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Found 63 Skills
Define responsive layout grid systems with columns, gutters, margins, and breakpoint behavior.
YC Office Hours — two modes. Startup mode: six forcing questions that expose demand reality, status quo, desperate specificity, narrowest wedge, observation, and future-fit. Builder mode: design thinking brainstorming for side projects, hackathons, learning, and open source. Saves a design doc. Use when asked to "brainstorm this", "I have an idea", "help me think through this", "office hours", or "is this worth building". Proactively suggest when the user describes a new product idea or is exploring whether something is worth building — before any code is written. Use before /plan-ceo-review or /plan-eng-review.
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".
Builds features based on Jobs-to-be-Done theory using Bob Moesta's frameworks. Use when designing features, identifying customer jobs, understanding push/pull forces, or uncovering hidden needs beyond stated feature requests.
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.
Persuasion science framework based on Robert Cialdini's "Influence: The Psychology of Persuasion". Use when you need to: (1) design features that leverage social proof, (2) write persuasive copy and messaging, (3) analyze why users take (or don't take) actions, (4) create onboarding flows using commitment/consistency, (5) design referral programs using reciprocity, (6) audit for ethical persuasion, (7) apply influence psychology to product design, marketing, sales, or negotiation.
Run the full design-to-build workflow as a guided sequence. Orchestrates all designer skills in order, from grilling through review. Use when user wants to go through the complete design process, start a project from scratch, run the full flow, or mentions "design flow" or "full workflow".
Activate for button labels, error messages, empty states, tooltips, onboarding text, and confirmation dialogs.
Reduce complexity by revealing information progressively. Use when designing onboarding, complex forms, feature-rich interfaces, or any experience where showing everything at once would overwhelm users.
Plan the UX and UI for a feature before writing code. Runs a structured discovery interview, then produces a design brief that guides implementation. Use during the planning phase to establish design direction, constraints, and strategy before any code is written.
Improve unclear UX copy, error messages, microcopy, labels, and instructions to make interfaces easier to understand. Use when the user mentions confusing text, unclear labels, bad error messages, hard-to-follow instructions, or wanting better UX writing.
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.