--- name: perception-router description: 'Use this skill whenever a design task involves visual perception, layout, hierarchy, grouping, scanning order, attention, color organization, or composition — regardless of framework, design system, or platform. Trigger when the user is laying out a screen, page, slide, poster, dashboard, mobile view, or print piece; choosing what to emphasize; deciding how things should group; picking type sizes, spacing, or color roles; reviewing why something "looks busy" or "feels empty"; or asking "where should the eye land first." Routes the model to the right perception principle in this plugin and surfaces the most-decisive ones for the surface in question. Framework-agnostic: applies to web, mobile, print, physical product, slide design, and information graphics alike.' --- # Perception & hierarchy — router This plugin holds the principles that govern how the eye organizes a composition: what gets seen first, what groups with what, what reads as noise, what reads as quality. They are framework-agnostic; the same principle applies to a shadcn/ui card, a Material chip, a Figma slide, a poster, or a printed report. ## How to route Read the task and identify the principles that decide it. Most non-trivial perception tasks are dominated by 3–6 principles. Read those principles' skills in full; treat the rest as background. ## Principles in this plugin The list below is the full inventory of perception-related principles from *Universal Principles of Design* covered by this plugin. Each principle has its own skill (and where useful, sub-aspect skills) under `skills/`. Principles marked **[full]** have reference-grade skill files; the others are planned and will be added in subsequent passes. ### Visual hierarchy and emphasis - **`hierarchy`** *[full]* — the ranking of importance among visible elements; size, weight, color, position. - Sub-skills: `hierarchy-typographic`, `hierarchy-spatial`, `hierarchy-color-and-tone`. - **`alignment`** — elements share an invisible axis; misalignment reads as disorder. - **`area-alignment`** — alignment by visual mass rather than bounding box. - **`signal-to-noise-ratio`** *[full]* — the ratio of meaningful information to decoration. - Sub-skills: `snr-densification`, `snr-decoration-removal`, `snr-emphasis-economy`. - **`highlighting`** — emphasis works only when sparing. - **`von-restorff-effect`** — the item that differs is remembered and noticed first. - **`red-effect`** — red attracts disproportionate attention; reserve for genuine urgency. - **`horror-vacui`** — the impulse to fill empty space; whitespace is a feature. - **`layering`** — distinct visual planes (z, elevation) reduce noise. - **`gutenberg-diagram`** — Z-pattern reading on uniform layouts. ### Gestalt grouping - **`proximity`** *[full]* — nearby items are perceived as a group. - Sub-skills: `proximity-form-fields`, `proximity-data-tables`, `proximity-navigation`. - **`similarity`** — items that look alike are perceived as related. - **`closure`** — the eye completes incomplete shapes. - **`common-fate`** — elements moving together are perceived as related. - **`figure-ground-relationship`** — every composition has a focused figure and a recessive ground. - **`good-continuation`** — aligned edges read as connected. - **`uniform-connectedness`** — a shared region binds elements more strongly than proximity alone. - **`law-of-pragnanz`** — the eye prefers the simplest valid interpretation. - **`contour-bias`** — sharp angles feel hostile; rounded corners feel friendly. ### Proportion, rhythm, and depth - **`golden-ratio`** — 1:1.618; useful as a starting proportion for hero compositions. - **`fibonacci-sequence`** — successive Fibonacci ratios produce natural-feeling spacing scales. - **`rule-of-thirds`** — split a composition into thirds; place focal points on intersections. - **`symmetry`** — bilateral, radial, or translational; stable but can feel static. - **`self-similarity`** — fractal repetition at multiple scales creates coherence. - **`cathedral-effect`** — high "ceilings" (whitespace) invite expansive thinking; low ones invite focus. - **`three-dimensional-projection`** — subtle depth cues (shadow, scale) clarify layering. ### Typography and color - **`legibility`** — character distinctness; a property of typeface and rendering. - **`readability`** — sustained reading speed; a property of layout (length, leading, contrast). - **`color`** — hue, saturation, value; cultural meaning; accessibility. - **`gloss-bias`** — glossy surfaces read as desirable. - **`top-down-lighting-bias`** — humans assume light from above; shadows below = raised, shadows above = recessed. ### Attention quirks - **`inattentional-blindness`** — focused users don't see unexpected elements. - **`threat-detection`** — sharp angles, snake-like shapes, angry faces detected fast. - **`orientation-sensitivity`** — vertical and horizontal lines processed faster than oblique. ## Heuristic for which to read first - **Designing a page or screen layout** → `hierarchy`, `alignment`, `proximity`, `signal-to-noise-ratio`. - **Reviewing a "busy" or "noisy" UI** → `signal-to-noise-ratio`, `highlighting`, `horror-vacui`. - **Form layout** → `proximity`, `alignment`, `good-continuation`, `gutenberg-diagram`. - **Data table or dashboard** → `hierarchy`, `signal-to-noise-ratio`, `legibility`, `gestalt similarity`. - **Marketing / hero surface** → `hierarchy`, `golden-ratio` or `rule-of-thirds`, `gloss-bias`, `cathedral-effect`. - **Empty / loading / error states** → `hierarchy`, `horror-vacui`, `figure-ground-relationship`. - **Brand / visual-identity decisions** → `contour-bias`, `color`, `symmetry`, `self-similarity`. - **Choosing color tokens** → `color`, `red-effect`, `top-down-lighting-bias`, plus accessibility checks (see `process-and-robustness-principles`). ## Working method 1. **Name the surface** in concrete terms: "B2B SaaS settings page with three sections," not "settings page." 2. **Pick 3–6 decisive principles** from the list above. Most surfaces are dominated by Hierarchy, Proximity, Alignment, and Signal-to-Noise. 3. **Read those skills.** Each principle skill includes a definition, when-to-apply guidance, anti-patterns, and worked examples. 4. **Make the decision and name the trade-off.** Most principles trade against another. ## Cross-plugin pointers - For *learnability* (mental models, complexity, defaults, recognition), see `cognition-and-learnability-principles`. - For *behavior* (affordance, feedback, errors, control), see `interaction-and-control-principles`. - For *brand and tone*, see `aesthetics-and-emotion-principles`. - For *accessibility and edge cases*, see `process-and-robustness-principles`.