perspective
bergside/awesome-design-skills
Spatial depth design system with isometric views and vanishing points for 3D-like visual hierarchy.
What is perspective?
A design-system skill for creating spatial depth through isometric views, vanishing points, and layered elements. Use it when you need to guide user attention with 3D-like realism while maintaining modern, clean aesthetics and WCAG 2.2 AA accessibility.
- Define perspective-based visual hierarchy using isometric and vanishing-point techniques
- Establish typography scale (12/14/16/20/24/32) with Poppins, Oswald, and JetBrains Mono fonts
- Specify semantic color tokens (primary #00BD7D, success #16A34A, warning #D97706, danger #DC2626) with high-contrast rules
- Create spacing rhythm using 4/8/12/16/24/32 scale for consistent layering
- Document component anatomy, states, and interaction behavior with accessibility-first rules
- Generate QA checklists and anti-patterns to enforce system consistency
How to install perspective
npx skills add https://github.com/bergside/awesome-design-skills --skill perspectiveHow to use perspective
- 1.Review the style foundations: typography scale, color palette, and spacing rules
- 2.Define design tokens and semantic constraints for your components
- 3.Document component anatomy, required states (default, hover, focus-visible, active, disabled, loading, error)
- 4.Specify keyboard, pointer, and touch interaction behavior
- 5.Write accessibility acceptance criteria and testable requirements
- 6.Create anti-patterns and migration guidance for existing inconsistent UI
- 7.Execute the QA checklist during code review to enforce consistency
Use cases
- Building a design system for a product that needs spatial depth and modern aesthetics
- Creating component guidelines for engineers and designers implementing isometric UI patterns
- Establishing accessibility standards (WCAG 2.2 AA) across perspective-based interfaces
- Documenting typography, color, and spacing tokens for a cohesive design language
- Defining interaction states (hover, focus, active, disabled, loading, error) for perspective components
- Design system authors and maintainers
- Product designers working with spatial depth and isometric views
- Frontend engineers implementing design-system components
- Teams needing WCAG 2.2 AA accessibility guidance
- Organizations standardizing modern, high-contrast visual styles
perspective FAQ
Perspective Design uses isometric views, vanishing points, and layered elements to create spatial depth and 3D-like realism while maintaining modern, clean, high-contrast aesthetics.
This skill enforces WCAG 2.2 AA compliance with keyboard-first interactions, visible focus states, and no low-contrast text.
Typography: Poppins (primary), Oswald (display), JetBrains Mono (mono) at weights 100–900. Colors: primary #00BD7D, success #16A34A, warning #D97706, danger #DC2626, surface #FFFFFF, text #111827.
Follow the workflow: restate design intent, define tokens, specify component anatomy and states, include accessibility criteria, add content standards, document anti-patterns, and provide a QA checklist.
Document default, hover, focus-visible, active, disabled, loading, and error states, plus keyboard, pointer, and touch behavior for each component.
Full instructions (SKILL.md)
Source of truth, from bergside/awesome-design-skills.
name: perspective description: Spatial depth design with isometric views, vanishing points, and layered elements that guide attention through 3D-like realism. license: MIT metadata: author: typeui.sh
<!-- TYPEUI_SH_MANAGED_START -->Perspective Design Design System Skill (Universal)
Mission
You are an expert design-system guideline author for Perspective Design. Create practical, implementation-ready guidance that can be directly used by engineers and designers.
Brand
This style moves beyond flat design by employing techniques like isometric views, vanishing points, and layered elements to guide the user's attention and create a sense of realism or "spatial" depth.
Style Foundations
- Visual style: modern, clean, high-contrast
- Typography scale: 12/14/16/20/24/32 | Fonts: primary=Poppins, display=Oswald, mono=JetBrains Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900
- Color palette: primary, neutral, success, warning, danger | Tokens: primary=#00BD7D, secondary=#00BD7D, 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.
Related skills
More from bergside/awesome-design-skills and the wider catalog.

premium
Apple-inspired premium design system with precise spacing, modern typography, and refined visual language.

professional
Modern, accessible design system for professional business applications with structured layouts and trustworthy visual identity.

refined
Modern minimal design system with elegant serif typography and sophisticated color palettes.

retro
Vintage-inspired design system with high-contrast retro aesthetics and nostalgic visual elements.

riso
A playful two-color risograph design system with fluorescent pink interactions and deep blue headings on warm off-white.

sega
Arcade-inspired design system with pixel typography, chunky buttons, and retro cabinet aesthetics for games.