design-strategy
Design Strategy
Strategy is the bridge between understanding and making. It takes what you learned in discovery and research and turns it into a clear direction that every design decision can be measured against.
Welcome Gate
BEFORE running strategy, check whether the Designpowers welcome sequence has been shown this session. If the user has not yet seen the welcome (the bird, the greeting, and the walkthrough offer), you MUST invoke the using-designpowers skill FIRST and complete the welcome sequence before returning here. The bird must appear before any work begins. No exceptions.
When to Use
- After discovery and/or research, before detailed design work
- When stakeholders disagree about direction
- When the team needs shared design principles
- When positioning against competitors
- When defining what makes this experience distinctive
Process
Step 1: Synthesise Inputs
More from owl-listener/designpowers
adaptive-interfaces
Use when designing for user preferences — motion sensitivity, contrast needs, colour schemes, text sizing, information density, or any interface behaviour that should adapt to individual needs
6token-architecture
Use when building or restructuring design token systems — global tokens, semantic tokens, component tokens, naming conventions, theming, and multi-platform token distribution
6motion-choreography
Use when designing animation sequences, page transitions, micro-interactions, loading states, or any motion that communicates meaning — ensures motion is purposeful, performant, and safe for motion-sensitive users
6design-discovery
You MUST use this before any creative or design work — building features, creating components, designing interfaces, modifying user-facing behaviour. Explores intent, constraints, users, and context before any design decisions are made
6responsive-patterns
Use when designing complex responsive layouts — breakpoint strategy, layout shifts, content reflow, responsive typography, container queries, and ensuring the experience works across the full device spectrum
6design-memory
Use when starting a new project or when taste decisions are made — accumulates the user's aesthetic preferences, recurring patterns, and design instincts across projects so each new project starts with what the system already knows about their taste
6