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All Skills

Total 43,575 skills, Product & Design has 1611 skills

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Showing 12 of 1611 skills

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Product & Designoldwinter/skills

coaching-pms

Coach product managers and produce a PM Coaching Pack (context-specific definition of “good PM”, evidence-based assessment, growth bets + development plan, coaching cadence + session toolkit, follow-up tracker). Use for coaching PMs, developing PMs, leveling expectations, and creating growth plans. Category: Leadership.

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6
Product & Designerichowens/some_claude_sk...

adhd-design-expert

Designs digital experiences for ADHD brains using neuroscience research and UX principles. Expert in reducing cognitive load, time blindness solutions, dopamine-driven engagement, and compassionate design patterns. Activate on 'ADHD design', 'cognitive load', 'accessibility', 'neurodivergent UX', 'time blindness', 'dopamine-driven', 'executive function'. NOT for general accessibility (WCAG only), neurotypical UX design, or simple UI styling without ADHD context.

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6
Product & Designmenkesu/awesome-pm-skills

jtbd-building

Builds features based on Jobs-to-be-Done theory using Bob Moesta's frameworks. Use when designing features, identifying customer jobs, understanding push/pull forces, or uncovering hidden needs beyond stated feature requests.

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6
Product & Designmenkesu/awesome-pm-skills

user-feedback-system

Builds feedback collection systems using Superhuman's PMF framework and YC's "talk to users" methodology. Use when implementing NPS surveys, scheduling user interviews, or measuring product-market fit.

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6
Product & Designmenkesu/awesome-pm-skills

continuous-discovery

Implements Teresa Torres' continuous discovery habits for weekly customer contact, opportunity solution trees, and assumption testing. Use when building discovery processes, conducting user research, validating assumptions, or establishing product trio workflows.

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6
Product & Designmenkesu/awesome-pm-skills

strategy-frameworks

Creates product strategies using Crossing the Chasm, Playing to Win, and strategic canvas frameworks. Use when defining where to play and how to win, choosing beachhead markets, or connecting tactics to strategy.

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6
Product & Designrohunvora/cool-claude-ski...

mobbin-ux

Research-driven UI/UX improvement using Mobbin. Use when user explicitly requests design pattern research ("use Mobbin", "research design patterns", "find UX patterns for X"). Requires Mobbin account and browser automation (claude-in-chrome MCP). Searches Mobbin for relevant UI patterns, extracts design principles, generates a spec document for approval, then implements. NOT for general UI work—only when user wants research-backed design.

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6
Product & Designdirnbauer/webconsulting-s...

ui-design-patterns

Practical UI design patterns and principles for creating polished, professional interfaces. Based on proven techniques from Refactoring UI and Practical UI. Use when working with ui, design, layout, spacing, typography, color, hierarchy, styling.

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6
Product & Designmitsuhiko/agent-stuff

openscad

Create and render OpenSCAD 3D models. Generate preview images from multiple angles, extract customizable parameters, validate syntax, and export STL files for 3D printing platforms like MakerWorld.

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6
7 scripts/Attention
Product & Designmike-coulbourn/claude-vib...

visual-identity-direction

Provides visual identity direction and creative briefing frameworks including Alina Wheeler's five-phase process, strategy-to-visual translation method, mood board methodology, logo brief structure, photography style frameworks, and typography/color direction. Auto-activates during visual direction, creative briefing, mood board creation, logo brief writing, and visual identity system work. Use when discussing visual direction, creative briefs, mood boards, logo briefs, photography style, visual identity, visual strategy, visual translation, visual expression, design direction, or visual language.

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6
Product & Designomer-metin/skills-for-ant...

player-onboarding

First Time User Experience (FTUE) design that teaches through play, hooks players in 30 seconds, and retains them for lifeUse when "tutorial, onboarding, teach player, first time user, FTUE, new player experience, how to teach, teaching mechanics, tutorial level, intro sequence, player retention, drop-off, skip tutorial, contextual hints, help system, onboarding, tutorial, ftue, first-time-user-experience, player-retention, teaching, learning, progressive-disclosure, difficulty-curve, new-player-experience, hooks, engagement" mentioned.

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6
Product & Designkasperjunge/agent-resourc...

discover-outcomes

Use at the start of product strategy to define or refine desired outcomes and success metrics (e.g., for Opportunity Solution Trees or continuous discovery) before selecting opportunities or solutions.

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