Total 53,207 skills, Product & Design has 2021 skills
Showing 12 of 2021 skills
Day 1 (Monday) move of a Design Sprint that produces the bundled Monday artifact containing long-term goal, sprint questions (3-7 testable risks), customer or system map (5-15 step flow), expert interview notes, HMW (How Might We) cluster board, and the Decider's chosen target moment. Use Day 1 morning and afternoon after the sprint brief is locked. Sets the design target for Tuesday's sketches and Wednesday's storyboard.
Create helpful, actionable zero-content states
Determine what UI element draws attention first, second, third using size, weight, color, and de-emphasis strategies
Create or update a DESIGN.md from an existing product repository or public website. Use when asked to document an interface's design language, reconstruct its visual system, extract design tokens and guidance from current evidence, or give coding agents persistent UI context. Do not modify product source or promote accidental implementation patterns into design decisions.
Clarify, review, and write project requirements. Use this when you want to discuss requirements, determine whether requirements are clear or ready to enter the design phase, sort out user stories and processes, complete the scope of existing function transformations, or form requirement documents that can be consistently understood by product, development, and testing teams. It is not responsible for technical solutions, task planning, coding implementation, or acceptance execution.
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
Проверить, понятно ли пользователю, что произошло после действия, и предусмотрены ли состояния загрузки, пустоты и ошибки. Использовать при реализации сохранения, копирования, удаления, отправки, загрузки и синхронизации; при создании экранов с асинхронными данными; и при разборе интерфейса, который кажется неотзывчивым или непонятным. Не использовать для визуальной полировки и эстетики.
Provides comprehensive guidance for Uizard AI design tool including AI-powered design generation, wireframing, and design automation. Use when the user asks about Uizard, needs to generate designs with AI, create wireframes, or automate design tasks.
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.
Use when you need to execute R3 (Prototype Generation) in the product requirement Spec process of sdlc-dev, generate requirements/prototype.md based on requirements/prd.md (including task flow + page structure + ASCII wireframe + AC mapping + walkthrough script), and avoid proceeding with generation without context/PRD, using Open Questions instead of verification checklists, or using non-ASCII formats that make the prototype untraceable and unreviewable.