Paperclip is a Node.js server and React application for coordinating AI agents as a business team, with goals, organizational roles, budgets, governance, and work tracking in one interface. It is used by people managing multiple agents or autonomous agent organizations across tools such as OpenClaw, Claude Code, Codex, and Cursor. The catalogue includes skills, agents, an MCP add-on, and an instruction for working with Paperclip.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add paperclipai/paperclip --skill design-critiquegit clone --depth 1 https://github.com/paperclipai/paperclipWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/paperclipai/paperclip/design-critique)<a href="https://agentmods.dev/skills/paperclipai/paperclip/design-critique"><img src="https://agentmods.dev/badge/skills/paperclipai/paperclip/design-critique/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/paperclipai/paperclip/design-critique"><img src="https://agentmods.dev/badge/skills/paperclipai/paperclip/design-critique.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Snyk pass
- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00042 | $0.01128 |
| Opus 5 | $0.00021 | $0.00564 |
| Sonnet 5 | $0.00008 | $0.00226 |
| Haiku 4.5 | $0.00004 | $0.00113 |
Grade A, and why
design-critique scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Product Design Critique
A structured critique pass for a screen, flow, or component. The output is a prioritized list of changes a designer or engineer can act on — not adjectives. Critique is not redesign; recommend, do not rebuild.
When to use
- A designer or engineer asks for feedback on a screen, mock, or live UI.
- A feature is shipping and someone wants a final UX read.
- A flow is suspected of causing user drop-off and you want a pre-research read before instrumentation.
When not to use
- The user wants a redesign. That is a design project, not a critique.
- The work is so early that no concrete artifact exists. Sketch with them instead of critiquing air.
- You have no context on the user job. Ask for it first; design critique without user context devolves into taste.
Pre-critique context
Before opening a screen, get:
- Who is the user. Specific role and competence, not "users".
- What job they are doing on this screen. One sentence.
- What success looks like. What the user can do after this screen that they could not before.
- Where this screen sits in the larger flow. What precedes and follows.
If any of these is missing, ask. Critique without these is opinion.
The pass (in order)
-
Clarity of the user job.
- Within 3 seconds of opening, is it obvious what this screen is for?
- Does the primary action match the user's actual job, or a designer's preferred path?
-
Visual hierarchy.
- The most important thing on the screen should be the most prominent (size, weight, position, color).
- Secondary actions should look secondary. Tertiary should be findable but not loud.
- Headings should chunk content into the right groups for the task.
-
Affordance and signifiers.
- Clickable things look clickable.
- Disabled things look disabled and explain why on hover/focus.
- Drag, scroll, or swipe interactions are discoverable, not hidden.
-
States.
- Empty state (no data) is designed, not a blank rectangle.
- Loading state communicates progress, not just spins.
- Error states say what went wrong and what to do next, in the user's words.
- Success state confirms without celebrating banal actions.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 122 lines · 42 tokens per session scan A 022e619baf6c
design-critique is a skill published in the GitHub repository paperclipai/paperclip (80,385 stars, last pushed yesterday), licensed MIT. It adds 42 tokens to every session and 1,128 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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