mcpField
D
duo-design

duo-design

github.com/hktitanDesign & UI653 installsUpdated 5w ago
Repository

About duo-design

A design-pattern skill drawn from Duolingo design and engineering posts. It is for product designers and organizes guidance as linked topics, focusing on patterns and rationale rather than literal design tokens.

Key features

  1. 01Graph-based topic navigation
  2. 02Motion and celebration patterns
  3. 03Character, color, and typography guidance
  4. 04Navigation, sound, and progress design
  5. 05Accessibility and error-state principles

Use cases

  1. 01Plan interaction feedback for a gamified product
  2. 02Develop brand characters and visual hierarchy
  3. 03Assess navigation, accessibility, or error screens

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/hktitan/duolingo --skill duo-design

After installing, type/duo-designin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
accessibility-default.md
bottom-bar-navigation.md
capability-labels.md
celebration-design.md
character-system.md
color-tokens.md
consistency-vs-purpose.md
craft-pass-guardrail.md
design-for-many-ship-one.md
error-as-delight.md
juicy-motion.md
label-the-hard-thing.md
progress-bars.md
prototype-the-extremes.md
required-path-not-optional-branch.md
sound-as-ux.md
type-system.md

Details

From the project README

Duolingo Design — Map of Content

Duolingo has no public design-system site: design.duolingo.com 301-redirects to blog.duolingo.com/hub/design/, a four-post curated hub (checked 2026-09-22). So these nodes are built from the design and engineering posts on the blog, and they carry patterns and rationale, never literal tokens.

For the craft layer — easing curves, duration tables, contrast ratios, focus rings, component APIs — hand off per [[../duolingo/references/design-handoff]].

This skill is structured as a graph: scan the descriptions below, follow only the [[wikilinks]] you need.

Motion and feeling

  • [[references/juicy-motion]] — the bouncy, slightly-overshot easing curves that make every interaction feel responsive.
  • [[references/celebration-design]] — visual grammar for "you did the thing" — confetti, scaling, character cameos.

The character layer

  • [[references/character-system]] — Duo and friends as the emotional API of the product; how to build one for any brand.

Tokens

  • [[references/color-tokens]] — the role/value split (e.g. correct-feedback vs. green-500) that lets a brand evolve without rewriting screens.
  • [[references/type-system]] — Feather Bold, weight rules, and the legibility-first hierarchy.

Surfaces

  • [[references/sound-as-ux]] — non-optional audio feedback; cheap to add, disproportionately rewarding.
  • [[references/progress-bars]] — the most important UI element in a gamified product, treated as such.
  • [[references/bottom-bar-navigation]] — five tabs, character-icon recognition, never moves.

Deciding what to build

  • [[references/prototype-the-extremes]] — explore by pushing each competing value to its maximum as a separate direction, then harvest the breaking points.
  • [[references/consistency-vs-purpose]] — consistency lowers learning cost and simplicity raises clarity; when either stops paying, tier the system instead of applying one rule everywhere.
  • [[references/craft-pass-guardrail]] — how to fund and measure a pure polish project without pretending it will move the core metric.
  • [[references/design-for-many-ship-one]] — build the layout for N at launch even when you enable one, so the later experiment costs an analysis rather than a redesign.

What the interface claims about the user

  • [[references/required-path-not-optional-branch]] — optional depth reads as skippable; put the behaviour you want on the main route and serialize for depth.
  • [[references/capability-labels]] — name levels and units by what the user can do afterward, anchored to an external standard where one exists.
  • [[references/label-the-hard-thing]] — telling users a task is hard before they attempt it raises tolerance for failing and pride in passing.

Defaults

  • [[references/accessibility-default]] — color-not-only, type-scaling, motion-reduce, screen-reader paths as ship blockers, not nice-to-haves.
  • [[references/error-as-delight]] — an error state is a free chance to be the brand instead of break it.

Sibling skills

  • [[../duo-gamification/SKILL]] — juicy-feedback is design + gamification; the implementation lives here.
  • [[../duo-voice/SKILL]] — celebrations and errors are also a copy problem.
  • [[../duo-retention/SKILL]] — the bottom bar exists because retention requires a stable home.

Sources

  • blog.duolingo.com/hub/design/ — the four-post design hub (what design.duolingo.com now redirects to, as of 2026-09-22)
  • @duolingo product surfaces — observed motion and sound

Comments

Markdown supported