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Design et création · SKILL.md

perception-router

perception-router

Use this skill whenever a design task involves visual perception, layout, hierarchy, grouping, scanning order, attention, color organization, or composition — regardless of framework, design system, or platform. Trigger when the user is laying out a screen, page, slide, poster, dashboard, mobile view, or print piece; choosing what to emphasize; deciding how…

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Documentation de la Skill

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name: perception-router description: 'Use this skill whenever a design task involves visual perception, layout, hierarchy, grouping, scanning order, attention, color organization, or composition — regardless of framework, design system, or platform. Trigger when the user is laying out a screen, page, slide, poster, dashboard, mobile view, or print piece; choosing what to emphasize; deciding how things should group; picking type sizes, spacing, or color roles; reviewing why something "looks busy" or "feels empty"; or asking "where should the eye land first." Routes the model to the right perception principle in this plugin and surfaces the most-decisive ones for the surface in question. Framework-agnostic: applies to web, mobile, print, physical product, slide design, and information graphics alike.'

Perception & hierarchy — router

This plugin holds the principles that govern how the eye organizes a composition: what gets seen first, what groups with what, what reads as noise, what reads as quality. They are framework-agnostic; the same principle applies to a shadcn/ui card, a Material chip, a Figma slide, a poster, or a printed report.

How to route

Read the task and identify the principles that decide it. Most non-trivial perception tasks are dominated by 3–6 principles. Read those principles' skills in full; treat the rest as background.

Principles in this plugin

The list below is the full inventory of perception-related principles from Universal Principles of Design covered by this plugin. Each principle has its own skill (and where useful, sub-aspect skills) under skills/. Principles marked [full] have reference-grade skill files; the others are planned and will be added in subsequent passes.

Visual hierarchy and emphasis

  • hierarchy [full] — the ranking of importance among visible elements; size, weight, color, position.
    • Sub-skills: hierarchy-typographic, hierarchy-spatial, hierarchy-color-and-tone.
  • alignment — elements share an invisible axis; misalignment reads as disorder.
  • area-alignment — alignment by visual mass rather than bounding box.
  • signal-to-noise-ratio [full] — the ratio of meaningful information to decoration.
    • Sub-skills: snr-densification, snr-decoration-removal, snr-emphasis-economy.
  • highlighting — emphasis works only when sparing.
  • von-restorff-effect — the item that differs is remembered and noticed first.
  • red-effect — red attracts disproportionate attention; reserve for genuine urgency.
  • horror-vacui — the impulse to fill empty space; whitespace is a feature.
  • layering — distinct visual planes (z, elevation) reduce noise.
  • gutenberg-diagram — Z-pattern reading on uniform layouts.

Gestalt grouping

  • proximity [full] — nearby items are perceived as a group.
    • Sub-skills: proximity-form-fields, proximity-data-tables, proximity-navigation.
  • similarity — items that look alike are perceived as related.
  • closure — the eye completes incomplete shapes.
  • common-fate — elements moving together are perceived as related.
  • figure-ground-relationship — every composition has a focused figure and a recessive ground.
  • good-continuation — aligned edges read as connected.
  • uniform-connectedness — a shared region binds elements more strongly than proximity alone.
  • law-of-pragnanz — the eye prefers the simplest valid interpretation.
  • contour-bias — sharp angles feel hostile; rounded corners feel friendly.

Proportion, rhythm, and depth

  • golden-ratio — 1:1.618; useful as a starting proportion for hero compositions.
  • fibonacci-sequence — successive Fibonacci ratios produce natural-feeling spacing scales.
  • rule-of-thirds — split a composition into thirds; place focal points on intersections.
  • symmetry — bilateral, radial, or translational; stable but can feel static.
  • self-similarity — fractal repetition at multiple scales creates coherence.
  • cathedral-effect — high "ceilings" (whitespace) invite expansive thinking; low ones invite focus.
  • three-dimensional-projection — subtle depth cues (shadow, scale) clarify layering.

Typography and color

  • legibility — character distinctness; a property of typeface and rendering.
  • readability — sustained reading speed; a property of layout (length, leading, contrast).
  • color — hue, saturation, value; cultural meaning; accessibility.
  • gloss-bias — glossy surfaces read as desirable.
  • top-down-lighting-bias — humans assume light from above; shadows below = raised, shadows above = recessed.

Attention quirks

  • inattentional-blindness — focused users don't see unexpected elements.
  • threat-detection — sharp angles, snake-like shapes, angry faces detected fast.
  • orientation-sensitivity — vertical and horizontal lines processed faster than oblique.

Heuristic for which to read first

  • Designing a page or screen layout → hierarchy, alignment, proximity, signal-to-noise-ratio.
  • Reviewing a "busy" or "noisy" UI → signal-to-noise-ratio, highlighting, horror-vacui.
  • Form layout → proximity, alignment, good-continuation, gutenberg-diagram.
  • Data table or dashboard → hierarchy, signal-to-noise-ratio, legibility, gestalt similarity.
  • Marketing / hero surface → hierarchy, golden-ratio or rule-of-thirds, gloss-bias, cathedral-effect.
  • Empty / loading / error states → hierarchy, horror-vacui, figure-ground-relationship.
  • Brand / visual-identity decisions → contour-bias, color, symmetry, self-similarity.
  • Choosing color tokens → color, red-effect, top-down-lighting-bias, plus accessibility checks (see process-and-robustness-principles).

Working method

  1. Name the surface in concrete terms: "B2B SaaS settings page with three sections," not "settings page."
  2. Pick 3–6 decisive principles from the list above. Most surfaces are dominated by Hierarchy, Proximity, Alignment, and Signal-to-Noise.
  3. Read those skills. Each principle skill includes a definition, when-to-apply guidance, anti-patterns, and worked examples.
  4. Make the decision and name the trade-off. Most principles trade against another.

Cross-plugin pointers

  • For learnability (mental models, complexity, defaults, recognition), see cognition-and-learnability-principles.
  • For behavior (affordance, feedback, errors, control), see interaction-and-control-principles.
  • For brand and tone, see aesthetics-and-emotion-principles.
  • For accessibility and edge cases, see process-and-robustness-principles.
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