps, or specimens:

  • assume there is a viable posture split between balanced explorer and data-art-led explorer unless the brief clearly rules one out
  • keep at least one option focused on composition, rhythm, clustering, or spatial browsing rather than sidebar-plus-grid utility
  • let filtering change the visual field, grouping, or atmosphere where appropriate, not only a list of rows
  • treat discoverability as something the composition can carry, not only the controls
  • keep the first screen visually led; explanatory helpers, methods, and caveats should stay recessed unless needed immediately

Data-Art Exploration Mandate

When the posture is data-art-led, conventional chart grammar is itself the default to avoid. A scatterplot with poster typography, a dot field with a tasteful palette, or a minimal line chart with oversized titles is still a chart. Restraint alone does not make a piece data art.

Treat the piece as an art object first:

  • The primary success criterion is that the form is memorable and the data is felt. Precise readability may recede to a second reading, a hover layer, or a quiet colophon.
  • At least half of the option set, and never fewer than two options, must abandon axis-plus-marks chart grammar entirely. If every option still resolves to positions on an x/y plane, the set is not data-art optioning; regenerate before presenting.
  • Explore encodings where data drives form rather than position on axes:
    • generative or algorithmic composition seeded by the data
    • material metaphors: weave, thread tension, strata, growth rings, erosion, sediment, constellation, murmuration, mosaic, stitching, folds, cracks
    • data as rhythm, texture, density, scale, or light rather than as marks
    • typographic art where the numbers, names, or records are themselves the visual material
    • notation systems: musical scores, choreography notation, flags and heraldry, weather maps, architectural sections, circuit diagrams, star charts
    • particle, physics, growth, or agent systems whose behavior parameters are data-driven
    • the dataset rendered as one continuous object or scene rather than as repeated marks
  • Data faithfulness still holds. Every visual property that varies must be driven by real values through a consistent, decodable mapping. Esoteric is not fabricated. Keep the decode key; move it to a colophon or reveal instead of deleting it.
  • Accept slow reading. A data-art piece may demand effort or curiosity to decode; that is part of the contract the user accepted when choosing the posture. Do not sand the strangeness off to restore instant legibility unless the user asks.
  • Motion may be ambient — drift, breath, generative growth, slow reveal — rather than analytic.
  • Run the gallery test on every option before presenting: if the option could plausibly be produced by a BI tool, a charting library theme, or a notebook plotting default, it is not a data-art option. Move it to a balanced option slot and generate a stranger one in its place.

When the user critiques a data-art artifact as unclear, first ask whether the fix is more decode support (colophon, reveal, annotation) or a different form. Do not respond by quietly converting the piece back into a chart.

Anti-Default Design Checks

Reject these defaults unless the brief clearly calls for them:

  • axis-and-marks chart grammar presented as the data-art option for a data-art-led brief
  • dashboard-first layouts for non-dashboard stories
  • KPI strips above the main visual
  • generic card grids that flatten hierarchy
  • generic hero-plus-component-stack layouts that could belong to any project with only the text swapped
  • browseable-shelf briefs turning into generic product browsers without an explicitly chosen utility posture
  • safe-corporate blue or desaturated palette drift when the concept calls for stronger character
  • same-temperature palette drift where the whole page collapses into one polite hue family
  • verbose hero copy that explains too much before the visual gets to speak
  • generic titles that sound like dataset labels instead of actual story or product names
  • ornamental eyebrow labels with no real navigational value
  • permanently exposed “how to read this” or caveat panels when a lighter disclosure pattern would work
  • duplicate guidance triggers or repeated explanatory UI that creates clutter without adding capability
  • helper chips, legends, or labels that merely restate obvious field logic and should have been folded into a single disclosure surface
  • default right-sidebar detail panels in any non-dashboard piece when a less conventional focus treatment would work
  • relocated dashboard logic, where a rejected sidebar behavior is simply moved to a bottom band, top strip, or other detached persistent detail surface
  • remote selected-state interactions that make the user read one area and inspect meaning in another without a strong concept-specific reason
  • repeated rounded-card styling across nearly every major surface without a concept-specific reason
  • accent-rail or left-border rescue styling on generic cards, tiles, or panels used to fake differentiation without changing the component form
  • overflow-prone microcomponents carrying more text than their footprint can support
  • decorative controls, badges, or annotation copy
  • motion that decorates rather than explains
  • image-generated visuals presented as if they were the final data artifact

Aesthetic Families

When proposing directions or generating visual option boards, pick from concrete aesthetic families instead of generic app adjectives. Name the family explicitly and explain why it fits the dataset and posture.

