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Found 77 Skills
Create detailed user personas based on research and data. Develop realistic representations of target users to guide product decisions and ensure user-centered design.
Builds features based on Jobs-to-be-Done theory using Bob Moesta's frameworks. Use when designing features, identifying customer jobs, understanding push/pull forces, or uncovering hidden needs beyond stated feature requests.
Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.
Create user flow diagrams showing paths, decisions, and branch logic.
Run the full design-to-build workflow as a guided sequence. Orchestrates all designer skills in order, from grilling through review. Use when user wants to go through the complete design process, start a project from scratch, run the full flow, or mentions "design flow" or "full workflow".
Fundamental design principles based on Don Norman's "The Design of Everyday Things". Use when you need to: (1) design affordances and signifiers into interfaces, (2) analyze why products are confusing, (3) apply constraints to prevent errors, (4) design clear feedback mechanisms, (5) bridge gulfs of execution and evaluation, (6) create intuitive conceptual models, (7) apply human-centered design, (8) understand why users make errors and design fault-tolerant systems.
Use for deep design discovery and problem understanding before planning or implementation. Trigger when the user wants to think deeply, build knowledge, surface edge-cases, ask many questions, or explore the problem space without producing plans or code.
Activates the Product Designer to create UI mockups and specs complying with Polaris. Use when designing user interfaces or planning UI components.
Improve unclear UX copy, error messages, microcopy, labels, and instructions to make interfaces easier to understand. Use when the user mentions confusing text, unclear labels, bad error messages, hard-to-follow instructions, or wanting better UX writing.
Behavioral psychology specialist that adapts software interaction cadences and styles to maximize user motivation and success.
Day 3 (Wednesday) move of a Design Sprint that runs the art museum layout, heat map, speed critique, straw poll, Decider supervote, rumble-vs-all-in-one decision, and the storyboard that drives Thursday's prototype build. The most decision-heavy day of the sprint. Use Wednesday morning and afternoon after Tuesday's sketches are collected and attribution-stripped. Produces the canonical 5-15 step storyboard that becomes the build spec.
Design Thinking process—Empathize, Define, Ideate, Prototype, Test. Use for product design, solving ambiguous problems, or when you don't know what users really need.