Total 43,570 skills, Product & Design has 1611 skills
Showing 12 of 1611 skills
Collaborative design exploration for new features and architecture decisions. Triggers: 'brainstorm', 'ideate', 'explore options', or /ideate. Presents 2-3 approaches with trade-offs, documents chosen approach. Do NOT use for implementation planning or code review. Requires no existing design document — use /plan if one exists.
Guide product managers through creating a user story map by asking adaptive questions about the system, users, workflow, and priorities—then generating a two-dimensional map with backbone (activitie
Create clear, concise user stories that combine Mike Cohn's user story format with Gherkin-style acceptance criteria. Use this to translate user needs into actionable development work that focuses on
Fundamental design principles based on Don Norman's "The Design of Everyday Things". Use when you need to: (1) design affordances and signifiers into interfaces, (2) analyze why products are confusing, (3) apply constraints to prevent errors, (4) design clear feedback mechanisms, (5) bridge gulfs of execution and evaluation, (6) create intuitive conceptual models, (7) apply human-centered design, (8) understand why users make errors and design fault-tolerant systems.
Articulate a problem from the user's perspective using an empathy-driven framework that captures who they are, what they're trying to do, what's blocking them, why, and how it makes them feel. Use thi
Craft a clear, empathetic End-of-Life (EOL) message that communicates product or feature discontinuation, explains the rationale, addresses customer impact, provides transition support, and positions
Guide PMs through MITRE's Problem Framing Canvas with structured questions across Look Inward, Look Outward, and Reframe to produce a clear, bias-resistant problem statement.
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
Apple Human Interface Guidelines for layout and navigation components. Use this skill when the user asks about "sidebar", "split view", "tab bar", "tab view", "scroll view", "window design", "panel", "list view", "table view", "column view", "outline view", "navigation structure", "app layout", "boxes", "ornaments", or organizing content hierarchically in Apple apps. Also use when the user says "how should I organize my app", "what navigation pattern should I use", "my layout breaks on iPad", "how do I build a sidebar", "should I use tabs or a sidebar", or "my app doesn't adapt to different screen sizes". Cross-references: hig-foundations for layout/spacing principles, hig-platforms for platform-specific navigation, hig-patterns for multitasking and full-screen, hig-components-content for content display.
Behavior design framework based on BJ Fogg's "Tiny Habits". Use when you need to: (1) diagnose why users aren't completing key actions, (2) reduce friction using the Ability Chain, (3) design effective prompts, (4) create tiny behaviors that compound into retention, (5) audit motivation-ability mismatches, (6) design onboarding that builds lasting habits, (7) apply B=MAP to improve activation and retention metrics.
Apply lean thinking to UX: hypothesis-driven design, collaborative sketching, and rapid experiments instead of heavy deliverables. Use when the user mentions "Lean UX", "design hypothesis", "UX experiment", "collaborative design", or "outcome over output". Covers hypothesis statements, MVPs for UX, and cross-functional collaboration. For Build-Measure-Learn, see lean-startup. For usability audits, see ux-heuristics.
Talk to customers without leading them using Mom Test rules: discuss their life not your idea, ask about specifics in the past, and talk less. Use when the user mentions "customer interviews", "validate my idea", "users say they want it but don't buy", "leading questions", or "The Mom Test". Covers commitment and advancement, avoiding compliments, and extracting signal from noise. For product-market fit, see jobs-to-be-done. For rapid prototype testing, see design-sprint.