feat(claude-design): add surface-first conditioning + slop diagnostic (#55399)

Port the two genuinely-novel ideas from Command Code's /design skill into
our existing claude-design skill (skill-only, zero model-tool footprint):

- Surface-First: commit to one of 7 surface archetypes (Monitor/Operate/
  Compare/Configure/Decide/Explore/Command) before any visual tokens. Most
  AI design slop is compositional, not cosmetic — conditioning generation on
  a surface choice collapses entropy the way a CoT step does. Workflow step 3.
- Slop Diagnostic: the ~10 tells that account for ~90% of the 'this is AI'
  signal, as a score-out-of-10 self-audit. Diagnose-then-treat: the report is
  context not a to-do list; repair only what fired, matched to the tell
  (re-layout vs recolor vs de-decorate). Workflow step 7 (Verify).

Did NOT clone /design's 16-mode CLI, proprietary reference corpus, or make it
a core tool. Docs page regenerated via generate-skill-docs.py.
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@ -1,7 +1,7 @@
---
name: claude-design
description: Design one-off HTML artifacts (landing, deck, prototype).
version: 1.0.0
version: 1.1.0
author: BadTechBandit
license: MIT
platforms: [linux, macos, windows]
@ -165,6 +165,31 @@ Skip questions when:
When proceeding with assumptions, label only the important ones.
## Surface-First: Commit to a Composition Before Touching Tokens
The single highest-leverage anti-slop rule. Most AI design slop is **compositional, not cosmetic** — the model reaches for a centered hero + three equal-weight feature cards for *every* surface, then decorates. Recoloring or restyling that layout never fixes it, because the layout was wrong before a single color was chosen.
Before you write any colors, type scale, or components, **commit out loud to exactly one surface archetype.** This conditions generation on a high-level plan first, which collapses the entropy of what gets produced — the same reason a chain-of-thought step improves reasoning.
The seven surfaces:
1. **Monitor** — the user is watching state change (dashboards, status pages, observability). Density, glanceable hierarchy, no marketing framing.
2. **Operate** — the user is taking action on things (consoles, admin panels, queues, inboxes). Action affordances and selection state dominate.
3. **Compare** — the user is weighing options against each other (pricing, plans, spec tables, search results). Aligned columns, parity of structure, one differentiator emphasized.
4. **Configure** — the user is setting things up (settings, forms, wizards, onboarding). Progressive disclosure, clear save/validation states, low decoration.
5. **Decide / Learn** — the user is being convinced or taught (landing pages, docs, marketing). One idea lands per section; this is the ONLY surface where a hero is usually correct.
6. **Explore** — the user is browsing an open space (galleries, maps, search-and-filter, catalogs). Filters, result grids, and zoom/peek are the composition.
7. **Command / Inspect** — the user is driving by keyboard or drilling into one object (command bars, inspectors, detail panes, property editors). Speed and focus over breadth.
Rules:
- State the surface in one line before designing (e.g. "This is a **Monitor** surface, so density and glanceability beat a hero").
- A dashboard is a Monitor surface, not a Decide surface — do not give it a centered hero and three feature cards.
- If a screen genuinely spans two surfaces, name the **primary** one and treat the other as secondary; do not average them into mush.
- The hero-plus-three-cards composition is correct for **Decide/Learn only**. Reaching for it anywhere else is the #1 tell.
This one constraint eliminates more generic-looking UI than any aesthetic rule below.
## Workflow
1. **Understand the brief**
@ -177,7 +202,11 @@ When proceeding with assumptions, label only the important ones.
- Read supplied docs, screenshots, repo files, or design assets.
- Identify the visual vocabulary before writing code.
3. **Define the design system for this artifact**
3. **Commit to a surface** (see "Surface-First")
- Name the one surface archetype before any visual tokens.
- This conditions the composition; everything below inherits from it.
4. **Define the design system for this artifact**
- colors
- type
- spacing
@ -187,25 +216,26 @@ When proceeding with assumptions, label only the important ones.
- component treatment
- interaction rules
4. **Choose the right format**
5. **Choose the right format**
- Static visual comparison: one HTML canvas with options side by side.
- Interaction/flow: clickable prototype.
- Presentation: fixed-size HTML deck with slide navigation.
- Component exploration: component lab with variants.
- Motion: timeline or state-based animation.
5. **Build the artifact**
6. **Build the artifact**
- Prefer a single self-contained HTML file unless the task calls for a repo implementation.
- Preserve prior versions for major revisions.
- Avoid unnecessary dependencies.
6. **Verify**
7. **Verify**
- Confirm files exist.
