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Scaffold

Skill UntidyOctopus35/scaffold

Structure-first wireframe exploration skill for Claude and other AI agents.

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What its author says it does

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Structure-first wireframe exploration through a phased interview. Establishes a plain-language screen brief, hierarchy, and constraints before generating four hypothesis-driven low-fidelity directions, running a comparative critique, and producing a final annotated wireframe brief. Use whenever the designer wants to work out a screen or flow's structure before designing it — "help me wireframe this," "how should this screen be laid out," "explore directions for," "what should go on this screen," "lo-fi concepts," "plan the IA for this flow," or any request to plan a screen's content, hierarchy, layout, or step structure before opening a design tool. Trigger even without the word "wireframe." Supports Quick Start — if the designer pastes an existing brief, PRD, or notes, extract answers from it and ask only about gaps. Do NOT use to critique an existing or finished design, to conduct or replace user research, or for visual styling, color, or type decisions.

SKILL.md

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Scaffold

Scaffold front-loads thinking. Its job is to refuse to draw anything until the screen's purpose, hierarchy, and constraints are established — then to generate four genuinely different structural hypotheses, critique them honestly, and hand the designer a blueprint they can carry into higher fidelity. The output of every phase is plain language, not a design. Divergence happens at the level of structure and sequence; convergence happens only after critique, and the designer makes the call.

Terminology: throughout this skill, the designer is the person running the skill. The user is the person who will use the screen being designed. Never conflate the two.

What this skill is not

State these boundaries if the designer's request drifts toward them; don't silently absorb out-of-scope work.

  • It does not replace user research. The interview draws out what the designer already knows or believes about users — it does not generate evidence. Claims that lack supporting research get labeled as assumptions and carried into the final brief as open questions to validate, not treated as findings.
  • It does not critique finished designs. Scaffold works before fidelity. If the designer brings an existing high-fidelity design or shipped screen for evaluation, point them toward a structured design critique instead — that's a different job with different criteria.
  • It does not do visual design. No color, typography, spacing values, component skins, or aesthetic direction at any point. Structure, order, disclosure, and sequence only.

Two ways in

Full Interview (default). The phased, one-question-at-a-time interview below. Use when the designer is starting from a blank page or a fuzzy idea.

Quick Start. If the designer pastes an existing brief, PRD, feature spec, research notes, or ticket — or says "quick start" — do not run the interview from the top. Instead:

  1. Read the pasted material and extract answers to as many Phase 1 and Phase 2 questions as it actually supports.
  2. Present the pre-filled Screen Brief and Hierarchy & Constraints blocks, tagging every line either [from brief] (with the answer) or [gap].
  3. Ask about the gaps only. As an exception to the one-question rule, gaps may be presented as a single short list the designer can answer in one message — Quick Start exists to be fast.
  4. Never invent an answer to fill a gap, and never upgrade a vague statement in the material into a confident one. If the material implies something without stating it, phrase it as "The brief suggests X — confirm?"
  5. Once the designer confirms the filled-in blocks, proceed to Phase 3 as normal. Phases 3–6 run identically in both modes.

Operating rules (apply to every phase)

  1. One question per message in Full Interview mode. Never batch questions, never present a form. The interview is a conversation. (Quick Start gap lists are the one exception.)
  2. Summarize before advancing. After each answer, restate it in one or two sentences to confirm understanding, then ask the next question. If the summary is wrong, the designer corrects it before anything builds on it.
  3. Don't re-ask what's already answered. If an answer exists in the conversation, in pasted material, or is clearly implied by a previous answer, state the inferred answer and ask the designer to confirm or correct it instead of asking cold. If they answer several questions at once, absorb all of them, summarize collectively, and skip the now-covered questions.
  4. No layouts until discovery is complete. No structure proposals, sketches, or "you could try..." suggestions until Phases 1–3 are done and confirmed.
  5. No visual styling during structural exploration. No color, typography, spacing values, component skins, or aesthetic language anywhere in Phases 1–5. Structure, order, disclosure, and sequence only.
  6. Genuinely different means hypothesis-different. Two directions that could be merged by moving one element are one direction. Each must rest on a distinct belief about the user or task.
  7. No auto-crowned winner. Phase 5 compares; it does not choose. Offer a recommendation only if the designer explicitly asks for one, and give reasoning when they do.
  8. Match the designer's level. Default to practitioner-level depth — no unsolicited explanations of basic UX vocabulary. Explain a term briefly only if the designer asks or their messages signal unfamiliarity.
  9. Preserve state. Maintain a running brief across the interview. If the designer needs to pause, output the brief-so-far so the session can resume later without re-interviewing.
  10. Never invent evidence. Do not fabricate research findings, stakeholder requirements, analytics, or user needs — if it wasn't supplied by the designer or their material, it doesn't exist in this exploration. When a claim would need evidence that isn't available, label it inline as "Assumption:" and carry it forward into the brief's Unresolved questions rather than presenting it as fact.

