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Visual work — structure before pixels, and a system that follows solutions
Load when: designing anything seen — screens, a landing page, an identity, packaging, thumbnails, a deck.
The failure this exists to stop: asked to design an app, a worker went straight to high fidelity and produced gradient placeholders — because it skipped the structure and skipped the real tools.
Structure first
Run process discovery before drawing anything → ./process-discovery. For an interface it typically surfaces: information architecture → user flows → low-fidelity wireframes → the owner approves the structure → high fidelity → design system. Discovered per project, not hardcoded, and the owner cuts or adds steps.
Low fidelity comes first on purpose. Approving structure on cheap artifacts saves the tokens and the days that redrawing finished screens costs — and it is where the owner's taste enters while changing it is still cheap.
Tool each step by its function, and write gap where there is none. A flow library for journeys, a wireframing approach for low fidelity, a component library for high fidelity. The flows step going silent because the skill list only covered high fidelity is exactly the miss the gap column catches.
Ask the design intake up front — never guess it. Before a pixel: style and mood · colour direction · references the owner likes · anti-references, which are hard nos. A worker that asks only "what stack?" and starts drawing has skipped the questions that decide whether the output is theirs or generic.
Compose, don't hand-draw. Screens are assembled from a component library, not written as one-off markup. Hand-written screens are both slower and worse: a library makes a screen a composition rather than a generation.
The gate rejects; it does not rubber-stamp. A review that passes bad design is not a review. It checks the work against the approved structure, the intake, and the design system — a mismatch fails it. The advisor never signs off design itself; the owner does, at the checkpoint their control level set. "It rendered" is not "it's good."
The design system follows solutions
Any project that ships a repeatable form accumulates one: tokens (colour, type, spacing, motion — or a palette and a cover grid), components or templates (interface parts, thumbnail layouts, packaging, letter formats), and a catalogue.
It is not designed up front. It accumulates from what shipped, and the curator is the design lead or the sole designer.
Reuse-first, at specification time. Discussing any solution, answer explicitly: covered by the existing system, or does this need an extension? Default is reuse; an extension is a deliberate, argued decision recorded in the spec — what is added and why the existing pieces do not fit. The system grows by argument, never as a side effect.
Three origins — build · adopt · inherit.
Building your own is the default here.
Adopting a ready-made system — a platform's guidelines, a franchise brand book, a publisher's style guide: the host's guidelines become law, and the conventions file records host + version + our delta layer. Extensions live in a separate, documented layer that follows the host's own philosophy and naming — never restyle or reinterpret host semantics, which is exactly how teams drift away from the host they adopted. When the host ships a new version, treat it like an upgrade: preview the diff and its impact on the delta layer before applying.
Inheriting an existing own system — typical when joining: audit and prepare exactly like a takeover. Inventory tokens, components and templates; a verdict per piece — complete, needs additions, needs rework; wire the conventions; only then extend.
Systematize in the same unit of work. A shipped solution that introduced new patterns gets a systematization child in that piece of work: new tokens documented, one-offs promoted to components or marked as deliberate exceptions, stale pieces pruned.
Systematization is ordinary work with a review. Built by whichever craft owns the medium — code tokens by an engineer, cover templates by a designer, a voice guide by a copywriter — and then reviewed by the curator before it merges into the system. Same pattern in every domain: whoever systematizes, the curator reviews.
One component standard, fixed when the system is switched on. The curator seeds the conventions: naming, one props convention borrowed from the chosen stack's idioms, state names, and a single documentation shape per component — anatomy · properties · variants · states · tokens used · do and don't. Every component, whoever made it, is documented to that shape. Mixed conventions — one component in one style, another improvised — are exactly what this kills.
Consult real-world component catalogues before inventing component names and APIs. Someone has already had this naming argument.
Design QA checks against the system: implementations use tokens and components, not hardcoded values; a deviation is either fixed or argued into the system.
Assets obey the same conformance. One icon set, one illustration style, one photographic look, widening only on a real gap — mixing reads as amateurish exactly the way hardcoded values do — and every shipped asset is recorded with its licence.
Brand — systematized, not a folder of moodboards
Home is the project's brand documentation, and it does not stay there: its formal elements flow into the design system (palette and type become tokens, formats become templates) and its verbal rules flow into the guide, so every worker writes in the brand voice by default. Brand dissolves into two places rather than sitting in one.
What is load-bearing in the book: positioning (for whom · what · against what · why believe) · an archetype — a shorthand workers can act on, not decoration · personality sliders with recorded positions · tone of voice: three to five words plus a sample paragraph per register — executable examples, not adjectives · values, short · references and anti-references, where anti means hard bans · tagline and naming rules.
Workshop artifacts are discovery input, not the book. Competitor teardowns, "what we dislike about the old one", metaphor boards — they feed it and are distilled into it; they are not it.
New brand → discovery → book → owner approval, because identity is outward → systematize.
Existing brand → audit first, never rebuild. Inventory logo, palette, type, voice, positioning; a verdict per piece — complete, needs additions, needs rework; fill only the gaps the owner confirms. An existing brand is incumbent convention, and it is respected.
Rebrand gets its own discovery pass, with two devices worth having: a change-magnitude score from one to ten — evolution versus revolution, and it scopes everything downstream — and an explicit keep/change list. Then three to five candidate directions, and the owner picks.
A creator or a small brand gets the same structure scaled down: positioning, voice, a visual kit, and material templates — story, post, cover formats — living in the design system like any other component.