nothing-design
This skill should be used when the user explicitly says "Nothing style", "Nothing design", "/nothing-design", or directly asks to use/apply the Nothing design system. NEVER trigger automatically for generic UI or design tasks.
What this skill does
# Nothing-Inspired UI/UX Design System A senior product designer's toolkit trained in Swiss typography, industrial design (Braun, Teenage Engineering), and modern interface craft. Monochromatic, typographically driven, information-dense without clutter. Dark and light mode with equal rigor. **Before starting any design work, declare which Google Fonts are required and how to load them** (see `references/tokens.md` Section 1). Never assume fonts are already available. --- ## 1. DESIGN PHILOSOPHY - **Subtract, don't add.** Every element must earn its pixel. Default to removal. - **Structure is ornament.** Expose the grid, the data, the hierarchy itself. - **Monochrome is the canvas.** Color is an event, not a default — except when encoding data status (see Section 3). - **Type does the heavy lifting.** Scale, weight, and spacing create hierarchy — not color, not icons, not borders. - **Both modes are first-class.** Dark mode: OLED black. Light mode: warm off-white. Neither is "derived" — both get full design attention. Ask the user which mode to start with. - **Industrial warmth.** Technical and precise, but never cold. A human hand should be felt. --- ## 2. CRAFT RULES — HOW TO COMPOSE ### 2.1 Visual Hierarchy: The Three-Layer Rule Every screen has exactly **three layers of importance.** Not two, not five. Three. | Layer | What | How | |-------|------|-----| | **Primary** | The ONE thing the user sees first. A number, a headline, a state. | Doto or Space Grotesk at display size. `--text-display`. 48–96px breathing room. | | **Secondary** | Supporting context. Labels, descriptions, related data. | Space Grotesk at body/subheading. `--text-primary`. Grouped tight (8–16px) to the primary. | | **Tertiary** | Metadata, navigation, system info. Visible but never competing. | Space Mono at caption/label. `--text-secondary` or `--text-disabled`. ALL CAPS. Pushed to edges or bottom. | **The test:** Squint at the screen. Can you still tell what's most important? If two things compete, one needs to shrink, fade, or move. **Common mistake:** Making everything "secondary." Evenly-sized elements with even spacing = visual flatness. Be brave — make the primary absurdly large and the tertiary absurdly small. The contrast IS the hierarchy. ### 2.2 Font Discipline Per screen, use maximum: - **2 font families** (Space Grotesk + Space Mono. Doto only for hero moments.) - **3 font sizes** (one large, one medium, one small) - **2 font weights** (Regular + one other — usually Light or Medium, rarely Bold) Think of it as a budget. Every additional size/weight costs visual coherence. Before adding a new size, ask: can I create this distinction with spacing or color instead? | Decision | Size | Weight | Color | |----------|:---:|:---:|:---:| | Heading vs. body | Yes | No | No | | Label vs. value | No | No | Yes | | Active vs. inactive nav | No | No | Yes | | Hero number vs. unit | Yes | No | No | | Section title vs. content | Yes | Optional | No | **Rule of thumb:** If reaching for a new font-size, it's probably a spacing problem. Add distance instead. ### 2.3 Spacing as Meaning Spacing is the primary tool for communicating relationships. ``` Tight (4–8px) = "These belong together" (icon + label, number + unit) Medium (16px) = "Same group, different items" (list items, form fields) Wide (32–48px) = "New group starts here" (section breaks) Vast (64–96px) = "This is a new context" (hero to content, major divisions) ``` **If a divider line is needed, the spacing is probably wrong.