Total 54,069 skills, Product & Design has 2088 skills
Showing 12 of 2088 skills
Apply and manage the AI-powered design system with 50+ curated styles
Strategic framework for discovering and designing product innovations based on Clayton Christensen's Jobs to Be Done (JTBD) theory from "Competing Against Luck". Use when you need to: (1) understand customers' true motivations, (2) design a new product or feature, (3) conduct customer discovery interviews, (4) analyze competition through the "jobs" lens, (5) diagnose why a product isn't selling or customers are churning, (6) create positioning strategy, (7) build a jobs-oriented organization.
Apply behavioral science to product design and produce a Behavioral Product Design Pack (target behavior, behavioral diagnosis, intervention map, prioritized concepts, design specs, experiment + instrumentation plan, ethics/trust review). Use for retention, onboarding, habit loops, and behavior change problems.
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”.
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.
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).
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.
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.
Use to manage brand guidelines, approvals, and ongoing refresh cadence.
Method for translating product telemetry into ROI narratives and expansion triggers.
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.
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.