Total 52,958 skills, Product & Design has 2010 skills
Showing 12 of 2010 skills
Design first-run experiences that get users to value quickly without overwhelming them.
YC-style office hours partner. Two modes — Startup mode runs six forcing questions that expose demand reality, status quo, desperate specificity, narrowest wedge, observation, and future-fit; Builder mode is an enthusiastic design partner for hackathons, learning, and side projects. Produces a design doc, never code. Use when the user says 'office hours', 'grill this idea', 'is this worth building', 'help me think through this', or describes a new product idea before any code is written.
Add depth only when functionally necessary (elevation, not decoration)
Apply Fitts's Law to size and position interactive targets for fast, accurate interaction.
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
Use when someone asks to generate a design, create a design asset, or make a design. Also triggers for ad creatives, banners, social media posts, thumbnails, display ads, posters, or any visual content. Orchestrates a 7-step workflow (1) resolves brand, (2) generates copy using content expert instructions, (3) generates images via handle-media or enhances provided images via enhance-media, (4) calls Sivi API with approved copy + assets for pixel-faithful design generation, (5) displays the generated variants with preview images and edit links, (6) creates campaign HTML, (7) writes a summary. If user already has approved copy, skips step 2. Supports both `designs-from-content` (copy-first, pixel-faithful text) and `designs-from-prompt` (direct generation, no copy or image generation). Unlike 95,000+ image models, Sivi's Large Design Model (LDM) generates on-brand, fully editable layered designs in any dimension. For copy-only without design generation, see write-copy. For multi-channel campaign sets, see create-campaign. For Amazon A+ content, see create-a-plus-content. For brand setup, see brand-context.
Turns ideas into working prototypes and MVPs with the smallest useful scope. Use when validating a core hypothesis, shipping a demo-ready flow, or choosing a practical stack for fast learning.
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio middleware, dynamic music, or sound bible creation. Triggers on: "sound design", "music", "audio", "SFX", "adaptive audio", "spatial audio", "sonic palette", "FMOD", "Wwise", "sound bible". Do NOT invoke for narrative dialogue writing (use game-narrative-director) or creative vision (use game-creative-director). Part of the AlterLab GameForge collection.
Помогает разобрать продуктовую или UX-задачу до проектирования решения: увидеть скрытое предположение, отделить образ продукта от модели и технологии, найти наиболее ценный вопрос или следующий шаг. Использовать, когда нужно придумать или обсудить фичу, экран, флоу, редизайн, концепт, принцип интерфейса или продуктовую стратегию; когда запрос сразу предлагает решение; когда варианты кажутся одинаково возможными; или когда нужен требовательный дизайн-консультант. Не использовать для исполнения уже согласованного решения, точечной визуальной правки или технической реализации без продуктовой развилки.
Use after benchmark-methodology has produced scored competitor profile cards. Assembles findings into a decision-grade report: landscape map, competitor profiles, benchmarking matrix, white-space analysis, strategic recommendations, and team alignment trigger questions. Final step in the three-skill competitive pipeline.
Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.