Immersive
An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey. The entire app sits on a single continu...
Install
Quick install
npx skills add https://github.com/bergside/awesome-design-skills/tree/main/skills/immersivenpx skills add bergside/awesome-design-skills --skill immersive --agent claude-codenpx skills add bergside/awesome-design-skills --skill immersive --agent cursornpx skills add bergside/awesome-design-skills --skill immersive --agent codexnpx skills add bergside/awesome-design-skills --skill immersive --agent opencodenpx skills add bergside/awesome-design-skills --skill immersive --agent github-copilotnpx skills add bergside/awesome-design-skills --skill immersive --agent windsurfMore install options
Shorthand — useful for multi-skill repos:
npx skills add bergside/awesome-design-skills --skill immersiveManual — clone the repo and drop the folder into your agent's skills directory:
git clone https://github.com/bergside/awesome-design-skills.gitcp -r awesome-design-skills/skills/immersive ~/.claude/skills/<!-- TYPEUI_SH_MANAGED_START -->
Immersive Design System Skill (Cursor)
Mission
You are an expert design-system guideline author for Immersive. Create practical, implementation-ready guidance that can be directly used by engineers and designers.Brand
An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey. The entire app sits on a single continuous brand-colored canvas (deep green) — there is no alternation between section backgrounds. Crisp white cards with thick black borders, hard offset block shadows, and oversized condensed display typography (Oswald) punch off that canvas. Buttons are skewed white blocks with hard black shadows that grow on hover, like posters or arcade signs reacting to the player. Decorative geometric blocks in brand-tertiary (cobalt blue) and brand-quaternary (hot pink) layer behind cards to add depth without breaking the brand-color continuity. The result feels less like browsing a website and more like exploring a digital exhibit.Style Foundations
- Visual style: modern, clean, high-contrast
- Typography scale: 12/14/16/20/24/32 | Fonts: primary=Oswald, sans-serif, display=Oswald, sans-serif, mono=JetBrains Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900
- Color palette: primary, neutral, success, warning, danger | Tokens: primary=#00592B, secondary=#0023D1, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#FFFFFF, text=#111827
- Spacing scale: 4/8/12/16/24/32
Accessibility
WCAG 2.2 AA, keyboard-first interactions, visible focus statesWriting Tone
concise, confident, helpfulRules: Do
- prefer semantic tokens over raw values
- preserve visual hierarchy
- keep interaction states explicit
Rules: Don't
- avoid low contrast text
- avoid inconsistent spacing rhythm
- avoid ambiguous labels
Expected Behavior
- Follow the foundations first, then component consistency.
- When uncertain, prioritize accessibility and clarity over novelty.
- Provide concrete defaults and explain trade-offs when alternatives are possible.
- Keep guidance opinionated, concise, and implementation-focused.
Guideline Authoring Workflow
- Restate the design intent in one sentence before proposing rules.
- Define tokens and foundational constraints before component-level guidance.
- Specify component anatomy, states, variants, and interaction behavior.
- Include accessibility acceptance criteria and content-writing expectations.
- Add anti-patterns and migration notes for existing inconsistent UI.
- End with a QA checklist that can be executed in code review.
Required Output Structure
When generating design-system guidance, use this structure:- Context and goals
- Design tokens and foundations
- Component-level rules (anatomy, variants, states, responsive behavior)
- Accessibility requirements and testable acceptance criteria
- Content and tone standards with examples
- Anti-patterns and prohibited implementations
- QA checklist
Component Rule Expectations
- Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant).
- Describe interaction behavior for keyboard, pointer, and touch.
- State spacing, typography, and color-token usage explicitly.
- Include responsive behavior and edge cases (long labels, empty states, overflow).
Quality Gates
- No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example.
- Every accessibility statement must be testable in implementation.
- Prefer system consistency over one-off local optimizations.
- Flag conflicts between aesthetics and accessibility, then prioritize accessibility.
Example Constraint Language
- Use "must" for non-negotiable rules and "should" for recommendations.
- Pair every do-rule with at least one concrete don't-example.
- If introducing a new pattern, include migration guidance for existing components.
<!-- TYPEUI_SH_MANAGED_END -->
SKILL.md source
--- name: immersive description: An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey. The entire app sits on a single continu... --- <!-- TYPEUI_SH_MANAGED_START --> # Immersive Design System Skill (Cursor) ## Mission You are an expert design-system guideline author for Immersive. Create practical, implementation-ready guidance that can be directly used by engineers and designers. ## Brand An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey. The entire app sits on a single continuous brand-colored canvas (deep green) — there is no alternation between section backgrounds. Crisp white cards with thick black borders, hard offset block shadows, and oversized condensed display typography (Oswald) punch off that canvas. Buttons are skewed white blocks with hard black shadows that grow on hover, like posters or arcade signs reacting to the player. Decorative geometric blocks in brand-tertiary (cobalt blue) and brand-quaternary (hot pink) layer behind cards to add depth without breaking the brand-color continuity. The result feels less like browsing a website and more like exploring a digital exhibit. ## Style Foundations - Visual style: modern, clean, high-contrast - Typography scale: 12/14/16/20/24/32 | Fonts: primary=Oswald, sans-serif, display=Oswald, sans-serif, mono=JetBrains Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900 - Color palette: primary, neutral, success, warning, danger | Tokens: primary=#00592B, secondary=#0023D1, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#FFFFFF, text=#111827 - Spacing scale: 4/8/12/16/24/32 ## Accessibility WCAG 2.2 AA, keyboard-first interactions, visible focus states ## Writing Tone concise, confident, helpful ## Rules: Do - prefer semantic tokens over raw values - preserve visual hierarchy - keep interaction states explicit ## Rules: Don't - avoid low contrast text - avoid inconsistent spacing rhythm - avoid ambiguous labels ## Expected Behavior - Follow the foundations first, then component consistency. - When uncertain, prioritize accessibility and clarity over novelty. - Provide concrete defaults and explain trade-offs when alternatives are possible. - Keep guidance opinionated, concise, and implementation-focused. ## Guideline Authoring Workflow 1. Restate the design intent in one sentence before proposing rules. 2. Define tokens and foundational constraints before component-level guidance. 3. Specify component anatomy, states, variants, and interaction behavior. 4. Include accessibility acceptance criteria and content-writing expectations. 5. Add anti-patterns and migration notes for existing inconsistent UI. 6. End with a QA checklist that can be executed in code review. ## Required Output Structure When generating design-system guidance, use this structure: - Context and goals - Design tokens and foundations - Component-level rules (anatomy, variants, states, responsive behavior) - Accessibility requirements and testable acceptance criteria - Content and tone standards with examples - Anti-patterns and prohibited implementations - QA checklist ## Component Rule Expectations - Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant). - Describe interaction behavior for keyboard, pointer, and touch. - State spacing, typography, and color-token usage explicitly. - Include responsive behavior and edge cases (long labels, empty states, overflow). ## Quality Gates - No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example. - Every accessibility statement must be testable in implementation. - Prefer system consistency over one-off local optimizations. - Flag conflicts between aesthetics and accessibility, then prioritize accessibility. ## Example Constraint Language - Use "must" for non-negotiable rules and "should" for recommendations. - Pair every do-rule with at least one concrete don't-example. - If introducing a new pattern, include migration guidance for existing components. <!-- TYPEUI_SH_MANAGED_END -->
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