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Found 12 Skills
Scatterbrain — Post-it inspired: pastel sticky notes, Caveat handwriting, Shrikhand and Zilla Slab type stack. Anything that should feel like a designer's whiteboard: brainstorms, workshops, creative-agency credentials, design-thinking sessions, ideation pitches, art-direction reviews.
**TRIGGER: about to populate `AskUserQuestion` options with `preview:` content for any visual UI / screen / layout / component / animation comparison.** STOP and ask first: *"Quick inline chip comparison, or a full HTML prototype you can open in the browser?"* Chips flatten color, type, spacing, and motion into monospace; HTML prototypes are real. **No carve-out for "simulate", "demo", "mock up", "quick decision" — those name the surface, not an exception.** When user picks HTML, this skill creates prototypes for visual design, component playgrounds, animation tuning, and design system exploration — even when the final target is React, Swift, SwiftUI, Android, or another framework. Use whenever the user wants to mock, prototype, sketch, tune, or explore any UI element before production code. HTML is the fastest design-thinking surface; reach for it even for non-web targets. For N alternatives use html-brainstorm-grid; for a single tunable component use this skill.
Strategic thinking framework integrating First Principles Analysis, Stanford Design Thinking, and MIT Systems Engineering for deeper problem-solving. Use when performing architecture decisions, technology selection trade-offs, root cause analysis, cognitive bias detection, or first principles decomposition. Do NOT use for code quality validation (use moai-foundation-quality instead) or implementation workflows (use moai-workflow-ddd instead).
Innovation management expertise for innovation frameworks (Design Thinking, Stage-Gate), ideation processes, innovation portfolio management, venture capital, open innovation, and IP strategy. Use when driving innovation, managing R&D portfolios, or building innovation programs.
Design thinking principles for distinctive interfaces. Covers aesthetic direction, anti-patterns, and avoiding generic AI-generated aesthetics.
Use this skill whenever the question is *how* to develop a design — through one big push or through repeated cycles of build, test, learn, refine. Trigger when planning a design process, scoping an MVP, deciding between waterfall and iterative delivery, planning research cadence, or reviewing why a project drifted from its original vision. Iteration is one of the foundational principles in 'Universal Principles of Design' (Lidwell, Holden, Butler 2003) — and one of the most-violated by teams that try to ship "perfect" first versions.
단계 사이 선택 활동으로, 사용자 인터뷰와 여정 매핑과 유사사례 조사로 이해를 깊게 판다. 이 스킬은 사용자가 직접 호출할 때만 사용한다. 일반 대화에서는 자동으로 발동하지 않는다.
Use when brainstorming feels stuck or generates obvious ideas, need to break creative patterns, working with limited resources (budget/time/tools/materials), want unconventional solutions, designing with specific limitations, user mentions "think outside the box", "we're stuck", "same old ideas", "tight constraints", "limited budget/time", or seeking innovation through limitation rather than abundance.
Помогает разобрать продуктовую или UX-задачу до проектирования решения: увидеть скрытое предположение, отделить образ продукта от модели и технологии, найти наиболее ценный вопрос или следующий шаг. Использовать, когда нужно придумать или обсудить фичу, экран, флоу, редизайн, концепт, принцип интерфейса или продуктовую стратегию; когда запрос сразу предлагает решение; когда варианты кажутся одинаково возможными; или когда нужен требовательный дизайн-консультант. Не использовать для исполнения уже согласованного решения, точечной визуальной правки или технической реализации без продуктовой развилки.
Worst Possible Idea (reverse brainstorming) — deliberately design the most terrible solutions to the problem, name the mechanism that makes each one bad, then invert those mechanisms into strong features. Use when ideas all feel timid and safe, when the team is optimizing instead of imagining, or for "worst idea", "reverse brainstorming", "what would make this worse", "design the disaster", "how would we guarantee failure". Do NOT use for analytical work like debugging, code review, or implementation tasks.
Forced Analogy / Structural Transplant — map the problem onto a structurally similar system from a distant domain (immune system, air-traffic control, restaurant kitchen, jazz ensemble) and transfer its mechanisms back. Use when a solution works but feels derivative, when the industry playbook is exhausted, or when a system in nature or another trade already solves this shape of problem. Triggers include "analogy", "forced analogy", "how would a hospital/kitchen/airport handle this", "transplant from another industry", "structurally similar system". Do NOT use for analytical work like debugging, code review, or implementation tasks.
Build several genuinely different solutions to the same problem at once, spread across what the user does rather than how it looks. Use when one direction is on the table and the team is about to refine it by default. For choosing between the concepts afterwards, use `concept-selection`.