Skills / Create
/shape
Think before you build. Produce a design brief through discovery, not guesswork.
When to use it
/shape is where a feature starts. Before anyone writes code, before anyone argues about the hero treatment, before anyone picks a font. Use it to force a discovery conversation about purpose, users, content, and constraints, then capture the answers as a design brief the implementation skills can lean on.
Reach for it whenever a feature is about to start, a ticket is vague, or you catch yourself writing JSX to figure out what the product should be.
How it works
Most AI-generated UIs fail not because of bad code, but because of skipped thinking. The model jumps to "here is a card grid" without asking "what is the user trying to accomplish". /shape inverts that order.
The skill runs a structured discovery interview in conversation. It will not write code during this phase. The questions cover:
- Purpose and context: what the feature is for, who uses it, what state of mind they are in
- Content and data: what is displayed, realistic ranges, edge cases, what is dynamic
- Design goals: the single most important thing, the intended feeling, reference examples
- Constraints: technical, content, accessibility, localization
You answer naturally. The skill asks follow-ups, not a form. At the end it produces a design brief: a structured artifact you can hand to /impeccable craft, /impeccable, or any other implementation skill.
Try it
/shape a daily digest email preferences pageExpect a 5 to 10 question conversation. The skill asks things like "who is the person opening this, and are they already committed or still curious" and "what happens when the user has unsubscribed from everything, do we hide the feature or show something". You answer, and a brief materializes.
Then:
/impeccable craft using the brief aboveThe craft run will reference the brief at every decision. You should feel the difference compared to building without it.
Pitfalls
- Skipping it because it feels slow. The interview is maybe 5 minutes. The rewrites you avoid are measured in hours.
- Treating the brief as a spec. It is a compass, not a checklist. It captures intent, not UI.
- Answering with "standard" or "normal". Specificity is the whole point. If a user is "rushed, on mobile, between meetings", say so. That changes everything downstream.
MANDATORY PREPARATION
Invoke {{command_prefix}}impeccable, which contains design principles, anti-patterns, and the Context Gathering Protocol. Follow the protocol before proceeding. If no design context exists yet, you MUST run {{command_prefix}}impeccable teach first.
Shape the UX and UI for a feature before any code is written. This skill produces a design brief: a structured artifact that guides implementation through discovery, not guesswork.
Scope: Design planning only. This skill does NOT write code. It produces the thinking that makes code good.
Output: A design brief that can be handed off to {{command_prefix}}impeccable craft, {{command_prefix}}impeccable, or any other implementation skill.
Philosophy
Most AI-generated UIs fail not because of bad code, but because of skipped thinking. They jump to "here's a card grid" without asking "what is the user trying to accomplish?" This skill inverts that: understand deeply first, so implementation is precise.
Phase 1: Discovery Interview
Do NOT write any code or make any design decisions during this phase. Your only job is to understand the feature deeply enough to make excellent design decisions later.
Ask these questions in conversation, adapting based on answers. Don't dump them all at once; have a natural dialogue. {{ask_instruction}}
Purpose & Context
- What is this feature for? What problem does it solve?
- Who specifically will use it? (Not "users"; be specific: role, context, frequency)
- What does success look like? How will you know this feature is working?
- What's the user's state of mind when they reach this feature? (Rushed? Exploring? Anxious? Focused?)
Content & Data
- What content or data does this feature display or collect?
- What are the realistic ranges? (Minimum, typical, maximum, e.g., 0 items, 5 items, 500 items)
- What are the edge cases? (Empty state, error state, first-time use, power user)
- Is any content dynamic? What changes and how often?
Design Goals
- What's the single most important thing a user should do or understand here?
- What should this feel like? (Fast/efficient? Calm/trustworthy? Fun/playful? Premium/refined?)
- Are there existing patterns in the product this should be consistent with?
- Are there specific examples (inside or outside the product) that capture what you're going for?
Constraints
- Are there technical constraints? (Framework, performance budget, browser support)
- Are there content constraints? (Localization, dynamic text length, user-generated content)
- Mobile/responsive requirements?
- Accessibility requirements beyond WCAG AA?
Anti-Goals
- What should this NOT be? What would be a wrong direction?
- What's the biggest risk of getting this wrong?
Phase 2: Design Brief
After the interview, synthesize everything into a structured design brief. Present it to the user for confirmation before considering this skill complete.
Brief Structure
1. Feature Summary (2-3 sentences) What this is, who it's for, what it needs to accomplish.
2. Primary User Action The single most important thing a user should do or understand here.
3. Design Direction
How this should feel. What aesthetic approach fits. Reference the project's design context from .impeccable.md and explain how this feature should express it.
4. Layout Strategy High-level spatial approach: what gets emphasis, what's secondary, how information flows. Describe the visual hierarchy and rhythm, not specific CSS.
5. Key States List every state the feature needs: default, empty, loading, error, success, edge cases. For each, note what the user needs to see and feel.
6. Interaction Model How users interact with this feature. What happens on click, hover, scroll? What feedback do they get? What's the flow from entry to completion?
7. Content Requirements What copy, labels, empty state messages, error messages, and microcopy are needed. Note any dynamic content and its realistic ranges.
8. Recommended References Based on the brief, list which impeccable reference files would be most valuable during implementation (e.g., spatial-design.md for complex layouts, motion-design.md for animated features, interaction-design.md for form-heavy features).
9. Open Questions Anything unresolved that the implementer should resolve during build.
{{ask_instruction}} Get explicit confirmation of the brief before finishing. If the user disagrees with any part, revisit the relevant discovery questions.
Once confirmed, the brief is complete. The user can now hand it to {{command_prefix}}impeccable craft to build the feature, or use it to guide any other implementation approach.