The 17 design directions

A design direction is a named starting aesthetic — a pre-formed point of view on type, color, spacing and feel that the agent builds from instead of a blank default. There are 17, each with a preview, and you pick one at project creation or steer away from it after.

What a direction does

A direction is a starting taste, not a template lock — it hands the agent a coherent aesthetic (a quiet editorial system, a loud brutalist one, a soft rounded one) so the first build lands in a style rather than a generic middle. The design system's real decisions — tokens, components, rules — still come from the work itself.

Picking one

At project creation the direction cards show the 17 previews — pick the one that feels closest to where the design should start. It shapes the first build's tokens and components; everything after is still steerable as usual. Blank leaves the direction to the brief.

Steering a direction

A direction is a starting point, not a cage:

  • Steer away — a follow-up ("darker, less rounded") moves the system off the direction's defaults
  • The kit still applies — the gate's rules don't change with the style
  • It inherits forward — the saved system carries the direction's seeds into the next project

What it's good at

  • A fast start — landing in a style instead of a blank default
  • Exploration — the same brief across two directions, compared
  • Consistency — the same direction seeds similar projects
  • A vocabulary — "brutalist but readable" gives the brief a known shape

Tip: Pick the direction that's nearest to where you want to end up, not the one that looks best — steering closes the gap, and starting close beats starting perfect.