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Found 77 Skills
Write clear design rationale connecting decisions to user needs, business goals, and principles.
Create refined user personas from research data with demographics, goals, frustrations, and behavioral patterns. Use when synthesizing user research into actionable persona profiles for design decisions.
Generate interactive prototypes from PRD documents. **This skill must be used when users need to generate interactive UI prototypes, multi-page jump demos, or quickly validate product designs based on PRD**. Trigger scenarios: Users say "generate prototype", "make a demo", "generate navigable prototype", "turn PRD into clickable pages".
YC Office Hours — two modes. Startup mode: six forcing questions that expose demand reality, status quo, desperate specificity, narrowest wedge, observation, and future-fit. Builder mode: design thinking brainstorming for side projects, hackathons, learning, and open source. Saves a design doc. Use when asked to "brainstorm this", "I have an idea", "help me think through this", "office hours", or "is this worth building". Proactively suggest when the user describes a new product idea or is exploring whether something is worth building — before any code is written. Use before /plan-ceo-review or /plan-eng-review.
Use when designing character personalities, creating memorable motion signatures, ensuring animations feel polished, or making visual experiences that audiences want to watch.
Day 4 (Thursday) move of a Design Sprint that produces the planning artifact for the day. Output covers the prototype role plan (Maker, Stitcher, Writer, Asset Collector, Interviewer), prototype brief (what to build, fidelity bar, time allocation per role), canonical Five-Act Interview script (Welcome, Context, Intro, Tasks, Debrief), trial-run checklist, and Friday participant confirmation tracker. The actual prototype build is craft work outside the skill's AI invocation surface. Use Thursday morning after Wednesday's storyboard is signed off.
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.
Endgame Vision Exploration. When a user presents a vague idea, AI takes the lead in guiding them through the process of "Questioning Value → Uncovering Motivation → Deriving Evolution → Visualizing Endgame" to help users see the farthest possible future. No limits, no convergence, pure divergence.
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.
Use when asked to brainstorm, evaluate whether an idea is worth building, run office hours, or think through a new product idea or design direction before any code is written.
Generate and explore ideas effectively. Use when starting new projects, solving problems, or exploring solutions. Covers ideation techniques and divergent thinking.
Understand and design for users' preference for current state over change. Use when planning migrations, introducing new features, designing defaults, or overcoming resistance to product adoption.