Dotclaude pen-design

Use when creating, editing, or visually reviewing Pencil (.pen) screens, components, or flows.

install
source · Clone the upstream repo
git clone https://github.com/JHostalek/dotclaude
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/JHostalek/dotclaude "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/pen-design" ~/.claude/skills/jhostalek-dotclaude-pen-design && rm -rf "$T"
manifest: skills/pen-design/SKILL.md
source content

UI Design in Pencil

Design interfaces that look intentional, not generated. This skill teaches design thinking — Pencil is the tool, not the subject.

For Pencil MCP tool mechanics (operations, component reuse, variables, asset management): !references/pencil-workflow.md

Design Framing

Before touching any tool, answer these questions. Write them down — they constrain every decision that follows.

What is this? Product type, screen purpose, who sees it, when and where (commute? desk? presentation?).

What does it evoke? Describe the feeling in 2-3 sentences. Not "modern and clean" — that's nothing. "A confident, unhurried conversation with someone who knows more than you" or "The satisfying click of a well-made mechanical object." This is the emotional compass.

What inspires it? Name 2-3 existing products, magazines, physical objects, or art that capture the feeling. This grounds the aesthetic in something real instead of generic AI defaults.

What's the palette? Define before building — not after. Follow the 60/30/10 rule:

  • 60% dominant (background, surfaces) — sets the mood
  • 30% secondary (cards, sections, supporting elements) — creates rhythm
  • 10% accent (CTAs, highlights, key moments) — directs attention

Define these as design tokens immediately. Every color decision flows from this palette.

What's the type system? Pick two fonts maximum:

  • Display/heading: characterful, sets the tone (never Inter, Roboto, or system defaults)
  • Body: readable, complements without competing

Define a scale. Pick a ratio (1.125 minor second for dense UIs, 1.25 major third for editorial, 1.333 perfect fourth for bold hierarchies) and generate sizes from it. Typical mobile scale: 12 / 14 / 16 / 20 / 25 / 32. Assign roles: caption, body, subheading, heading, display.

Visual Hierarchy

Every screen has one job. One primary action, one focal point, one thing the eye hits first. Everything else supports it.

Tools for directing attention (use in combination):

  • Size — the biggest thing wins. Display text, hero images, primary CTAs.
  • Weight — bold pulls the eye before regular. Use 2-3 weights max.
  • Contrast — high contrast = important. Muted = secondary. Use your accent color sparingly — it's a spotlight, not a floodlight.
  • Spacing — generous space around an element elevates it. Cramped = secondary. The most important element gets the most breathing room.
  • Position — top-left reads first (LTR). Primary content goes where eyes naturally land.

Common hierarchy failures:

  • Everything is the same size/weight → nothing stands out → user doesn't know where to start
  • Too many accent colors → nothing feels special → visual noise
  • Equal spacing everywhere → no grouping → cognitive load increases

Layout & Composition

Mobile (375-430px):

  • Single column. Content stacks vertically.
  • Horizontal padding 16-20px. Content never touches screen edges.
  • Bottom-heavy interaction — primary CTAs in thumb reach zone.
  • Safe areas: respect notch, home indicator, status bar.

Tablet & Desktop:

  • Multi-column layouts. Sidebars, split views, card grids.
  • Max content width (~1200px) with centered layout — don't stretch to fill ultrawide screens.
  • Consider F-pattern (content-heavy pages) or Z-pattern (landing pages) for information flow.

Spatial composition principles:

  • Asymmetry is more interesting than symmetry. Off-center placements feel designed; perfect centering feels default.
  • Group related elements with proximity. Separate unrelated elements with space — not lines or borders.
  • White space is a design element, not wasted space. Generous margins signal quality.
  • Break the grid intentionally — one overlapping element or one oversized image creates visual interest without chaos.

Color

Palette strategy:

  • Start from the brand or product context — not from a random palette generator.
  • Warm palettes (amber, terracotta, sage) feel approachable. Cool palettes (slate, navy, teal) feel professional. Neutral palettes (stone, zinc) feel minimal.
  • Dark mode is not inverted light mode. Desaturate colors, use lighter tonal variants, test contrast independently.

