Total 52,548 skills, Product & Design has 1986 skills
Showing 12 of 1986 skills
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
freeCodeCamp's "Command-line Chic" UI design system and aesthetic guidelines. Apply these rules whenever building, styling, or reviewing any UI that should look and feel like a freeCodeCamp product — web apps, dashboards, landing pages, admin tools, component libraries, or themes. Use this skill when the user mentions freeCodeCamp styling, fCC design, "Command-line Chic", dark theme development for fCC, or asks for a UI that follows freeCodeCamp's visual identity. Also use when working on any freeCodeCamp repository, contributing to freeCodeCamp projects, or building tools and dashboards for freeCodeCamp staff, even if the user doesn't explicitly mention the design system.
Analyze a reference design image and extract visual DNA — layout, style, color palette, texture, typography, copy tone, spacing, etc. — into a structured, reusable replication prompt that can be applied to new scenarios. Trigger when: user provides a reference image and asks to "extract style", "replicate this", "clone this design", "analyze this visual", "generate a replication prompt", "提取设计要素", "复刻这个风格", "分析这张图", "视觉克隆".
Elicits and prioritises user needs (needs, pains, desires) as job stories — produces opportunities ready for product strategy
Maps domain concepts, terminology conflicts, and bounded contexts — produces a noun harvest for the conceptual model layer
Psychological profiling through natural conversation using narrative identity research (McAdams), self-defining memory elicitation (Singer), and Motivational Interviewing (OARS framework). Use when you need to: (1) understand someone's core values and motivations, (2) discover formative memories and life-defining experiences, (3) detect emotional schemas and belief patterns, (4) build psychological profiles through gradual disclosure, (5) conduct user interviews that reveal deep insights, (6) design conversational flows for personal discovery, (7) identify identity themes like redemption and contamination narratives, (8) elicit authentic self-disclosure without interrogation.
Generate new screens from text prompts or images, edit existing screens with prompts and design system tokens, and generate design variants using Stitch MCP. Includes prompt enhancement pipeline, design mappings, professional UI/UX terminology, design tokens and theme system capabilities.
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.
Design the structural anatomy of screens at wireframe fidelity — what goes where and why, before anyone argues about how it looks. Part of the Intent design strategy system. Produces lo-fi idea boards for divergent exploration, complete interactive grayscale wireframes with real labels and real hierarchy, and click-through prototypes that materialize flow logic from /journey. Trigger on: wireframe, wireframes, wireframing, thumbnails, "sketch the screen", "lay out this page", "what goes where on this screen", screen layout, page structure, lo-fi, mid-fi, click-through prototype, wireflow, "wireframe the dashboard", or any request to design the structure of a screen before its visual design. The flow through screens belongs to /journey; the information structure belongs to /organize; the words belong to /articulate — this skill owns the screen itself.
Manage design systems in Stitch using MCP tools. Includes retrieval of assets, creating/updating design systems in Stitch, and applying them to screens.
Facilitates the fourth step of a proven ideal-customer (ICP) method: refining classified weaknesses into deal-breakers — the circumstances that disqualify the product outright, no matter how well everything else fits — and mapping the anti-market segments who therefore will never buy. Takes the weaknesses from a strengths chart (W1, W2, …) plus a keystones file (K1, K2, …), walks the weaknesses one at a time, records deal-breakers with their anti-market segments in DEALBREAKERS.md (D1, D2, …), then HONES the keystones: appending the qualifiers each deal-breaker forces ('…processing at least $5,000/mo'), editing KEYSTONES.md under its frozen numbers with a change log. Load when the user has keystones and weaknesses and asks who will never buy, what their anti-market is, or 'run the deal-breakers step.' Do NOT load to derive keystones from strengths (the previous step), to find inciting events (the next step), or to write the final ideal-customer definition.
Facilitates the learning step of a proven customer-interview method — the recording half: turning raw material from ONE customer conversation (transcript, notes, memory dump) into a brief per-person debrief file, mapped against the numbered interview-question list (Q1, Q2, … with H-number tags). One concise answer per question actually asked, key phrases kept verbatim, unasked questions honestly skipped, a one-line commentary only where in-the-moment context helps later analysis, and an addenda section for everything heard that fit no question. Load when the user has just done a customer interview and says 'here's the transcript,' 'process my call notes,' 'file this conversation against my questions,' or 'add this interview to the record.' Do NOT load for writing goals, hypotheses, or interview questions (earlier steps), for synthesizing patterns across multiple interviews and updating hypotheses (the next step), or for summarizing meetings or transcripts unrelated to customer interviews.