Total 54,149 skills, Product & Design has 2093 skills
Showing 12 of 2093 skills
Porter's Five Forces, SWOT analysis, and competitive landscape mapping. Use when analyzing market position, evaluating competitive threats, building battlecards, or assessing industry dynamics.
UI interaction design patterns for skeleton loading, infinite scroll with accessibility, progressive disclosure, modal/drawer/inline selection, drag-and-drop with keyboard alternatives, tab overflow handling, and toast notification positioning. Use when implementing loading states, content pagination, disclosure patterns, overlay components, reorderable lists, or notification systems.
UX designer and UI specialist. Use when the user asks to talk to Sally or requests the UX designer.
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.
Extract and structure fuzzy product ideas into validated problem statements, target users, and jobs-to-be-done. Use when a user has a raw idea, concept, or solution in mind but hasn't clearly articulated the problem, target user, or assumptions. This skill helps users communicate context to coding agents more effectively, reducing iteration cycles and "that's not what I meant" moments.
Use when need systematic innovation through comprehensive solution space exploration, resolving technical contradictions (speed vs precision, strength vs weight, cost vs quality), generating novel product configurations, exploring all feasible design alternatives before prototyping, finding inventive solutions to engineering problems, identifying patent opportunities through parameter combinations, or when user mentions morphological analysis, Zwicky box, TRIZ, inventive principles, technical contradictions, systematic innovation, or design space exploration.
Run the full design-to-build workflow as a guided sequence. Orchestrates all designer skills in order, from grilling through review. Use when user wants to go through the complete design process, start a project from scratch, run the full flow, or mentions "design flow" or "full workflow".
Apple Human Interface Guidelines (HIG) reference for designing iOS, iPadOS, macOS, tvOS, visionOS, watchOS apps. Covers UI components, layout, accessibility, typography, navigation, inputs, and platform technologies. Use when designing Apple platform UIs, reviewing SwiftUI/UIKit patterns, or applying HIG design principles to any app.
Activate for business cards, flyers, invitations, packaging, posters, and any physical media design.
Tones down visually aggressive or overstimulating designs, reducing intensity while preserving quality. Use when the user mentions too bold, too loud, overwhelming, aggressive, garish, or wants a calmer, more refined aesthetic.
Evaluate design from a UX perspective, assessing visual hierarchy, information architecture, emotional resonance, cognitive load, and overall quality with quantitative scoring, persona-based testing, automated anti-pattern detection, and actionable feedback. Use when the user asks to review, critique, evaluate, or give feedback on a design or component.
Use when you have a rough product idea and want a complete PRD without sitting through an interactive grilling. Claude walks the full decision tree (edge cases, modules, schema, testing, security), self-answers with software-engineering best practices, streams the Q&A live so you can override, and writes the PRD locally with an option to push as a GitHub issue.