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Found 57 Skills
Day 3 (Wednesday) move of a Design Sprint that runs the art museum layout, heat map, speed critique, straw poll, Decider supervote, rumble-vs-all-in-one decision, and the storyboard that drives Thursday's prototype build. The most decision-heavy day of the sprint. Use Wednesday morning and afternoon after Tuesday's sketches are collected and attribution-stripped. Produces the canonical 5-15 step storyboard that becomes the build spec.
Design Thinking process—Empathize, Define, Ideate, Prototype, Test. Use for product design, solving ambiguous problems, or when you don't know what users really need.
Create an end-to-end user journey map with stages, touchpoints, emotions, pain points, and opportunity areas. Use when mapping the full user experience for a product, feature, or service.
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.
Product spec / PRD as a single page — problem, success metrics, scope, user stories, design notes, rollout plan, open questions. Use when the brief mentions "PRD", "spec", "product spec", "feature brief", or "需求文档".
Motivation science framework based on Daniel Pink's "Drive". Use when you need to: (1) design features that leverage intrinsic motivation, (2) create progress systems that support mastery, (3) craft purpose-driven messaging and missions, (4) audit if product mechanics undermine autonomy, (5) design team structures and incentives with AMP principles (Autonomy, Mastery, Purpose), (6) understand why gamification fails, (7) replace carrot-and-stick approaches with intrinsic motivation.
Map user Jobs-to-Be-Done with functional, emotional, and social dimensions plus outcome expectations. Use when reframing product decisions around user motivations rather than features.
Define responsive layout grid systems with columns, gutters, margins, and breakpoint behavior.
UX design interview → living doc UX Design section (flows, screens, states, components, a11y). Optional — UI features only. Triggers: 'design the UX,' 'what screens,' 'how should users interact,' post-define. Not for: technical design (architect), requirements (define). Skip for API-only, CLI, backend, or exact UI replicas.
Translate PRDs into detailed UX specifications including user flows, screen descriptions, components, and interaction patterns. Use when a user has a PRD and needs to define the concrete UI/UX before generating development prompts. Bridges product requirements to implementation details.
Surface interface quality concerns. Works on code, screenshots, specs, or plans.
In large applications, information architecture determines whether users can find, understand, and act on data. Naming matters. The UI should mirror the data model and signal how data can be transformed. Dangerous or irreversible changes always require a confirm dialog. Use when designing navigation, naming entities, structuring large feature sets, or modelling data-driven UI.