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Found 77 Skills
Use when reviewing any interface for usability — walks through Krug's principles from Don't Make Me Think covering cognitive load, scanning, navigation, homepage clarity, mobile usability, accessibility, and the goodwill reservoir.
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.
Activate for button labels, error messages, empty states, tooltips, onboarding text, and confirmation dialogs.
Designs products around price using the 9 rules from Ramanujam and Tacke - WTP conversations, needs-based segmentation, Good/Better/Best configuration, monetization models, behavioral pricing, and price integrity. Use when designing new products, validating pricing for SaaS/B2B/B2C launches, choosing between subscription/usage/freemium models, fixing post-launch sales below plan, diagnosing failed launches as Feature Shock/Minivation/Hidden Gem/Undead, or when product teams say 'let's price it later'. Not for pure commodities or cost-plus regulated environments.
Product spec / PRD as a single page — problem, success metrics, scope, user stories, design notes, rollout plan, open questions. Use when the brief mentions "PRD", "spec", "product spec", "feature brief", or "需求文档".
Diagnostic audit across all seven layers — identifies the bottleneck layer and recommends where to focus
Framework orientation for Layers of Product Design — load this first; provides the context all other skills depend on
Use this skill to design new products, iterate on product ideas, or develop product specifications. Triggers: "design product", "new product idea", "product concept", "product development", "product spec", "iterate on product", "product design", "invention", "prototype spec", "product requirements", "product engineering", "develop product" Outputs: Product specification, BOM estimate, feature breakdown, differentiation analysis.
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.
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.
Map user Jobs-to-Be-Done with functional, emotional, and social dimensions plus outcome expectations. Use when reframing product decisions around user motivations rather than features.
Define responsive layout grid systems with columns, gutters, margins, and breakpoint behavior.