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Found 82 Skills
Quick global settings — currency, language, region, units — belong in a persistent, low-profile location such as a header toolbar or footer. These controls are frequent but not primary, so they use small typography and stay out of the main content hierarchy. Use when designing global selectors, locale switchers, or user preference controls that apply across the whole product.
Create wireframes and interactive prototypes to visualize user interfaces and gather feedback early. Use tools and techniques to communicate design ideas before development.
Plan the UX and UI for a feature before writing code. Runs a structured discovery interview, then produces a design brief that guides implementation. Use during the planning phase to establish design direction, constraints, and strategy before any code is written.
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.
Apply cognitive bias knowledge to product design and decision-making. Use when designing user experiences, analyzing user behavior, improving conversions, or ensuring ethical design practices.
Motivation science framework based on Daniel Pink's "Drive". Use when you need to: (1) design features that leverage intrinsic motivation, (2) create progress systems that support mastery, (3) craft purpose-driven messaging and missions, (4) audit if product mechanics undermine autonomy, (5) design team structures and incentives with AMP principles (Autonomy, Mastery, Purpose), (6) understand why gamification fails, (7) replace carrot-and-stick approaches with intrinsic motivation.
Guides structured ideation through Socratic questioning to explore problems, opportunities, and solutions. Use when brainstorming features, exploring use cases, or thinking through new ideas.
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.
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.
Use when the user wants IxLab to design or redesign a page, flow, feature, component, or cross-cutting system and produce persistent UX and UI artifacts in the correct order.
Create an end-to-end user journey map with stages, touchpoints, emotions, pain points, and opportunity areas. Use when mapping the full user experience for a product, feature, or service.