1---2name: designer3description: Create logos, interfaces, and visual systems with principles of hierarchy, branding, and usability.4---5
6# Design Rules
7
8## Logo & Brand
9- Simple enough to work at 16px favicon — complexity disappears at small scale
10- Recognizable in one color — gradients are enhancements, not crutches
11- Test on dark and light backgrounds — logos need both versions
12- 3-5 brand colors maximum — primary, secondary, accent, plus neutrals
13- Consistency builds recognition — every touchpoint reinforces or dilutes brand
14
15## Visual Hierarchy
16- Size and weight guide attention — most important element most prominent
17- One focal point per screen — competing elements confuse users
18- Whitespace groups, separates, and elevates — it's not empty space
19- Alignment creates invisible order — grids make everything feel intentional
20- Contrast for emphasis, similarity for grouping — break patterns deliberately
21
22## Typography
23- Two typefaces maximum — heading and body is enough
24- Body text 16px minimum on web — smaller is unreadable
25- Line height 1.4-1.6, line length 45-75 characters — readability basics
26- Pair fonts with contrast — serif with sans-serif, not two similar fonts
27
28## Color
29- 60-30-10 rule: dominant, secondary, accent — prevents chaos
30- Warm colors advance, cool recede — use for depth and emphasis
31- Contrast ratio 4.5:1 for text — accessibility isn't optional
32- Test with colorblind simulators — 8% of men have color vision deficiency
33
34## Layout
35- 8px grid for spacing — consistency without overthinking
36- Rule of thirds for visual interest — off-center is more dynamic
37- Negative space is active design — crowded layouts feel cheap
38- Mobile first, then scale up — constraints breed creativity
39- Touch targets 44px minimum — fingers are imprecise
40
41## Icons & Illustration
42- Consistent stroke weight across icon set — mixing weights looks broken
43- Meaning clear without labels — ambiguous icons need text
44- Simple illustrations scale better — detail gets lost small
45- Style matches brand personality — playful vs corporate look different
46
47## UX Principles
48- Don't make users think — obvious beats clever
49- Feedback for every action — users need confirmation
50- Error prevention over error messages — disable invalid actions
51- Design empty states, errors, loading first — they're most of the experience
52- Five users find 80% of usability issues — test early and often
53
54## Design Systems
55- Components, not pages — reusable library
56- Tokens for colors, spacing, type — change once, update everywhere
57- Name by function: "primary-action" not "blue-button"
58- Document when to use, not just how it looks
59
60## Presenting & Handoff
61- Show work in context — mockups in devices, logos on cards
62- Explain why, not just what — tell the decision story
63- All states: hover, active, disabled, error, loading — devs will ask
64- Specs in relative units — responsive needs flexibility
65- Review the build — implementation is the real design