Semantic tokens: Name colors by function, not appearance —

primary
,
surface
,
error
,
muted
— not
blue-500
,
gray-100
. This enables theming and dark mode.

Contrast: Body text ≥ 4.5:1 against its background. Large text (18px+ bold or 24px+) ≥ 3:1. Interactive elements need visible focus and hover states. Don't convey meaning through color alone — pair with icons or text.

Typography in Practice

  • Line height: 1.4-1.6 for body text. Tighter (1.2-1.3) for headings. Never 1.0.
  • Line length: 45-75 characters for comfortable reading. On mobile this usually means full-width text with proper padding.
  • Weight hierarchy: Bold headings (600-700), regular body (400), medium labels (500). Using more than 3 weights creates noise.
  • Truncation: Prefer wrapping over truncation. When truncating, use ellipsis and ensure the full text is accessible (tooltip, expand).

Responsive Thinking

Design mobile-first, then scale up. Each breakpoint should feel designed for that size — not stretched or compressed.

  • What changes between sizes: column count, visibility of secondary elements, spacing scale, font sizes, navigation pattern (bottom tabs → sidebar)
  • What stays the same: hierarchy, brand feel, core content, interaction patterns
  • Content priority: Show the essential on mobile. Reveal the secondary on larger screens. Don't just shrink everything.

Accessibility as Design Quality

Accessible design is better design — it forces clarity and intentionality.

  • Touch targets: 44x44px minimum for interactive elements. Extend hit areas beyond visual bounds if the element is smaller.
  • Focus states: Visible focus rings (2-4px) on all interactive elements. Never remove them.
  • Semantic structure: Heading hierarchy (h1 → h2 → h3, no skipping). Labels on form fields (not placeholder-only).
  • Motion: Respect
    prefers-reduced-motion
    . Keep micro-interactions 150-300ms. Complex transitions ≤ 400ms. Exit animations shorter than enter.
  • Screen readers: Alt text on meaningful images.
    aria-label
    on icon-only buttons. Logical reading order.

Parallelization

For multi-screen projects, don't design sequentially — fan out after establishing shared context.

The orchestrator does the setup (this cannot be parallelized — it's the shared contract):

  1. Design framing (palette, type system, tone, spatial approach)
  2. Design system inventory (
    batch_get
    with
    { reusable: true }
    )
  3. Token setup (
    get_variables
    , create missing tokens)

Then spawn teammates per screen. Each teammate gets:

  • The design framing decisions (palette, type system, tone description)
  • The design system component list
  • The token set
  • Their specific screen assignment
  • The Pencil workflow reference

Teammates work independently — each builds their screen section by section with verification. The orchestrator stays responsive for user interaction and reviews results as they come in.

When to parallelize: 2+ independent screens. Not worth it for a single screen or tightly coupled screens (e.g., a wizard flow where each step depends on the previous).

Polish pass can also be parallelized — spawn a teammate per screen to screenshot, assess, and fix.

Visual QA

After completing a screen, screenshot it and react as a user — first impression, no context about how it was built.

Ask: Does this look like a human designed it with intention, or like an AI assembled it from parts?

Signs of AI-assembled design:

  • Everything is the same visual weight — no hierarchy
  • Safe, predictable layout — nothing surprising or memorable
  • Colors are present but not cohesive — no clear palette strategy
  • Typography is functional but characterless — system fonts, no personality
  • Spacing is even everywhere — no rhythm, no breathing room

Signs of intentional design:

  • Clear focal point — you know where to look first
  • Consistent but not rigid — rhythm with variation
  • Color serves a purpose — accent draws the eye where it should go
  • Typography has personality — the fonts feel chosen, not defaulted
  • Space is used deliberately — some areas are tight, others breathe

For Pencil-specific QA failures and bulk fix tools, see the workflow reference.