About decision-tracing
decision-tracing is a design-analysis skill for examining why a design may have been made. It structures observations, decisions, and probable reasons while treating intent as uncertain.
Key features
- 01Observation-decision-reason trace format
- 02At least five traces per screen
- 03Analysis of typography and color
- 04Review of layout, spacing, and navigation
- 05Consideration of omitted elements
Use cases
- 01Analyze a design screen in a conversation
- 02Explore possible reasons behind visual choices
- 03Review structural choices and omissions
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ dragoon0x/ taste-skills --skill decision-tracingAfter installing, type/decision-tracingin Claude Code to confirm it loaded.
Details
From the project READMEDecision Tracing
Look at a decision. Figure out why it was made.
How to use
/decision-tracingApply decision-tracing analysis to any design in this conversation.
Constraints
Trace Structure
- MUST follow: Observation > Decision > Probable Reason
- "The primary font is Inter" > "They chose a geometric sans-serif" > "Data-heavy product needing maximum legibility at small sizes with neutral personality"
- MUST generate at least 5 traces per design screen
- SHOULD acknowledge uncertainty: "probable reason" not "the reason"
- NEVER state intent as fact unless you have insider knowledge
What to Trace
- Typeface selection and type system
- Color palette and color role assignments
- Layout structure and grid decisions
- Spacing and density choices
- Navigation architecture
- What's absent (what they chose NOT to include)
Anti-Patterns
- Assuming the most flattering interpretation of every decision
- Tracing only visual decisions and ignoring structural ones
- Stating reasons as facts without marking them as hypotheses
Comments
Markdown supported