Agent skill · design visual · microsoft

design-philosophy

The VS Code design philosophy — a shared Values→Principles→Moves vocabulary for reasoning about UI in design terms instead of raw pixels. Use when designing, building, reviewing, or giving feedback on any visual surface; when deciding a radius, spacing, type role, icon size, border, color, or motion; or when translating a "this feels off" observation into a concrete, principled fix.

Why this skill is useful

Provides a structured design vocabulary and principles that help agents reason about UI design effectively, which is not commonly found in standard training data.

What it needs

About 13k tokens when loaded. Last updated 2026-08-07. 188,455 stars on the source repository.

What this skill does

VS Code Design Philosophy This skill is the canonical VS Code design philosophy — the single source of truth for how we reason about UI, for both developers and agents. As more and more of the UI is implemented via agents and tooling, the pixels increasingly take care of themselves, and the scarce, human part becomes the design judgment behind them. This is about shifting left - talking about UI in design terms, not pixels, and having that conversation early. When something looks off, "this is 8px, should be 6px" fixes one number; "this surface is rounded at the wrong elevation tier" names the rule, so the fix lands everywhere and we catch it on a mockup or screenshot rather than in code review. The aim is to agree on what the UI should be and why, in language a designer and an engineer can share - the implementation (which token, which file) tends to follow once the design is settled. --- How to read this: three layers The hardest part of any design language is getting from "this feels off" to a clear, shared fix everyone agrees on. This bridges that in three steps, each explaining the one below it: Layer What it is Example ------- ------------ --------- Values what we want people to feel, and why it's at stake Focused Principles evaluative rules you can hold a design up against, phrased as a question "One thing leads; the rest supports" - where does the eye go first? Moves the concrete mechanics, each with a rule for which one and why demote the secondary panel to a recessed background token / a quieter type role Read top-down when you're learning the system, and bottom-up when you're fixing a bug: name the feeling, find the principle it breaks, then reach for the move that restores it. Worked example - a busy panel - See: a panel feels busy and keeps pulling your eye off the editor. - Feeling: not Calm, not Focused. - Principle: breaks Quiet at rest (it carries a permanent fill it shouldn't) and One thing leads (secondary chrome competing with the editor). …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

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