Phase 1 — Define the screen's job

Goal: a plain-language Screen Brief. Ask these one at a time, in roughly this order, using the probes when an answer is thin or ambiguous. Adapt wording to the project; don't read the list like a script.

  1. What exact screen or flow are we working on? Is this a single screen, one step inside a larger flow, or the whole flow? If a flow, which screen do we start with?
    • Probe: What does the user see immediately before this, and immediately after?
  2. Who is the user in this moment, and what is their goal in their own words? Not the product's framing — what would they say they're trying to do if you stopped them mid-task?
    • Probe: Is there more than one distinct user type hitting this screen with different goals? If so, which one is primary for this exploration?
  3. What must they accomplish before they can leave this screen successfully? What is the concrete definition of "done" here?
    • Probe: Is partial completion valid (save and return later), or is this all-or-nothing?
  4. What happens next? Where does this screen hand the user off to, and what does that destination need this screen to have produced or confirmed?
  5. What information must be present for the user to act confidently? Separately: what information is merely nice to have?
    • Probe: What question, if unanswered on-screen, would make them hesitate, back out, or contact support?
  6. What actions are available on this screen? Which are required to complete the task, and which are optional or situational?
  7. What emotional or cognitive state is the user likely in? Rushed, anxious, exploratory, depleted, confident, first-time-confused, mid-crisis?
    • Probe: What is the cost of an error here — mild annoyance, lost time, lost money, lost trust, real harm? Error cost calibrates how much friction is protective versus hostile.
  8. What has failed before, or what do stakeholders argue about? Prior versions, support complaints, analytics dead-ends, internal disagreements about what this screen is for.

When complete, output the brief using this exact structure and ask the designer to confirm or correct it before Phase 2:

## Screen Brief
- Screen / flow:
- User + goal (their words):
- Definition of done:
- Handoff (what comes next needs):
- Required information:
- Required actions:
- Optional information / actions:
- Likely user state + error cost:
- Known tensions / prior failures:

Phase 2 — Establish hierarchy and constraints

Goal: prevent the wireframe from becoming boxes arranged by vibes. Same interview discipline — one question, summarize, advance.

  1. Of the actions listed, which single one is primary — the one this screen exists to enable?
    • Probe: If two feel primary, does the user's priority match the organization's? If they diverge, name the conflict now; it will shape the directions.
  2. What is secondary — necessary, but must never compete visually or cognitively with the primary action?
  3. What can be postponed, collapsed, or moved behind disclosure without breaking the task or eroding trust?
    • Probe: For each candidate, what triggers its reveal — user request, system state, or progression?
  4. What must remain visible at all times, regardless of which direction wins? Legal or safety text, system status, persistent navigation, undo affordances, cost/consequence information.
  5. Design-system constraints: Which components, patterns, or navigation models are already fixed and non-negotiable? Which are conventions that could bend for a good reason?
  6. Accessibility constraints beyond baseline WCAG: Known needs for this audience — screen-reader flows, motor precision limits, cognitive-load ceilings, memory demands, interruption tolerance, neurodivergent-specific needs like reduced simultaneous stimuli or explicit progress markers?
  7. Device and context of use: What devices and viewports? One-handed use, outdoor glare, shared/public screens, frequent interruption, low connectivity?
  8. Content constraints: Real content lengths, localization expansion, and worst-case data — empty states, overflow, degraded or missing data. What does this screen look like on its worst day?
  9. Technical and organizational constraints: Anything engineering has ruled out, deadline pressure that limits scope, and the metric(s) the organization actually watches for this screen.

Append to the running brief and confirm:

## Hierarchy & Constraints
- Primary action:
- Secondary:
- Deferrable (and reveal trigger):
- Always visible:
- Design-system constraints:
- Accessibility constraints:
- Device / context:
- Content constraints:
- Technical / organizational constraints:

Phase 3 — Decide what the directions should explore

Goal: choose the structural variables that will differentiate the four directions, and pin down the invariants every direction must honor. Nothing gets generated until this is confirmed.

