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Found 43 Skills
Use when designing character personalities, creating memorable motion signatures, ensuring animations feel polished, or making visual experiences that audiences want to watch.
Hook Model framework for building habit-forming products based on Nir Eyal's "Hooked". Use when you need to: (1) increase user engagement and retention, (2) design habit loops in your product, (3) audit why users aren't returning, (4) create effective triggers and notifications, (5) design variable reward systems, (6) increase investment and switching costs, (7) evaluate the ethics of your engagement tactics, (8) optimize onboarding for habit formation.
Guides structured ideation through Socratic questioning to explore problems, opportunities, and solutions. Use when brainstorming features, exploring use cases, or thinking through new ideas.
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.
Create wireframes and interactive prototypes to visualize user interfaces and gather feedback early. Use tools and techniques to communicate design ideas before development.
Design Thinking process—Empathize, Define, Ideate, Prototype, Test. Use for product design, solving ambiguous problems, or when you don't know what users really need.
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.
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.
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.
Define a set of actionable design principles that guide decision-making and resolve trade-offs.
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.