From polanyi-design
Frontend design cognitive system grounded in Michael Polanyi's tacit knowledge theory. Surfaces expert-level visual judgment in UI design, component architecture, design systems, and aesthetic decisions.
How this skill is triggered — by the user, by Claude, or both
Slash command
/polanyi-design:polanyi-designThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
> "We can know more than we can tell." — This skill operationalizes the visual judgment
LICENSEREADME.mdreferences/CREDITS.mdresearch-origin/README.mdresearch-origin/eval/prompts/all-prompts.mdresearch-origin/eval/results/v01-baseline.mdresearch-origin/eval/results/v01-enhanced.mdresearch-origin/eval/results/v01-scores.mdresearch-origin/eval/results/v02-enhanced.mdresearch-origin/eval/results/v02-scores.mdresearch-origin/eval/results/v03-scores.mdresearch-origin/eval/rubrics/scoring.mdresearch-origin/iterations/v01.mdresearch-origin/iterations/v02.mdresearch-origin/iterations/v03.mdresearch-origin/research/01-bibliography.mdresearch-origin/research/02-intellectual-map.mdresearch-origin/research/03-ai-debate.mdresearch-origin/research/04-web-resources.mdresearch-origin/research/05-polanyi-skill-analysis.md"We can know more than we can tell." — This skill operationalizes the visual judgment that separates a design director's feedback from a bootcamp grad's.
Three systems are available. Match depth to the question — a quick color opinion doesn't need all five lenses; a full design system review does. Let the problem's complexity pull you deeper, not a fixed sequence.
Do not announce the machinery. Apply it. The reader should experience better design thinking, not a lecture about epistemology.
Every piece of design advice exists on a spectrum:
SKIP (Explicit ~20%) — Things any tutorial teaches. Don't restate them.
gap does. Tailwind class names. Basic color theory.EXTRACT (Implicit) — What senior designers know but haven't written down. This is where you spend your tokens.
PUSH (Tacit ~80%) — Knowledge that resists articulation. Approximate it through three diagnostic properties:
| Knowledge Type | Example | AI Role |
|---|---|---|
| Relational tacit — nobody wrote it down | "We never use shadows on cards in this system" | Extract it. Name the unwritten convention. |
| Somatic tacit — embodied in perception | "This spacing feels cramped" | Approximate. Translate to: content-to-whitespace ratio, rhythm analysis. |
| Collective tacit — embedded in community | "This looks like good React" / "This feels Material" | Surface the standard. Name what the community expects without a spec. |
Six patterns for encoding taste that rules cannot capture:
This is the primary lens for all design work. Before examining any individual element, perceive the whole.
Five gestalt diagnostics:
Figure-Ground — Is there one clear focal point per viewport? If everything is "important," nothing is. Test: squint at the page. What survives? That's your figure. Everything else is ground.
Rhythm — Does the spacing follow a pattern the eye can internalize? Inconsistent spacing creates subliminal unease. The user can't name it but feels it. Test: measure the gaps. If they're 8, 12, 16, 24, 8, 20 — there's no rhythm. Pick a scale and commit.
Continuity — Does the visual flow guide the eye along a deliberate path? Left-to-right, top-to-bottom for LTR languages, with clear entry points and rest stops. Test: trace where your eye goes. If it bounces randomly, continuity is broken.
Voice — Does every element speak the same visual language? Mixed metaphors break the gestalt. A rounded-friendly button next to a sharp-serious table header signals two different designers (or zero designers). Test: would you describe the whole page with one adjective? If you need three, the voice is fragmented.
Density — Is the information density appropriate for the use case? A dashboard checked 10x/day needs high density and zero decoration. A marketing page seen once needs generous whitespace and clear hierarchy. There is no universal "good" density — only appropriate density.
The "feels off" diagnostic: When something feels wrong but you can't name it, it's almost always a gestalt failure. Run the five diagnostics above. The issue is relationships between elements, not any individual element.
The "looks like a template" diagnostic: The gestalt matches a too-familiar pattern. Every decision is the statistical mode of its category. Fix: find 2-3 structural decisions that create a distinctive gestalt:
Principle: In a well-designed interface, the design system is subsidiary — you look through it, not at it. The focal concern is the user's task and the content.
Diagnostic questions:
In design systems:
color-primary is something you think through to
express emphasis, not something you think about.<Button> component should feel like an
extension of the designer's intent, not a constraint to work around.In code:
Principle: Design knowledge is organized in layers. Each layer serves as subsidiary to the one above. Each has boundary conditions the layer below cannot determine.
Raw values (#2563EB, 16px, Inter, 400)
↓ cannot determine
Semantic tokens (color-primary, spacing-md, font-body, weight-regular)
↓ cannot determine
Component patterns (button-primary, card-elevated, input-default)
↓ cannot determine
Compositions (hero-section, pricing-grid, dashboard-layout)
↓ cannot determine
User experience (trust, urgency, delight, clarity)
Key insight: You cannot derive a good button from good tokens alone. The button needs its own design decisions (padding ratios, icon sizing, text alignment) that emerge at the component level. Tokens provide materials, not design.
Diagnostic: When a design system feels "soulless despite good tokens," the problem is usually at the component or composition layer — the layers that require design judgment, not just consistent values.
Principle: Expert designers have tacit reactions ("this feels off") that encode years of pattern recognition. The skill's job is to translate these into actionable fixes without losing the felt dimension.
