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Found 82 Skills
Build trust signals that reduce perceived risk and enable user action. Use when designing landing pages, checkout flows, onboarding experiences, or any conversion point where user hesitation is a barrier.
Persuasion science framework based on Robert Cialdini's "Influence: The Psychology of Persuasion". Use when you need to: (1) design features that leverage social proof, (2) write persuasive copy and messaging, (3) analyze why users take (or don't take) actions, (4) create onboarding flows using commitment/consistency, (5) design referral programs using reciprocity, (6) audit for ethical persuasion, (7) apply influence psychology to product design, marketing, sales, or negotiation.
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.
Navigate the stardust design pipeline — assess project state under `stardust/` and recommend the next design stage. Use when the user wants to check design-pipeline progress, doesn't know which stage to run next, asks a general question about `stardust/` artifacts without naming a specific stage, says `/stardust`, or asks about files under `stardust/` (brand, briefings, wireframes, prototypes) without a clear edit target.
Create user flow diagrams showing paths, decisions, and branch logic.
Converge ideas of requirements, pages, modules, processes, visuals and experiences into implementable product, interaction, interface and visual design specifications
Systematic usability evaluation using established heuristics (Nielsen's 10, Shneiderman's 8, or custom rubrics). Use when reviewing UI designs, screenshots, prototypes, or live products for usability issues. Triggers on "review this design", "what's wrong with this UI", "usability check", "evaluate this interface", or when user shares screenshots/mockups asking for feedback.
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.
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.
Generate and explore ideas effectively. Use when starting new projects, solving problems, or exploring solutions. Covers ideation techniques and divergent thinking.
Define a set of actionable design principles that guide decision-making and resolve trade-offs.