Total 50,474 skills, Product & Design has 1908 skills
Showing 12 of 1908 skills
Apply network economics to analyze markets with network effects, critical mass dynamics, and platform competition. Use this skill when the user needs to evaluate tipping points, lock-in risks, switching costs, or standards wars, especially in technology platforms and two-sided markets.
Apply Jobs to Be Done (JTBD) framework to understand customer motivation through functional, emotional, and social jobs. Use this skill when the user needs to understand why customers hire or fire a product, discover unmet needs, write job stories, or reframe product strategy around customer outcomes — even if they say 'why do customers buy this', 'what need does this serve', or 'customers aren't using our product as intended'.
Apple-inspired premium aesthetic with precise spacing, modern typography, and a refined, polished visual language.
Multi-technique business analysis orchestration using BABOK. Coordinates 14 techniques across strategic analysis, problem solving, planning, and design into comprehensive analysis packages.
This skill should be used when a designer wants to produce a holistic design for a full feature before it is broken into tasks — for example "design feature
Triage mixed game demo and playtest feedback into a prioritized fix brief, weighted evidence summary, and next artifact recommendation. Use when a team has playtest notes, Steam Playtest responses, creator or streamer demo reactions, survey comments, wishlist/context signals, bug lists, or performance findings and needs to decide what to fix first before the next build, festival, or launch beat, even if they only say "sort our playtest feedback", "what should we fix before Next Fest", "players are confused", "streamers bounced off the demo", or "turn these demo notes into priorities".
Exhaustively extract UX patterns from a reference web app. Walks every screen, captures screenshots of every state, records interaction patterns, copy verbatim, keyboard shortcuts, responsive treatments, motion, and empty/error/loading states. Produces a reusable pattern library that other audits can compare against. The inverse of ux-audit — asks 'what is the bar?' rather than 'does this match the bar?'. Trigger with 'learn from X', 'extract patterns from X', 'study X's UX', 'reverse engineer the UX of X', 'build a pattern library from X'.
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.
Scroll areas inside a layout should be avoided wherever possible. When unavoidable, allow only one scroll axis at a time and always keep the user in control. Use when designing layouts, data tables, panels, or any component that might introduce an inner scroll container.
Create memorable sonic logos using design principles from Intel, Netflix, and McDonald's—crafting 2-5 second audio signatures that achieve instant brand recognition. Use when: Creating a sonic logo for a brand; Evaluating audio logo proposals from agencies; Understanding what makes sonic logos effective; Briefing sound designers on logo requirements; Analyzing competitor sonic logos
Creates an opportunity solution tree mapping desired outcomes to opportunities and potential solutions. Use for outcome-driven product discovery, prioritization, or communicating product strategy.
Designs an A/B test or experiment with clear hypothesis, variants, success metrics, sample size, and duration. Use when planning experiments to validate product changes or test hypotheses.