Loading...
Loading...
Found 36 Skills
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.
Create refined user personas from research data with demographics, goals, frustrations, and behavioral patterns. Use when synthesizing user research into actionable persona profiles for design decisions.
Define an illustration style guide with visual language, color usage, and application rules.
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.
Create user flow diagrams showing paths, decisions, and branch logic.
Define responsive layout grid systems with columns, gutters, margins, and breakpoint behavior.
Use this skill to design new products, iterate on product ideas, or develop product specifications. Triggers: "design product", "new product idea", "product concept", "product development", "product spec", "iterate on product", "product design", "invention", "prototype spec", "product requirements", "product engineering", "develop product" Outputs: Product specification, BOM estimate, feature breakdown, differentiation analysis.
Fundamental design principles based on Don Norman's "The Design of Everyday Things". Use when you need to: (1) design affordances and signifiers into interfaces, (2) analyze why products are confusing, (3) apply constraints to prevent errors, (4) design clear feedback mechanisms, (5) bridge gulfs of execution and evaluation, (6) create intuitive conceptual models, (7) apply human-centered design, (8) understand why users make errors and design fault-tolerant systems.
The official Digital Speed brand persona, voice, and values. Use when asked to write any content, copy, or communication on behalf of Digital Speed.
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.
Apply the halo effect in product design and UX. Use when designing first impressions, brand perception, feature presentation, or understanding how one positive attribute influences perception of others.
Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.