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Found 11 Skills
Roblox platform UX and monetization specialist - Masters engagement loop design, DataStore-driven progression, Roblox monetization systems (Passes, Developer Products, UGC), and player retention for Roblox experiences
Guide product managers through creating a customer journey map by asking adaptive questions about the actor (persona), scenario/goal, journey phases, actions/emotions, and opportunities for improvemen
Apply flow theory to diagnose optimal experience conditions and design environments that balance challenge and skill for sustained engagement. Use this skill when the user needs to explain why users disengage from tasks, optimize task difficulty for peak performance, design learning progressions or gamification systems, or when they ask 'why do people lose focus', 'how to design for engagement', or 'what conditions produce peak performance'.
Design the structural anatomy of screens at wireframe fidelity — what goes where and why, before anyone argues about how it looks. Part of the Intent design strategy system. Produces lo-fi idea boards for divergent exploration, complete interactive grayscale wireframes with real labels and real hierarchy, and click-through prototypes that materialize flow logic from /journey. Trigger on: wireframe, wireframes, wireframing, thumbnails, "sketch the screen", "lay out this page", "what goes where on this screen", screen layout, page structure, lo-fi, mid-fi, click-through prototype, wireflow, "wireframe the dashboard", or any request to design the structure of a screen before its visual design. The flow through screens belongs to /journey; the information structure belongs to /organize; the words belong to /articulate — this skill owns the screen itself.
Brainstorm feature ideas for a new product in initial discovery from PM, Designer, and Engineer perspectives. Use when starting product discovery for a new product, exploring features for a startup idea, or doing initial ideation.
Build customer journey maps and service blueprints that visualize the end-to-end user experience including touchpoints, emotions, friction, and underlying systems. Use this skill whenever the user wants to map a customer journey, build a service blueprint, identify friction across an experience, align teams on the user experience, or visualize touchpoints and pain points. Triggers on customer journey, journey map, service blueprint, user journey, experience map, touchpoint analysis, friction map, journey audit, end-to-end experience, customer experience map. Also triggers when the team has departmental views of users but no shared map of what the experience actually feels like.
Use when designing a product change before building it — deciding whether it needs a BRD, PRD, UX note/XDS, or SD/SDD; authoring or amending those artifacts; writing user stories; designing journeys and interactions; choosing controls, states, failures, and recovery; reviewing the result; or handing product decisions to another stateless worker. This skill owns a CONDITIONAL DECISION CHAIN, the boundary between PRODUCT REQUIREMENT AUTHORITY and EXPERIENCE REALIZATION, the PRODUCT-STORY and INTERACTION-SCENARIO grammars, Data · Time · Path · Frame state prompts, durable repository/PR handoff, rendered review, and a PROPORTIONALITY rule that caps process cost. It is a thinking aid, not a governance system — it produces no statuses, hashes, approval records, artifact quotas, or merge gates.
Expert experiences council with 6 advisors (Pine, Parker, Meyer, Sutherland, Godin, Gray) for events, experiences, space activation, and idea generation.
Apply the Peak-End Rule — a flow is remembered by its most intense moment and its last. Use when designing completion, celebration, or cancellation moments. For sustaining engagement mid-flow, use `zeigarnik-effect`.
Design a learning experience for a child with the user, ground it in os-taxonomy and teaching research, then build and validate a standalone HTML experience. Use for creating or revising child-facing learning activities, rather than general curriculum lookup.
Design any user-facing experience end-to-end: task flows, multi-step workflows, navigation structures, onboarding, settings, search, content creation, collaboration, signup, checkout, dashboards, notifications, error recovery, and more. Handles cross-platform adaptation (mobile/web/TV/embedded), device-aware design, accessibility, interaction specifications, and multi-channel journey mapping. Trigger when designing user flows of any kind, mapping screen sequences, optimizing task completion, specifying interactions, designing navigation, or asking "how should the user experience X?" Use this skill broadly — any time someone is working through how a user moves through a product experience, this skill applies.