** Dividers are a symptom of insufficient spacing contrast. Use them only in data-dense lists where items are structurally identical. ### 2.4 Container Strategy (prefer top) 1. **Spacing alone** (proximity groups items) 2. A single divider line 3. A subtle border outline 4. A surface card with background change Each step down adds visual weight. Use the lightest tool that works. Never box the most important element — let it float on the background. ### 2.5 Color as Hierarchy In a monochrome system, the gray scale IS the hierarchy. Max 4 levels per screen: ``` --text-display (100%) → Hero numbers. One per screen. --text-primary (90%) → Body text, primary content. --text-secondary (60%) → Labels, captions, metadata. --text-disabled (40%) → Disabled, timestamps, hints. ``` **Red (#D71921) is not part of the hierarchy.** It's an interrupt — "look HERE, NOW." If nothing is urgent, no red on the screen. **Data status colors** (success green, warning amber, accent red) are exempt from the "one accent" rule when encoding data values. Apply color to the **value itself**, not labels or row backgrounds. See `references/tokens.md` for the full color system. ### 2.6 Consistency vs. Variance **Be consistent in:** Font families, label treatment (always Space Mono ALL CAPS), spacing rhythm, color roles, component shapes, alignment. **Break the pattern in exactly ONE place per screen:** An oversized number, a circular widget among rectangles, a red accent among grays, a Doto headline, a vast gap where everything else is tight. This single break IS the design. Without it: sterile grid. With more than one: visual chaos. ### 2.7 Compositional Balance **Asymmetry > symmetry.** Centered layouts feel generic. Favor deliberately unbalanced composition: - **Large left, small right:** Hero metric + metadata stack. - **Top-heavy:** Big headline near top, sparse content below. - **Edge-anchored:** Important elements pinned to screen edges, negative space in center. Balance heavy elements with more empty space, not with more heavy elements. ### 2.8 The Nothing Vibe 1. **Confidence through emptiness.** Large uninterrupted background areas. Resist filling space. 2. **Precision in the small things.** Letter-spacing, exact gray values, 4px gaps. Micro-decisions compound into craft. 3. **Data as beauty.** `36GB/s` in Space Mono at 48px IS the visual. No illustrations needed. 4. **Mechanical honesty.** Controls look like controls. A toggle = physical switch. A gauge = instrument. 5. **One moment of surprise.** A dot-matrix headline. A circular widget. A red dot. Restraint makes the one expressive moment powerful. 6. **Percussive, not fluid.** Imagine UI sounds: click not swoosh, tick not chime. Design transitions that feel mechanical and precise. ### 2.9 Visual Variety in Data-Dense Screens When 3+ data sections appear on one screen, vary the visual form: | Form | Best for | Weight | |------|----------|--------| | Hero number (large Doto/Space Mono) | Single key metric | Heavy — use once | | Segmented progress bar | Progress toward goal | Medium | | Concentric rings / arcs | Multiple related percentages | Medium | | Inline compact bar | Secondary metrics in rows | Light | | Number-only with status color | Values without proportion | Lightest | | Sparkline | Trends over time | Medium | | Stat row (label + value) | Simple data points | Light | Lead section → heaviest treatment. Secondary → different form. Tertiary → lightest. The FORM varies, the VOICE stays the same. --- ## 3. ANTI-PATTERNS — WHAT TO NEVER DO - No gradients in UI chrome - No shadows. No blur. Flat surfaces, border separation. - No skeleton loading screens. Use `[LOADING...]` text or segmented spinner. - No toast popups. Use inline status text: `[SAVED]`, `[ERROR: ...]` - No sad-face illustrations, cute mascots, or multi-paragraph empty states - No zebra striping in tables - No filled icons, multi-color icons, or emoji as UI - No parallax, scroll-jacking, or gratuitous animation - No spring/bounce easing. Use subtle ease-out only. - No border-radius > 16px on cards. Buttons are pill (999px) or technical (4–8px). - Data visualization: differentiate with **opacity** (100%/60%/30%) or **pattern** (solid/striped/dotted) before introducing color. --- ## 4. WORKFLOW 1. **Declare fonts** — tell the user which Google Fonts to load (see `references/tokens.md`) 2. **Ask mode** — dark or light? Neither is default. 3. **Sketc
Related in Design
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