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All Skills

Total 54,046 skills, Product & Design has 2088 skills

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Showing 12 of 2088 skills

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Product & Designoldwinter/skills

startup-pivoting

Decide whether/how to pivot a startup or product and produce a Pivot Decision & Execution Pack (diagnosis, exhaustion check, pivot options map, pivot thesis + metrics, validation plan, execution plan, decision memo). Use for “should we pivot?”, “stuck pre-PMF”, “growth stalled”, “change ICP”, “reposition”, “major strategy reset”.

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19
Product & Designoldwinter/skills

usability-testing

Plan, run, and synthesize usability tests and produce a Usability Test Pack (test plan, tasks/script, logistics, notes template, issue log, findings + recommendations). Use for usability test, user test, prototype test, user testing, usability study, Wizard of Oz, fake door.

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19
Product & Designmenkesu/awesome-pm-skills

zero-to-launch

Guides Claude from idea to working prototype using frameworks from OpenAI, Figma, and Airbnb. Use when starting new product features, planning MVP scope, making build-vs-buy decisions, or guiding users from concept to shippable prototype. Applies AI-first thinking (Kevin Weil), simplicity forcing functions (Dylan Field), and complete experience design (Brian Chesky).

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19
Product & Designdoodledood/codex-workflow

spec

Build requirements specification through structured discovery interview. Use when defining scope, gathering requirements, or specifying WHAT work should accomplish - features, bugs, refactors, infrastructure, migrations, performance, documentation, or any other work type. Triggers: spec, requirements, define scope, what to build.

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19
Product & Designomer-metin/skills-for-ant...

game-design

Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.

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19
Product & Designgtmagents/gtm-agents

brand-governance

Use to manage brand guidelines, approvals, and ongoing refresh cadence.

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Product & Designgtmagents/gtm-agents

usage-to-value-map

Method for translating product telemetry into ROI narratives and expansion triggers.

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19
Product & Designshlomi-schwartz/shlomix

ux-expert

Always-on UX advisor that surfaces relevant Laws of UX when building or modifying UI components. Proactively activates when creating, editing, or reviewing any user interface — components, layouts, navigation, forms, interactions, or visual design. Covers 30 laws across decision-making, cognition, visual organization, memory, engagement, and design principles.

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19
Product & Designandreaskelm/pm-brain

pm-brain-workflow

Guide product managers through PM workflows using the PM Brain framework library. Use when working on product management tasks, braindumping ideas, assessing opportunities, writing PRDs, conducting research, or planning strategy. Supports thinking-first approach before jumping to templates.

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19
Product & Designjkappers/agent-skills

spec-writer

Write feature specifications that capture requirements and acceptance criteria. Use when (1) writing a new feature spec, (2) documenting functional requirements, (3) defining acceptance criteria for a feature, (4) capturing design goals and constraints for planned work, or (5) structuring a product idea into a formal specification.

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19
Product & Designheyvhuang/ship-faster

tool-design-style-selector

Use when you need to define or converge a project's visual direction. Scan project documentation to identify intent, then produce a design-system.md (either preserve existing style or pick from 30 presets). Triggers: design system, design spec, UI style, visual style, design tokens, color palette, typography, layout. Flow: scan → intent → (gate) preserve vs preset → deploy design-system.md after confirmation → (default) implement UI/UX per design-system.md (plan first, then execute).

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19
Product & Designdylantarre/animation-prin...

exaggeration-mastery

Use when determining how far to push motion beyond realism, calibrating animation intensity for context, or making key moments register with audiences.

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