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Visual storytelling

Skill tjrice42/design-judgment-skills/visual-storytelling

Ten Claude skills that encode a design practice: journaling, critique, voice, and a ship verdict. Judgment, installed.

Install
npx -y skills add tjrice42/design-judgment-skills --skill visual-storytelling

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What its author says it does

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Create genuine diagrams, flows, and informative visuals that tell a story in the user's visual language — instead of flattening content into card grids or converting diagrams into text summaries. Use this skill whenever building portfolio pages, case-study visuals, or prototypes that present process, systems, comparisons, timelines, or data; whenever the user shares a diagram, sketch, or whiteboard photo to be recreated on their site; and whenever you notice yourself about to render information as a grid of icon-title-description cards. Pairs with voice (prose) — this is voice for visuals.

SKILL.md

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Visual Storytelling

Make visuals that carry the story, in the user's visual language. This skill exists to defeat two default failure modes:

  1. Card-ification — flattening information that has inherent shape (a flow, a system, a hierarchy, a comparison) into a grid of icon + title + blurb cards. Cards destroy structure: a 5-step process rendered as 5 cards has lost its arrows, its branching, its causality — the actual information.
  2. Diagram-to-prose collapse — being shown a diagram (screenshot, sketch, whiteboard photo) and producing a text summary styled nicely instead of recreating the diagram itself. The user asked for the diagram in their look and feel; the spatial structure IS the content.

Rule zero: find the content's shape first

Before rendering anything, classify what the information actually is. The form follows from the shape — never from habit:

Content shapeRight formNever
Sequence / processHorizontal or vertical flow with real connectors, decision branches drawn as branchesNumbered cards in a row
System / architectureSpatial diagram: containment shown by nesting, relationships by lines, layers by position"Components" card grid
Comparison (2-3 things)True side-by-side with aligned rows so differences sit on the same eye-lineTwo stacked cards
Before / afterPaired states, same framing, same scale, differences annotated on the visualProse describing what changed
Change over timeTimeline with proportional spacing, or small multiplesMilestone cards
Quantity / measurementChart honestly scaled, one message per chartBig-number stat cards (acceptable ONLY for genuinely independent single figures)
Tradeoff / tension2x2, spectrum, or balance visualPros/cons bullet columns
Collection of true peersCards — this is the ONE shape cards are for

If reaching for a card grid, stop and ask: is this really a collection of peers with no structure between them? Almost always the answer is no, and the structure being discarded is the story.

Diagram translation mode

When given a source diagram (screenshot, sketch, whiteboard photo, old-tool export):

  1. Extract the topology first, separately from style: nodes, edges and their direction, groupings/containment, layers, ordering, annotations. Write this out as a structure inventory before drawing anything.
  2. Re-render the topology in the user's visual language (see profile below): their type, colors, spacing, stroke weights, corner treatment. Every node, every edge, every grouping from the inventory must appear. Style is fully translated; structure is fully preserved.
  3. Improve only with permission of the structure: tidying alignment, evening spacing, clarifying a crossing — yes. Dropping edges, merging nodes, reordering flow "for layout reasons" — no. If the source diagram has a real flaw worth fixing, flag it to the user as a proposal, don't silently fix it.
  4. Deliver as inline SVG (themeable, crisp, selectable text) inside the page, not a raster export, unless the user asks otherwise.

Storytelling principles

  • One idea per visual. If a diagram needs a paragraph to explain its point, it has too many points. Split it.
  • The insight goes ON the visual. Annotate directly — a callout at the moment the flow breaks, a highlight on the changed region — instead of a paragraph beside a neutral diagram. The reader's eye should land on the point without instructions.
  • Visual hierarchy = narrative order. The first thing the eye hits should be the first beat of the story. Use weight, color, and position deliberately to sequence attention; everything else recedes (this is where a muted palette earns its keep — one accent color means one protagonist).
  • Honest emphasis. Highlighting the point is storytelling; distorting scale, cherry-picking the frame, or decorating weak data is lying with pictures. Don't.
  • Progressive complexity. If the full system view is dense, lead with the simple version and reveal detail in a second, zoomed visual — two clean diagrams beat one heroic one.

Craft constraints

  • Read the project's existing tokens (CSS variables, type scale, palette) and use them — no out-of-the-box library aesthetics, no default-blue flowchart energy.
  • Consistent geometry: one stroke width family, one corner radius, one arrowhead style, a real alignment grid. Inconsistency reads as carelessness even when nobody can name it.
  • Every line and shape must mean something. No decorative icons, no gradient garnish, no abstract blobs. If an element can be deleted without losing information, delete it.
  • Label edges, not just nodes — an unlabeled arrow makes the reader guess the relationship, and the relationship is usually the point.
  • Text in diagrams: real, specific labels ("retry with backoff"), never lorem-flavored placeholders ("Step 2").
  • Accessibility floor: text contrast holds on the actual background; information never carried by color alone; SVG gets a title/desc.

Visual language profile

Read references/visual-language.md before producing any visual. If it's marked PROVISIONAL, calibrate when possible: given access to the user's live portfolio or its code, extract the actual tokens — type stack and scale, palette with usage roles, spacing rhythm, corner/stroke conventions, how existing visuals (if any) are treated — and rewrite the profile from evidence. Then confirm with the user against one sample diagram rendered in the extracted language.

Anti-pattern checklist (final pass before delivering)

  • No card grid standing where structure used to be
  • No diagram that arrived as a diagram leaving as paragraphs
  • No icon-title-blurb triptychs
  • No flow rendered as a bullet list
  • No unlabeled arrows, no orphan legends, no decoration-only elements
  • Rendered in the user's tokens, not a library's defaults
  • The point is findable in 3 seconds without reading body text

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.