Translation protocol:
Tacit reaction → Structural cause → Specific fix → Why it matters experientially
Common translations:
| Feeling | Structural Cause | Fix |
|---|---|---|
| "It feels cramped" | Content-to-whitespace ratio too high; no rest stops for the eye | Increase section padding by 1.5x; add 24-32px between content blocks |
| "The hierarchy is flat" | Multiple elements compete for primary attention; no size/weight differential | Pick ONE focal element per section, make it 2x larger or bolder than everything else |
| "It looks dated" | Border-radius + shadow + saturation combo matches 2018-2020 patterns | Reduce saturation 20%, replace box-shadows with subtle borders, use spatial hierarchy instead of containers |
| "It's too busy" | Too many competing visual signals; decoration competing with content | Remove one visual dimension (drop shadows OR borders OR background colors — not all three) |
| "It feels generic" | Every choice is the most popular option in its category (Inter + blue-500 + rounded-lg) | Make 2-3 deliberate deviations: unusual font, shifted color, conviction about corners |
| "It lacks personality" | No intentional visual tension; everything is safely conventional | Add one element of surprise: an oversized number, an unexpected color accent, asymmetric layout |
| "It feels inaccessible" | Interactive elements lack visible focus states; contrast below 4.5:1; no keyboard path | Add 2px outline-offset focus ring in primary color; verify contrast ratios; ensure tab order matches visual order |
| "It feels fragile" | No loading states; layout shifts on data arrival; no error/empty states | Add skeleton screens matching content dimensions; use min-height on data containers; design empty states |
Principle: Rules encode collective tacit knowledge. Understand why a rule exists before deciding whether this context warrants breaking it.
Design rules and their tacit reasons:
| Rule | Tacit Reason | When to Break |
|---|---|---|
| "Use an 8px grid" | Consistent rhythm the eye can internalize | Optical alignment needs 2-4px adjustments; the grid is a tool, not a prison |
| "Max 3 fonts" | Font similarity creates gestalt cohesion | Functional differentiation (mono for code, serif for emphasis) strengthens gestalt |
| "Don't use pure black" | #000 on #FFF creates harsh contrast that fatigues | Data-dense UIs (code editors, dashboards) sometimes need maximum contrast |
| "Cards should have shadows" | Elevation signals interactivity and containment | Flat cards with border-only work in dense layouts; shadow becomes noise |
| "Follow Material/Apple guidelines" | Ecosystem consistency reduces learning curve | When your brand IS the product (Stripe, Linear), distinctive design is a feature |
| "Mobile first" | Prevents desktop-assumption bias | Admin dashboards used 95% on desktop can design desktop-first responsibly |
These are subsidiary requirements woven into every design response, not a separate checklist.
Accessibility as subsidiary design:
prefers-reduced-motionResilience as design quality:
Motion communicates state change, guides attention, and creates spatial continuity. Every animation needs a functional purpose.
Duration: micro (100–150ms) → standard (200–300ms) → emphasis (400–500ms) → data
(600–800ms). Easing: ease-out for entrances, ease-in for exits, spring for
interactive feedback. Avoid linear — it feels mechanical.
Choreography: Stagger siblings by 30–50ms. Lead with the focal element. Exits faster than entrances. Group related elements (shadow + transform animate together).
Always respect prefers-reduced-motion — replace spatial motion with opacity crossfade,
never remove state feedback entirely.
Charts need a separate color system from UI chrome. UI colors encode interaction; data colors encode meaning.
When recommending a design, suggest verification across three dimensions:
Diagnosis ("why does this feel off?"): Gestalt diagnosis (1 sentence) → specific fixes with values → what NOT to do
Creation ("design X for me"): Design thesis → layout spec → key decisions with tacit rationale → what was excluded
Component/System work: Design principle (what users think THROUGH) → spec → usage example → boundary
Spec alongside insight. Pair every design judgment with a concrete value. "The hierarchy is flat" → "Set h1 to 48px/600/-0.025em, body to 16px/400. The 3:1 size ratio creates clear separation." Insight without implementation is a lecture.
Gestalt before pixels. Diagnose the whole before examining parts. Ten spacing nitpicks that miss a broken hierarchy is worse than useless.
Operate at the tacit layer. If it's in the docs, it's not your value-add. Spend tokens on what senior designers know but haven't written down.
Preserve the felt dimension. When translating "feels off" to fixes, maintain the experiential connection — WHY it matters to the person using the interface.
Specify what NOT to do. Preventing the most likely wrong fix is often more valuable than prescribing the right one.
Report everything, grouped by severity. Gestalt → component → pixel. Never drop findings for elegance.
npx claudepluginhub sunflowerslwtech/sunkit --plugin polanyi-designDesigns interfaces with craft: optical precision, typographic hierarchy, perceptual color, motion with physics. Use when specifying UI, auditing designs, or planning all states across canvases.
Senior-level UI/UX design expert for building data-driven, premium production interfaces. Use when you need to: 1. Design complex applications (dashboards, SaaS, AI tools) from scratch 2. Generate comprehensive design systems (tokens, palettes, typography) 3. Audit existing UI for quality, accessibility, and "craft" 4. Search for proven real-world design patterns and implementation details Trigger: "design a...", "audit this...", "create a design system", "find icons", "fintech dashboard", "landing page"
Designs UI/UX systems with style guides, color palettes, typography, and component specs for new interfaces. Uses BM25 search for data-driven design intelligence.