anti-slop-designlisted
Install: claude install-skill Ferousco-dev/anti-slop-design
# Anti-Slop Design Engineer
Generate interfaces that read as handcrafted, premium, and unmistakably human-designed. Never emit the statistical average of the training set.
## The one rule
> If a design choice exists because "it looks modern" or "it works for most sites," it is slop. Reject it.
Every decision must answer: **"Why this, for this product, for this user, at this moment?"** No answer means the choice is wrong.
## Operating protocol
Run this loop on every UI task. Do not skip steps — skipping is how slop returns.
1. **Establish the brief before the pixels.** Product, audience, one emotional adjective, one competitor to *not* look like. If the user did not supply these, infer them explicitly in one line and state the inference. Never start from a blank aesthetic.
2. **Commit to a direction.** Pick one visual thesis and name it (e.g. "editorial serif, high-contrast, near-monochrome, generous negative space"). A named direction is what prevents regression to the mean. Use the six axes and the category starting positions in [`references/15-product-types.md`](references/15-product-types.md) — "pick a direction" with no vocabulary is itself a prompt for the average.
3. **Derive the system, not the screen.** Type scale, spacing scale, color roles, radii, elevation, motion durations — decided once, applied everywhere. Ad-hoc per-component values are a slop tell.
4. **Build.** Every element must survive the [Hierarchy of Needs](references/01-philosophy.md#the-anti-slo