- Run any available syntax/static checks.
- If browser tools are available, open the file and check console errors.
- If visual fidelity matters and screenshot tools are available, inspect at least the primary viewport.
- Run the slop self-audit (see "Slop Diagnostic") and repair only what it flags.
7. **Report briefly**
8. **Report briefly**
- exact file path
- what was created
- caveats
@ -403,6 +433,35 @@ Avoid common AI design sludge:
Minimal is not automatically good. Dense is not automatically cluttered. Choose intentionally.
## Slop Diagnostic: Score Before You Fix
AI design slop has a tiny, predictable failure distribution — designers asked to label AI UIs collapse the "this is AI" signal down to about ten tells. Before polishing or repairing an artifact, run this as an explicit self-audit and write a short report. **Diagnose first, treat second** — auditing and fixing in one breath fails, because the model's prior outweighs the instruction and it repeats the mistake (recolors when it needed re-layout, polishes type on a composition problem).
The ten tells (presence of each = one point of slop; lower is better):
1. **Tech gradient** — blue/violet/indigo glossy gradient on everything.
2. **Generic tech hue** — the default accent is indigo/violet (not chosen for the brand, just the model's favorite).
3. **Feature-tile grid** — icon + heading + sentence × 3, all equal weight, nothing prioritized.
4. **Accent rail** — a colored left strip on cards: decoration pretending to be organization.
5. **Unearned blur** — glassmorphism with no real depth/elevation system behind it.
6. **Monument stat** — oversized numbers filling space that should carry product story.
7. **Icon topper** — a rounded-square icon centered above every heading (Tailwind-template filler).
8. **Center stack** — everything centered because no real composition was committed to.
9. **Default type** — Inter (or system-ui) used by default rather than chosen.
10. **Wrong surface** — the composition doesn't match the surface (e.g. a hero on a Monitor surface). This is the root cause behind most of the others.
How to run it:
- Score the artifact out of 10 (10 = maximum slop). State the score and list which tells fired, in one short report.
- Treat the report as **context, not a to-do list** — it tells you *where* to spend repair effort, it does not dictate edits.
- Then repair, matched to the diagnosis:
- tells 3, 8, 10 → **re-layout / re-compose** (revisit the surface choice — do not recolor).
- tells 1, 2, 9 → **recolor / re-typeset** (palette and type are genuinely the problem here).
- tells 4, 5, 6, 7 → **remove the decoration**; replace it with real hierarchy (scale, weight, spacing).
- Re-score after repairing. Do not declare done while compositional tells (3, 8, 10) are still firing — those are causes, the rest are usually symptoms.
The point of separating diagnosis from treatment: let the audit complain first, then fix only what it complained about, in the register the complaint calls for.
## Typography
Use the existing type system if one exists.

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@ -16,7 +16,7 @@ Design one-off HTML artifacts (landing, deck, prototype).
|---|---|
| Source | Bundled (installed by default) |
| Path | `skills/creative/claude-design` |
| Version | `1.0.0` |
| Version | `1.1.0` |
| Author | BadTechBandit |
| License | MIT |
| Platforms | linux, macos, windows |
@ -183,6 +183,31 @@ Skip questions when:
When proceeding with assumptions, label only the important ones.
## Surface-First: Commit to a Composition Before Touching Tokens
The single highest-leverage anti-slop rule. Most AI design slop is **compositional, not cosmetic** — the model reaches for a centered hero + three equal-weight feature cards for *every* surface, then decorates. Recoloring or restyling that layout never fixes it, because the layout was wrong before a single color was chosen.
Before you write any colors, type scale, or components, **commit out loud to exactly one surface archetype.** This conditions generation on a high-level plan first, which collapses the entropy of what gets produced — the same reason a chain-of-thought step improves reasoning.
The seven surfaces:
1. **Monitor** — the user is watching state change (dashboards, status pages, observability). Density, glanceable hierarchy, no marketing framing.
2. **Operate** — the user is taking action on things (consoles, admin panels, queues, inboxes). Action affordances and selection state dominate.
3. **Compare** — the user is weighing options against each other (pricing, plans, spec tables, search results). Aligned columns, parity of structure, one differentiator emphasized.
4. **Configure** — the user is setting things up (settings, forms, wizards, onboarding). Progressive disclosure, clear save/validation states, low decoration.
5. **Decide / Learn** — the user is being convinced or taught (landing pages, docs, marketing). One idea lands per section; this is the ONLY surface where a hero is usually correct.
6. **Explore** — the user is browsing an open space (galleries, maps, search-and-filter, catalogs). Filters, result grids, and zoom/peek are the composition.
