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aesthetics-router

Use this skill whenever a design task involves the felt quality of an interface — beauty, polish, brand voice, persuasion, emotional response, marketing surfaces, hero sections, onboarding tone, empty/celebration states, illustrations, mascots, avatars. Trigger when the user mentions tone, polish, brand, "feels cold/cheap/premium," personality, voice, mascot, hero, "make it more delightful," or asks how a screen should make the user feel. Framework-agnostic. Routes the model to the right aesthetics principle in this plugin.

Stars
336
Source
hashgraph-online/awesome-codex-plugins
Updated
2026-05-27
Slug
hashgraph-online--awesome-codex-plugins--aesthetics-router
View on GitHubRaw SKILL.md

// install — copy + paste into any project

mkdir -p .claude/skills && curl -fsSL https://raw.githubusercontent.com/hashgraph-online/awesome-codex-plugins/HEAD/plugins/HDeibler/universal-design-principles/plugins/aesthetics-and-emotion-principles/skills/aesthetics-router/SKILL.md -o .claude/skills/aesthetics-router.md

Drops the SKILL.md into .claude/skills/aesthetics-router.md. Works with Claude Code, Cursor, and any agent that loads SKILL.md files from .claude/skills/.

Aesthetics & emotion — router

This plugin holds the principles that govern how an interface feels — beautiful, premium, friendly, trustworthy, alarming. They matter most on expressive surfaces (marketing, brand, onboarding) and least on instrumental surfaces (data tables, settings).

Principles in this plugin

Each principle has its own skill (with sub-aspect skills where useful). Principles marked [full] have reference-grade skill files; the rest are planned and will be added in subsequent passes.

Perceived quality

  • aesthetic-usability-effect — beautiful designs are perceived as more usable.
  • form-follows-function — form should derive from function; gratuitous decoration costs trust.
  • wabi-sabi — beauty in imperfection, asymmetry, transience.
  • veblen-effect — desirability that increases with price.
  • most-average-facial-appearance-effect — average faces are perceived as attractive.

Personality and tone

  • archetypes — recurring character patterns inform brand voice.
  • anthropomorphic-form — humanlike features evoke warmth.
  • baby-face-bias — round, big-eyed forms evoke trust and protectiveness.
  • attractiveness-bias — attractive subjects credited with unrelated positive traits.
  • phonetic-symbolism — sounds carry inherent connotations (sharp/soft, fast/slow).
  • personas — fictional users that anchor design decisions to a coherent audience.

Persuasion and emotional pull

  • exposure-effect — repeated exposure increases preference.
  • scarcity — perceived scarcity increases desirability.
  • supernormal-stimulus — exaggerated cues that out-compete natural ones.
  • immersion — flow state, distraction-free, full-attention.

Evolutionary biases

  • biophilia-effect — affinity for living things and natural patterns.
  • savanna-preference — preference for open landscapes with scattered cover.
  • prospect-refuge — preference for vantage points that allow seeing without being seen.
  • hunter-nurturer-fixations — gendered attention patterns (controversial).
  • face-ism-ratio — ratio of head to body shifts perceived authority vs. emotion.
  • waist-to-hip-ratio — body-shape bias in portraiture.
  • uncanny-valley — near-human faces that fail "human" cues evoke revulsion.

Heuristic for which to read first

  • Designing a marketing landing pageaesthetic-usability-effect, archetypes, exposure-effect.
  • Choosing a brand voicearchetypes, phonetic-symbolism, anthropomorphic-form.
  • Designing a mascot or avataranthropomorphic-form, baby-face-bias, uncanny-valley, most-average-facial-appearance-effect.
  • Premium tier marketingveblen-effect, aesthetic-usability-effect.
  • Onboarding tonearchetypes, storytelling (cognition), aesthetic-usability-effect.
  • Empty / celebration stateswabi-sabi, anthropomorphic-form.

Cross-plugin pointers

  • For visual hierarchy and grouping, see perception-and-hierarchy-principles.
  • For learnability, see cognition-and-learnability-principles.
  • For behavior, see interaction-and-control-principles.
  • For accessibility, see process-and-robustness-principles.