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All Skills

Total 43,743 skills, Product & Design has 1622 skills

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Showing 12 of 1622 skills

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Product & Designasgard-ai-platform/skills

ux-lean-startup

Apply Lean Startup methodology — Build-Measure-Learn loop, MVP, validated learning, and pivot decisions. Use this skill when the user is launching a new product or startup and needs to validate ideas quickly, design an MVP, decide whether to pivot or persevere, or reduce wasted effort on unvalidated assumptions — even if they say 'should we build this', 'how do we test this idea', 'when should we pivot', or 'we're burning cash with no traction'.

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6
Product & Designjohanspannare/awesome-cla...

prd-interview

Interactive interview to create comprehensive Product Requirements Documents with User Stories and Use Cases, starting with the problem, not the solution

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6
Product & Designlancetw/skills

prd-tw

Help non-technical stakeholders write clear, scoped requirements documents. Translates business needs into structured specs including user goals, workflows, and success criteria — but first guides the requester through prioritization, scope limits, and MVP phasing to prevent wishlist bloat. Output in Taiwan Traditional Chinese. Use this skill when your boss, PM, or stakeholder wants to define what a feature should do, write a PRD, plan a product, or describe requirements. It is also suitable when someone presents a large feature wishlist and needs help structuring and narrowing down its scope.

🇨🇳|ChineseTranslated
6
Product & Designcharleswiltgen/axiom

axiom-design

Use when making design decisions, implementing HIG patterns, Liquid Glass, SF Symbols, typography, or structuring app entry points and authentication flows.

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6
Product & Designxiduzo/wtf

wtf.design-task

This skill should be used when a designer is picking up a Task issue to add design coverage. Triggers on phrases like "I want to design task

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6
Product & Designbbeierle12/skill-mcp-clau...

case-studies-reference

Game building mechanics case studies and decision frameworks. Use when designing building systems, evaluating trade-offs, or learning from existing games. Reference-only skill with detailed analysis of Fortnite, Rust, Valheim, Minecraft, No Man's Sky, and Satisfactory building systems.

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6
Product & Designnawwwal/dex

diverge

Design brainstorming and structural divergence engine. Generates 8-10 radically different product/design concepts using creative provocation techniques, persona lenses, and axis-based divergence. Concepts differ in mechanism, not styling. Outputs an interactive React prototype with a concept picker and per-concept DialKit tuning controls. Triggers on "diverge", "explore directions", "brainstorm directions", "conceptual range", "radically different concepts", "product directions", "divergent prototypes", "explode the solution space", "give me range".

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6
Product & Designgetagentseal/founder-play...

four-steps

Applies Steve Blank's Customer Development methodology from The Four Steps to the Epiphany. Use when a startup is searching for customers and a business model before scaling. Covers the four-step process: Customer Discovery (find if anyone wants what you're building), Customer Validation (prove you can sell it repeatably), Customer Creation (drive demand matched to Market Type), and Company Building (transition from learning org to execution org). Triggers include 'we built it but no one's buying', 'should we hire salespeople yet', 'how do we find our first customers', 'we're burning cash and sales aren't scaling', 'are we in a new or existing market', 'when do we scale'. NOT for companies that have already crossed the chasm into mainstream (use Crossing the Chasm instead), not for optimizing an existing sales funnel, not for product development methodology (this is its companion, not replacement).

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6
Product & Designgetagentseal/founder-play...

monetizing-innovation

Designs products around price using the 9 rules from Ramanujam and Tacke - WTP conversations, needs-based segmentation, Good/Better/Best configuration, monetization models, behavioral pricing, and price integrity. Use when designing new products, validating pricing for SaaS/B2B/B2C launches, choosing between subscription/usage/freemium models, fixing post-launch sales below plan, diagnosing failed launches as Feature Shock/Minivation/Hidden Gem/Undead, or when product teams say 'let's price it later'. Not for pure commodities or cost-plus regulated environments.

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6
Product & Designgetagentseal/founder-play...

crossing-the-chasm

Applies Geoffrey Moore's chasm-crossing strategy for B2B tech products moving from visionary early adopters to pragmatist mainstream. Use when a product has early traction but stalls before mainstream adoption, when planning a beachhead/niche strategy, when designing whole-product offerings, when positioning against established competitors, or when scaling from innovator usage to industry standard. Triggers include 'stuck between early adopters and mainstream', 'we need a beachhead', 'pragmatist customers won't buy', 'how do we go from 10 to 1000 customers'. NOT for PLG/freemium SaaS (Slack, Notion, Cursor), pure consumer apps, two-sided marketplaces, or AI-native products with bottoms-up viral adoption - their dynamics break the visionary-to-pragmatist sequence.

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6
Product & Designproduct-on-purpose/pm-ski...

deliver-user-stories

Generates user stories with clear acceptance criteria from product requirements or feature descriptions. Use when breaking down features for sprint planning, writing tickets, or communicating requirements to engineering.

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6
Product & Designproduct-on-purpose/pm-ski...

deliver-prd

Creates a comprehensive Product Requirements Document that aligns stakeholders on what to build, why, and how success will be measured. Use when specifying features, epics, or product initiatives for engineering handoff.

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