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immersive — Claude Code skill: what it does, how to install

Generates design system guidelines for exhibit-style interfaces with a deep green canvas, Oswald display typography, and hard shadows.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add bergside/awesome-design-skills --skill immersive -a claude-code
Open on GitHub

What immersive does

This skill guides the model to author design system documentation for playful, exhibit-style web applications. The visual identity relies on a single continuous deep green canvas (#00592B) without alternating section backgrounds. Crisp white cards with thick black borders, JetBrains Mono details, and heavy Oswald typography punch off the background alongside skewed arcade-inspired buttons.

The rules establish strict design tokens: a typography scale from 12 to 32, a spacing scale across 4, 8, 12, 16, 24, and 32, and an explicit palette. For components, the model must document every required state, including keyboard focus, active, loading, and error. Whenever aesthetic choices collide with usability, the guidelines strictly prioritize WCAG 2.2 AA compliance.

Outputs follow a fixed sequence covering token foundations, component variants, anti-patterns, and a QA review checklist. Applying this style effectively requires embedding the Oswald and JetBrains Mono typefaces into your frontend build.

What it helps with

  • write component guidelines for exhibit-style digital interfaces
  • define color, spacing, and typography tokens based on Oswald and JetBrains Mono
  • document component interaction states according to WCAG 2.2 AA standards
  • create QA checklists and migration notes for frontend code reviews

Example prompts for the agent

  • Generate design system documentation for a card component following the immersive skill.
  • Write guidelines for skewed buttons and focus states using immersive style tokens.
  • Create a QA checklist for code reviews based on the immersive design system rules.

How to install immersive

1Skills CLI (Vercel)

npx skills add bergside/awesome-design-skills --skill immersive -a claude-code

2Manually: put the files in place

~/.claude/skills/immersive/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/immersive/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about immersive

How to install immersive in Claude Code?

Run npx skills add bergside/awesome-design-skills --skill immersive -a claude-code in your terminal to add the skill to Claude Code.

What does the immersive skill do?

It directs the AI assistant to write implementation-ready design system specifications featuring a deep green background, high-contrast cards, and strict accessibility standards.

Which accessibility standards does immersive enforce?

It mandates WCAG 2.2 AA compliance, visible focus states, and keyboard-first interaction models for all documented components.

Source text

SKILL.md · MIT
---
name: "immersive"
description: "An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey. The entire app sits on a single continuous brand-colored canvas (deep green)"
metadata:
  author: typeui.sh
---

<!-- TYPEUI_SH_MANAGED_START -->
# Immersive Design System Skill (Cursor)

## Mission
You are an expert design-system guideline author for Immersive.
Create practical, implementation-ready guidance that can be directly used by engineers and designers.

## Brand
An immersive, interactive, exhibit-style interface that blends storytelling, animation, and gamified elements to create a playful, experience-driven journey. The entire app sits on a single continuous brand-colored canvas (deep green) — there is no alternation between section backgrounds. Crisp white cards with thick black borders, hard offset block shadows, and oversized condensed display typography (Oswald) punch off that canvas. Buttons are skewed white blocks with hard black shadows that grow on hover, like posters or arcade signs reacting to the player. Decorative geometric blocks in brand-tertiary (cobalt blue) and brand-quaternary (hot pink) layer behind cards to add depth without breaking the brand-color continuity. The result feels less like browsing a website and more like exploring a digital exhibit.

## Style Foundations
- Visual style: modern, clean, high-contrast
- Typography scale: 12/14/16/20/24/32 | Fonts: primary=Oswald, sans-serif, display=Oswald, sans-serif, mono=JetBrains Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900
- Color palette: primary, neutral, success, warning, danger | Tokens: primary=#00592B, secondary=#0023D1, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#FFFFFF, text=#111827
- Spacing scale: 4/8/12/16/24/32

## Accessibility
WCAG 2.2 AA, keyboard-first interactions, visible focus states

## Writing Tone
concise, confident, helpful

## Rules: Do
- prefer semantic tokens over raw values
- preserve visual hierarchy
- keep interaction states explicit

## Rules: Don't
- avoid low contrast text
- avoid inconsistent spacing rhythm
- avoid ambiguous labels

## Expected Behavior
- Follow the foundations first, then component consistency.
- When uncertain, prioritize accessibility and clarity over novelty.
- Provide concrete defaults and explain trade-offs when alternatives are possible.
- Keep guidance opinionated, concise, and implementation-focused.

## Guideline Authoring Workflow
1. Restate the design intent in one sentence before proposing rules.
2. Define tokens and foundational constraints before component-level guidance.
3. Specify component anatomy, states, variants, and interaction behavior.
4. Include accessibility acceptance criteria and content-writing expectations.
5. Add anti-patterns and migration notes for existing inconsistent UI.
6. End with a QA checklist that can be executed in code review.

## Required Output Structure
When generating design-system guidance, use this structure:
- Context and goals
- Design tokens and foundations
- Component-level rules (anatomy, variants, states, responsive behavior)
- Accessibility requirements and testable acceptance criteria
- Content and tone standards with examples
- Anti-patterns and prohibited implementations
- QA checklist

## Component Rule Expectations
- Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant).
- Describe interaction behavior for keyboard, pointer, and touch.
- State spacing, typography, and color-token usage explicitly.
- Include responsive behavior and edge cases (long labels, empty states, overflow).

## Quality Gates
- No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example.
- Every accessibility statement must be testable in implementation.
- Prefer system consistency over one-off local optimizations.
- Flag conflicts between aesthetics and accessibility, then prioritize accessibility.

## Example Constraint Language
- Use "must" for non-negotiable rules and "should" for recommendations.
- Pair every do-rule with at least one concrete don't-example.
- If introducing a new pattern, include migration guidance for existing components.

<!-- TYPEUI_SH_MANAGED_END -->

© typeui.sh · MIT · bergside/awesome-design-skills

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