Total 30,695 skills, Product & Design has 1175 skills
Showing 12 of 1175 skills
Launch new products from idea to first customers. Use when launching products, finding early adopters, building launch week playbooks, diagnosing why adoption stalls, or learning that press coverage does not equal growth. Includes the three-layer diagnosis, the 2-week experiment cycle, and the launch that got 50K impressions and 12 signups.
Design a screen's element tree in Screen Tree Notation (STN) format. Takes a screen description as input, references or creates a GLOBAL_LAYOUT, and outputs a complete element tree.
Generate an Information Architecture (IA) document from a service plan, PRD, or product idea. Outputs a structured screen hierarchy as Markdown nested lists and saves to SCREENS.md.
Evaluates interfaces, components, screens, and flows against universal UX/UI principles (heuristics, UX laws, Gestalt, cognitive psychology, accessibility) and delivers concrete, prioritized improvements. Use whenever the user shares UI code, screenshots, components, or mockups and wants feedback — even if they don't use the words "critique" or "review". Also trigger when the user asks "what's wrong with this UI", "how can I improve this", "review my component", "does this look right", "give me feedback on this design", or shares any interface and asks for thoughts. Trigger for partial slices too (a single button, form, or card) — not only full screens.
Designer's eye plan review — interactive, like CEO and Eng review. Rates each design dimension 0-10, explains what would make it a 10, then fixes the plan to get there. Works in plan mode. For live site visual audits, use /design-review. Use when asked to "review the design plan" or "design critique". Proactively suggest when the user has a plan with UI/UX components that should be reviewed before implementation.
Design consultation: understands your product, researches the landscape, proposes a complete design system (aesthetic, typography, color, layout, spacing, motion), and generates font+color preview pages. Creates DESIGN.md as your project's design source of truth. For existing sites, use /plan-design-review to infer the system instead. Use when asked to "design system", "brand guidelines", or "create DESIGN.md". Proactively suggest when starting a new project's UI with no existing design system or DESIGN.md.
Deconstruct competitor products to understand cost structure. Use for competitive pricing and cost analysis.
Visualize Key Purchase Criteria importance and performance. Use for competitive positioning and product strategy.
Design help systems and support patterns that work for people with cognitive disabilities. Use when designing help content, tooltips, onboarding, FAQs, support flows, documentation, or any context where users need guidance. Triggers on: help, support, FAQ, tooltip, onboarding, tutorial, guidance, stuck, confused, documentation, instructions.
Map and analyze customer experience touchpoints. Use for improving satisfaction, loyalty, and customer journey optimization.
Use this skill when working with game balancing - economy design, difficulty curves, progression systems, reward schedules, playtesting analysis, or tuning game parameters. Triggers on any game design task involving resource sinks and faucets, XP curves, loot tables, difficulty scaling, player retention mechanics, or interpreting playtest data to adjust game feel.
Use this skill when applying Jobs-to-be-Done, building opportunity solution trees, mapping assumptions, or validating product ideas. Triggers on product discovery, JTBD, jobs-to-be-done, opportunity solution trees, assumption mapping, experiment design, prototype testing, and any task requiring product discovery methodology.