7. **Command / Inspect** — the user is driving by keyboard or drilling into one object (command bars, inspectors, detail panes, property editors). Speed and focus over breadth.
Rules:
- State the surface in one line before designing (e.g. "This is a **Monitor** surface, so density and glanceability beat a hero").
- A dashboard is a Monitor surface, not a Decide surface — do not give it a centered hero and three feature cards.
- If a screen genuinely spans two surfaces, name the **primary** one and treat the other as secondary; do not average them into mush.
- The hero-plus-three-cards composition is correct for **Decide/Learn only**. Reaching for it anywhere else is the #1 tell.
This one constraint eliminates more generic-looking UI than any aesthetic rule below.
## Workflow
1. **Understand the brief**
@ -195,7 +220,11 @@ When proceeding with assumptions, label only the important ones.
- Read supplied docs, screenshots, repo files, or design assets.
- Identify the visual vocabulary before writing code.
3. **Define the design system for this artifact**
3. **Commit to a surface** (see "Surface-First")
- Name the one surface archetype before any visual tokens.
- This conditions the composition; everything below inherits from it.
4. **Define the design system for this artifact**
- colors
- type
- spacing
@ -205,25 +234,26 @@ When proceeding with assumptions, label only the important ones.
- component treatment
- interaction rules
4. **Choose the right format**
5. **Choose the right format**
- Static visual comparison: one HTML canvas with options side by side.
- Interaction/flow: clickable prototype.
- Presentation: fixed-size HTML deck with slide navigation.
- Component exploration: component lab with variants.
- Motion: timeline or state-based animation.
5. **Build the artifact**
6. **Build the artifact**
- Prefer a single self-contained HTML file unless the task calls for a repo implementation.
- Preserve prior versions for major revisions.
- Avoid unnecessary dependencies.
6. **Verify**
7. **Verify**
- Confirm files exist.
- Run any available syntax/static checks.
- If browser tools are available, open the file and check console errors.
- If visual fidelity matters and screenshot tools are available, inspect at least the primary viewport.
- Run the slop self-audit (see "Slop Diagnostic") and repair only what it flags.
7. **Report briefly**
8. **Report briefly**
- exact file path
- what was created
- caveats
@ -421,6 +451,35 @@ Avoid common AI design sludge:
Minimal is not automatically good. Dense is not automatically cluttered. Choose intentionally.
## Slop Diagnostic: Score Before You Fix
AI design slop has a tiny, predictable failure distribution — designers asked to label AI UIs collapse the "this is AI" signal down to about ten tells. Before polishing or repairing an artifact, run this as an explicit self-audit and write a short report. **Diagnose first, treat second** — auditing and fixing in one breath fails, because the model's prior outweighs the instruction and it repeats the mistake (recolors when it needed re-layout, polishes type on a composition problem).
The ten tells (presence of each = one point of slop; lower is better):
1. **Tech gradient** — blue/violet/indigo glossy gradient on everything.
2. **Generic tech hue** — the default accent is indigo/violet (not chosen for the brand, just the model's favorite).
3. **Feature-tile grid** — icon + heading + sentence × 3, all equal weight, nothing prioritized.
4. **Accent rail** — a colored left strip on cards: decoration pretending to be organization.
5. **Unearned blur** — glassmorphism with no real depth/elevation system behind it.
6. **Monument stat** — oversized numbers filling space that should carry product story.
7. **Icon topper** — a rounded-square icon centered above every heading (Tailwind-template filler).
8. **Center stack** — everything centered because no real composition was committed to.
9. **Default type** — Inter (or system-ui) used by default rather than chosen.
10. **Wrong surface** — the composition doesn't match the surface (e.g. a hero on a Monitor surface). This is the root cause behind most of the others.
How to run it:
- Score the artifact out of 10 (10 = maximum slop). State the score and list which tells fired, in one short report.
- Treat the report as **context, not a to-do list** — it tells you *where* to spend repair effort, it does not dictate edits.
- Then repair, matched to the diagnosis:
- tells 3, 8, 10 → **re-layout / re-compose** (revisit the surface choice — do not recolor).
- tells 1, 2, 9 → **recolor / re-typeset** (palette and type are genuinely the problem here).
- tells 4, 5, 6, 7 → **remove the decoration**; replace it with real hierarchy (scale, weight, spacing).
- Re-score after repairing. Do not declare done while compositional tells (3, 8, 10) are still firing — those are causes, the rest are usually symptoms.
The point of separating diagnosis from treatment: let the audit complain first, then fix only what it complained about, in the register the complaint calls for.
## Typography
Use the existing type system if one exists.