  • Swiss editorial: asymmetrical grid, typographic discipline, sharp hierarchy, restrained palette, clarity-first
  • Minimal brutalist: stark structure, hard edges, strong grid, restrained type, one vivid accent
  • Bauhaus geometric: primary shapes, modular play, structural rhythm, reduction without coldness
  • Constructivist signal: angular composition, diagonal energy, poster urgency, black-red-cream force
  • Editorial poster: dramatic hierarchy, oversized type, cropped fields, print-like composition
  • Newspaper broadsheet: dense but orderly reading, columns, rules, notes, reportage cadence
  • Archival modernist: indexical labels, museum-card rigor, quiet neutrals, careful spacing
  • Field guide naturalist: specimen logic, annotation discipline, earthy accents, observational tone
  • Diagrammatic atlas: precise legends, mapped relationships, reference-book clarity, dense but calm structure
  • Civic wayfinding: signage logic, navigational clarity, public-system confidence, color by route or state
  • Art deco machine: elegant symmetry, metallic accents, stepped geometry, theatrical restraint
  • Memphis postmodern: playful geometry, tension between forms, bright accents, deliberate anti-neutrality
  • Studio gloss: luminous surfaces, saturated accents, cinematic contrast, controlled shine
  • Techno-organic: soft fields, spatial drift, layered translucency, living-system feel
  • Gallery label: white space, curatorial calm, precise metadata, object-first composition
  • Luxury minimal: sparse but deliberate surfaces, premium contrast, meticulous spacing, fashion-editorial restraint
  • Diagrammatic lab: analytical clarity, precise annotation, measured contrast, instrument feel
  • Terminal modern: monospace or operator-inspired cues, dark utility, live-system immediacy, disciplined signal color
  • Risograph collage: textured color fields, imperfect layering, print-energy, cultural or handmade warmth
  • Retro-futurist: synthetic color, bold geometry, speculative interface attitude
  • Y2K chrome: glossy highlights, translucent panels, bright synthetic accents, pop-digital nostalgia
  • Neo-Tokyo pop: electric contrast, compact density, nightlife energy, anime-adjacent poster sensibility
  • Neo-noir: dark field, sharp highlights, sparse labeling, theatrical focus
  • Club flyer maximalist: compressed hierarchy, layered type, heat, motion, subcultural intensity
  • Pastel dreamscape: soft color field, airy spacing, low-friction interaction, gentle atmosphere
  • Warm utility: practical explorer UI with human warmth, tactile neutrals, one or two warm accents
  • Playful pop: bright accent collisions, rhythmic grouping, visible energy, high recall

For collection-led visual work, good first candidates often include Swiss editorial, minimal brutalist, editorial poster, archival modernist, gallery label, studio gloss, Neo-Tokyo pop, or playful pop, depending on the source material.

For culturally loaded or visually loud source material, also consider Constructivist signal, Memphis postmodern, Risograph collage, Y2K chrome, or club flyer maximalist before defaulting to calm product UI.

If the source material already suggests a color direction, follow it or react against it deliberately. Do not fall back to muted blue simply because it is easy to make coherent.

Visual Option Images

Do not default to one format across every host. In Codex and Gemini, the normal optioning path is a small image set under outcome/<project-name>/options/, with one clear preview image per direction and a short options.md file describing the tradeoffs. In Claude Code or other non-image-gen hosts, the normal optioning path is a lightweight options.html or equivalent browser-viewable static mockup.

Each option should include a representative visual mockup using the project's actual data shape, the rendering/library choice, the interaction model, what the option is good at, and its main tradeoff.

The previews can be rough, but they must be concrete enough for the user to compare layout, density, visual metaphor, and interaction feel. For data-art-led work in Codex and Gemini, prefer image generation for these previews unless interaction behavior is the main thing being evaluated.

In Codex and Gemini, create options.html only when the option comparison truly depends on live interaction, motion, or responsive layout. In Claude Code, options.html is the default fallback whenever generated images are unavailable.

The option set should help the user compare genuinely different ways of experiencing the same data, not just alternate chart skins. If the options would still read as the same product with swapped marks, broaden the set before presenting it.

Before generating option images, write a one-line direction brief for each option that differs on purpose:

  • spatial archetype
  • composition
  • material language
  • density
  • color temperature
  • interaction metaphor
  • typographic attitude

After generating option images or mockups, run the similarity check from the workflow. Reject sets where the options feel like the same product shell with alternate camera angles, colors, or decoration.

Reference

Read references/style-directions.md when proposing visual options, choosing motion behavior, or deciding how to map a narrative brief into an HTML artifact. Use assets/html-starter/index.html as a lightweight starting point when a plain HTML artifact is appropriate.

What ships with it: 3 files

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