Total 54,172 skills, Product & Design has 2093 skills
Showing 12 of 2093 skills
Transforms Claude from a 'Graphic Designer' into a 'Design Thinker'. Trigger this skill whenever the user asks for design, redesign, creation of graphics, layouts, UI/UX, or any creative asset. Use this skill even if the user provides a direct request like 'make a flyer' or 'redesign my site'. The goal is to ask critical questions and solve the underlying problem before touching any visual elements.
Create a PRD through user interview, codebase exploration, and module design, then submit as a GitHub issue. Use when user wants to write a PRD, create a product requirements document, or plan a new feature.
Produces a design-plan (living document like an exec-plan) that maps an app domain to feature groups using Apple Design DNA patterns. Each feature group becomes a milestone buildable in one ios-taste session. Use when the user describes an app idea, domain, or workflow and needs a structured plan before building. Triggers on "plan this app", "what features does X need", "design plan", "feature breakdown", "what screens do I need", or any pre-build planning question. Also trigger when the user provides workflow notes or user interview results. CRITICAL: This skill produces a DESIGN-PLAN document only. It does NOT generate SwiftUI code, layouts, or visual design.
Designs and improves onboarding flows, empty states, and first-run experiences to help users reach value quickly. Use when the user mentions onboarding, first-time users, empty states, activation, getting started, or new user flows.
Add strategic color to features that are too monochromatic or lack visual interest, making interfaces more engaging and expressive. Use when the user mentions the design looking gray, dull, lacking warmth, needing more color, or wanting a more vibrant or expressive palette.
High-end dark aesthetic with bold headings, monochromatic palette, and premium feel for luxury brand experiences.
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
Research methodologies, user interviews, surveys, usability testing, persona creation, and insight extraction
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.
Refine an existing design tree until key branches become implementation-ready. Use when the high-level structure already exists but important branches remain vague, shallow, or unresolved. Trigger when the user needs deeper decomposition, edge-case coverage, failure-path clarification, interface detail, or validation criteria for a partially designed system. Do not use to create the initial design skeleton from scratch or to compare options for a single explicit decision node.
Creates a Jobs to be Done canvas capturing the functional, emotional, and social dimensions of a customer job. Use when deeply understanding customer motivations, designing for jobs, or reframing product positioning.
A mobile-app screen rendered inside a pixel-accurate iPhone 15 Pro frame on the page. Built by copying the seed `assets/template.html` and pasting one screen archetype from `references/layouts.md`. Use when the brief asks for "mobile app", "iOS app", "Android app", "phone screen", or "app UI".