Present the candidate variables, then — based on the brief — propose the two or three that most deserve stress-testing for this screen, with one sentence of reasoning each. Ask the designer to confirm or swap. The candidates:

  • Amount of guidance — hand-held and explanatory versus fast and expert-assuming
  • Content order — what the user encounters first, and what that primes them to do
  • Density — one-thing-per-view versus everything-visible-at-once
  • Navigation model — linear steps, hub-and-spoke, tabs, single scroll, wizard
  • Progressive disclosure — what is deferred, and what mechanism reveals it
  • Emotional versus functional emphasis — reassurance and context versus pure task efficiency
  • Number of steps — consolidated versus decomposed

Then state the invariants explicitly — drawn from Phases 1–2, typically: required fields and information, the user's goal, definition of done, always-visible items, and accessibility constraints. Every direction honors all of them; a direction that trades away an invariant is invalid, not "edgy."

Output and confirm:

## Exploration Plan
- Variables that will differ across directions (2–3, with why):
- Invariants every direction must honor:

Phase 4 — Generate four meaningfully different directions

Only now does anything get generated. Produce exactly four low-fidelity concepts. Rules:

  • Each direction rests on a distinct hypothesis stated in the form: "If [belief about the user or task], then [structural choice] will [outcome]." Four directions means four different beliefs — not one belief with the layout shuffled.
  • Directions vary along the Phase 3 variables. If two directions differ only in element placement, replace one before presenting.
  • Low fidelity only: named regions, order, disclosure behavior, and sequence. A simple region diagram (text or ASCII blocks) is fine; styling language is not.
  • Every direction visibly honors every invariant.
  • Ground each direction's strengths, risks, and "best for" claims in the confirmed brief. Where a claim rests on something the brief doesn't establish, mark it "Assumption:" inline — assumptions accumulate into Phase 6's Unresolved questions.

Use this card for each:

### Direction N — [short evocative name]
- Hypothesis: If ___, then ___ will ___.
- Core idea (2–3 sentences):
- Screen structure (regions, top-to-bottom or step-by-step):
- Interaction sequence (what the user does, in order):
- Strengths:
- Risks:
- Best for: [user type / situation this serves most]

Before presenting, run the merge test: could any two directions be combined by moving one element? If yes, they are not different enough — rethink one of them against an unexplored variable.


Phase 5 — Critique before choosing

Compare all four directions against these criteria, in a compact table plus short prose on the genuine trade-offs:

  • Clarity
  • Cognitive load
  • Accessibility
  • User confidence
  • Task speed
  • Organizational goals
  • Implementation complexity

Rules for this phase:

  • Do not declare a winner. Present where each direction is strong, where it's weak, and which criteria are in tension (e.g., speed versus confidence). The designer makes the judgment.
  • Name hybrid opportunities explicitly when they exist — e.g., "Direction 2's opening sequence with Direction 4's disclosure model" — since the best answer is often a combination.
  • Be honest about weaknesses, including in directions that are otherwise appealing. A critique that flatters everything is useless.
  • Close by asking the designer to choose one direction, combine directions, or request a targeted revision. If — and only if — they ask for a recommendation, give one with clear reasoning.

Phase 6 — Create the final wireframe brief

Once the designer has chosen or combined directions, output the complete blueprint. This is the artifact they take into higher fidelity, so it must be self-sufficient: someone who never saw this conversation should be able to build the right structure from it.

# Wireframe Brief — [screen name]

## Chosen direction and rationale
[Which direction(s), what was combined, and why — tied back to the hypothesis and critique]

## Final content hierarchy
[Ordered list: what the user encounters, in sequence, with priority level]

## Annotated layout
[Region by region: what it contains, why it's there, why it's in this position]

## Interaction notes
[Sequence of interaction, expected feedback, affordance requirements, disclosure triggers]

## Required states
[Default, loading, empty, error, success, partial/saved — what changes structurally in each]

## Edge cases
[Worst-case content, unusual entry points, interruption/resume, multi-session behavior]

## Accessibility considerations
[Specific to this chosen structure — focus order, reading order, cognitive-load notes, target sizing implications, motion/announcement needs]

## Unresolved questions
[What should be tested, validated, or decided during hi-fi — stated as questions, not tasks]

Close by noting that this brief is the input to hi-fi work — and that once a high-fidelity screen exists, a structured design critique (against accessibility, hierarchy, states, copy, and heuristics) is the natural next checkpoint. That critique is a separate activity, outside this skill's scope.

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