immersive
bergside/awesome-design-skills
Immersive, interactive exhibit-style interface with storytelling, animation, and gamified elements on a unified brand canvas.
What is immersive?
A design-system skill for creating immersive, interactive interfaces that blend storytelling, animation, and gamified elements. Use this when building experience-driven journeys with high-contrast visual hierarchy, crisp white cards, bold typography, and playful interactions on a continuous deep-green canvas.
- Define brand-color continuity across a single unified canvas (deep green) without section-background alternation
- Specify component anatomy, states, and interaction behavior for cards, buttons, and decorative geometric layers
- Establish typography scale (Oswald display font) and spacing rhythm (4/8/12/16/24/32) with semantic tokens
- Provide WCAG 2.2 AA accessibility requirements including keyboard-first interactions and visible focus states
- Generate implementation-ready guidance for engineers and designers with concrete defaults and trade-off explanations
- Include QA checklists and anti-patterns to enforce consistency across code review
How to install immersive
npx skills add https://github.com/bergside/awesome-design-skills --skill immersiveHow to use immersive
- 1.Install the skill via npx skills add https://github.com/bergside/awesome-design-skills --skill immersive
- 2.Review the brand foundations: deep-green canvas, white cards with black borders, Oswald typography, and geometric accent layers (cobalt blue, hot pink)
- 3.Define your design tokens (primary=#00592B, secondary=#0023D1, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#FFFFFF, text=#111827)
- 4.Author component-level rules following the workflow: restate intent, define tokens, specify anatomy/states/variants, add accessibility criteria, document content standards, flag anti-patterns, and create a QA checklist
- 5.Apply the rules to your components: buttons (skewed white blocks with growing shadows on hover), cards (crisp white with thick black borders), and decorative blocks (layered behind for depth)
- 6.Test keyboard navigation, focus states, and WCAG 2.2 AA contrast compliance before code review
Use cases
- Building a portfolio or case-study exhibit with interactive storytelling and animated card reveals
- Creating a gamified onboarding or product-tour experience with skewed buttons and layered depth effects
- Designing a brand-cohesive digital gallery or museum-style interface with high-contrast white-on-green aesthetics
- Establishing design-system guidelines for a team implementing exhibit-style UI across multiple pages or features
- Documenting component rules, states, and accessibility criteria for consistent implementation across a codebase
- Design-system authors and guideline writers
- Frontend engineers implementing immersive, interactive interfaces
- Product designers building experience-driven journeys with high visual impact
- Teams standardizing component behavior, accessibility, and responsive design
- Cursor and Claude Code users extending design-system capabilities
immersive FAQ
A high-contrast, exhibit-style interface on a unified deep-green canvas featuring crisp white cards with thick black borders, oversized Oswald typography, skewed buttons with hard shadows, and layered geometric blocks in cobalt blue and hot pink for depth—all without breaking the brand-color continuity.
Buttons are skewed white blocks with hard black shadows that grow on hover, resembling posters or arcade signs reacting to player interaction. They must maintain visible focus states for keyboard navigation and follow the spacing scale (4/8/12/16/24/32).
WCAG 2.2 AA compliance is required, including keyboard-first interactions, visible focus states, and sufficient color contrast. Every accessibility statement must be testable in implementation, and accessibility takes priority over aesthetic novelty.
Always prefer semantic tokens (e.g., primary=#00592B, surface=#FFFFFF) over raw hex values. This ensures consistency, simplifies maintenance, and makes design-system updates propagate across all components.
Verify component states (default, hover, focus-visible, active, disabled, loading, error), keyboard and pointer interactions, spacing and typography token usage, responsive behavior, edge cases (long labels, overflow), and WCAG 2.2 AA contrast compliance.
Full instructions (SKILL.md)
Source of truth, from bergside/awesome-design-skills.
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 continuous brand-colored canvas (deep green)" metadata: author: typeui.sh
<!-- 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
- 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.
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