Total 50,402 skills, Product & Design has 1906 skills
Showing 12 of 1906 skills
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.
Design packaging, pricing strategy, and value communication. Bridges GTM (CMO) and Finance (CFO).
Design user interfaces. Use when creating layouts, wireframes, or UI specifications. Covers design principles and UI patterns.
Position a product using April Dunford's Obviously Awesome framework. Use when asked to define positioning, articulate differentiation, write a value proposition, or figure out how to position a product in the market. Follows the five-step competitive alternatives approach.
Shifts thinking from tactical to strategic using Anneka Gupta's frameworks for becoming more strategic. Use when escaping feature factory, moving from output to outcomes, or communicating strategic value.
Use this skill when the user needs to design onboarding flows, define their aha moment, improve activation rates, or reduce early churn. Covers activation metrics, interactive onboarding, personalization, progressive disclosure, and first-run UX.
Build high-converting landing pages with a simple 6-section framework. Use for landing page guidance.
Use when a founder has a rough product idea and wants autonomous deep validation, market and competitor research, and an evidence-based MVP decision with minimal back-and-forth.
Apple HIG guidance for navigation-related components including search fields, page controls, and path controls. Use this skill when the user says "how should search work in my app," "I need a breadcrumb," "how do I paginate content," or asks about search field, search bar, page control, path control, breadcrumb, navigation component, search UX, search suggestions, search scopes, paginated content navigation, or file path hierarchy display. Cross-references: hig-components-menus, hig-components-controls, hig-components-dialogs, hig-patterns.
Apple HIG guidance for selection and input controls including pickers, toggles, sliders, steppers, segmented controls, combo boxes, text fields, text views, labels, token fields, virtual keyboards, rating indicators, and gauges. Use this skill when the user says "picker or segmented control," "how should my form look," "what keyboard type should I use," "toggle vs checkbox," or asks about picker design, toggle, switch, slider, stepper, text field, text input, segmented control, combo box, label, token field, virtual keyboard, rating indicator, gauge, form design, input validation, or control state management. Cross-references: hig-components-menus, hig-components-dialogs, hig-components-search.
Apple Human Interface Guidelines for platform-specific design. Use this skill when the user asks about "designing for iOS", "iPad app design", "macOS design", "tvOS", "visionOS", "watchOS", "Apple platform", "which platform", platform differences, platform-specific conventions, or multi-platform app design. Also use when the user says "should I design differently for iPad vs iPhone", "how does my app work on visionOS", "what's different about macOS apps", "porting my app to another platform", "universal app design", or "what input methods does this platform use". Cross-references: hig-foundations for shared design foundations, hig-patterns for interaction patterns, hig-components-layout for navigation structures, hig-components-content for content display.
Evaluate product bets and shape pitches using Shape Up's appetite model and Bezos's Type 1/Type 2 decision framework. Use when asked to assess a product bet, evaluate initiative risk, decide resource allocation, or shape a pitch for a new feature or project.