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Claude design

Skill jasonm4130/claude-skills/plugins/claude-design/skills/claude-design

Personal Claude Code plugin marketplace: 9 plugins for orchestration guards (workflow-model-guard), tiered deep research (deep-dive), subagent-driven development, ADRs, session retros, handoffs, and adversarial review.

Install
npx -y skills add jasonm4130/claude-skills --skill claude-design

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

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  • 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Use when the user wants to build or prototype something visual with Claude Design — Anthropic's claude.ai/design tool — and needs a strong prompt or spec: a prototype, dashboard, slide deck, landing page, marketing page, or internal-tool UI. Covers both writing a paste-ready design brief to build in the browser and driving Claude Design from Claude Code (the /design and /design-sync commands and the Claude Design MCP server). Do NOT use for building the UI yourself in the repo (that is frontend-design's light path), backend/API/data-model work, or generic Claude API / chat prompt engineering.

SKILL.md

5.5 KB, as published. Nobody here has run it

Claude Design

Claude Design (Anthropic Labs, claude.ai/design) turns a prompt plus real assets into a self-contained, live artifact — a prototype, dashboard, slide deck, landing page, or internal-tool UI — that you refine in the browser or drive from Claude Code. Beta on Pro/Max/Team/Enterprise (Opus 4.7; web + desktop, not mobile) — on Enterprise an admin must enable it first under Organization Settings → Capabilities → Anthropic Labs.

Core principle: a great first prompt names the goal, layout, content, and audience, hands over your real assets, then iterates through the right channel. Don't one-shot the whole thing in one giant prompt — start specific, then layer.

Two ways to run it

  • In the browser (claude.ai/design) — paste a brief, then iterate on the canvas.
  • From Claude Code (the terminal) — use /design to create, edit, and sync design projects without leaving the terminal, then hand a finished design off to build.

Same brief discipline either way: the prompt you give /design is the brief.

The brief — the thing worth getting right

Fill every field you can from what's known (codebase, conversation, brand); leave the rest as an explicit placeholder rather than inventing detail. Emit exactly this:

# Claude Design brief: <what you're building>

**Goal** — the artifact + the one job it does: …
**Audience** — who uses it, where, and what they care about most: …
**Layout / screens** — named screens or sections, how they're arranged, key flows and states (empty / loading / error / success): …
**Content** — the real copy, data, and labels to show (not lorem); for data views, the fields, metrics, and chart types: …
**Visual direction** — mood + brand ("calm, premium, dark"), or "match <attached asset / our codebase>"; design tokens if you have them: …
**Constraints** — responsive targets, accessibility (contrast, keyboard), and what to leave OUT: …
**Assets to attach** — codebase / `/design-sync` design system / screenshots / competitor refs / an existing deck: …

First move: keep the first prompt specific but not exhaustive — hit the four fields and attach your assets, then add complexity through iteration. Anthropic's own guidance: "start simple, then layer in complexity."

Feed it real assets, don't describe them

The biggest quality lever after specificity — Claude Design reads real inputs, not prose about them:

  • a linked codebase (or /design-sync for a large repo) so it builds from your actual components;
  • a design system — styles, fonts, components — which it self-checks its output against;
  • screenshots, wireframes, competitor products, an existing deck or doc;
  • images and DOCX / PPTX / XLSX; or a web capture of a live page.

Drive it from Claude Code

Connect once, then work from the terminal:

claude mcp add --scope user --transport http claude-design https://api.anthropic.com/v1/design/mcp

Then /design-login to sign in.

  • /design — create, edit, and sync a design project from the terminal: import a design into your codebase, turn code into a live prototype, or carry a project end-to-end.
  • /design-sync — pull your design system in so every screen starts from your real components (also the fix for large-repo lag).
  • Handoff bundle — when a design is ready to become software, hand it to Claude Code, which continues from the real work instead of starting over from a screenshot.

Iterate — pick the right channel

Change you wantUse
Broad / structural (relayout, new section, color scheme)Chat
Targeted, one element on the canvasInline comment (faster than describing the location)
Quick visual/text tweakEdit directly (drag, resize, retype)
Live-tune spacing, color, layoutSliders / knobs (spends no generation turn)

Ask for variations to compare directions. Branch without losing a good draft: "save this, try another direction." After refining one component, ask Claude to apply it across the whole design for consistency. Request responsiveness and accessibility explicitly — there's no breakpoint toggle to fall back on.

What it's for — and where it stops

Great at top-of-funnel visual work: prototypes, dashboards, decks, landing pages, internal tools, even code-powered voice / video / shaders / 3D. It stops at pixel-perfect vector work (Figma still owns precision and production), it's front-end only (no backend, database, or auth), and PDF/PPTX export flattens interactivity — the live HTML is the interactive form.

Known quirks (beta)

Inline comments occasionally don't render — open the comments view to see them. A "chat upstream error" → start a new chat tab in the same project. Large or complex codebases lag → use /design-sync. Real-time multi-person editing is still basic.

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.