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Found 57 Skills
Pre-sprint brief that locks challenge, sprint questions, team and role assignments, customer recruiting plan, prototype medium, interview format, logistics, and success criteria before Monday of a Design Sprint. Use after the readiness verdict is Go and before Monday begins. Produces a two-page artifact the team and Decider sign off on as the contract for the next five days.
Pre-sprint diagnostic that determines whether a team should run a Design Sprint now, postpone it, or do prerequisite work first. Produces a Go / Conditional Go / Wait verdict with diagnosis, recommended preconditions, attendee list, customer recruiting plan, and pre-sprint activities. Use when a team is considering starting a Design Sprint and wants a fast yes/no diagnosis before committing five days of team time and customer recruiting cost.
Identify, categorize, and prioritize accumulated design inconsistencies and structural problems across a product.
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.
Write clear design rationale connecting decisions to user needs, business goals, and principles.
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.
Generate interactive prototypes from PRD documents. **This skill must be used when users need to generate interactive UI prototypes, multi-page jump demos, or quickly validate product designs based on PRD**. Trigger scenarios: Users say "generate prototype", "make a demo", "generate navigable prototype", "turn PRD into clickable pages".
Product design, feature planning, and technical architecture for new projects. Explores the problem space through deep requirements gathering, suggests creative features, makes architecture decisions, and produces a structured MVP plan with scope boundaries, a future roadmap, and a deliverable tracker. Uses plan mode for deliberate thinking before writing any artifacts. Use when the user says "mvp", "plan a product", "design features", "what should I build", "feature planning", "scope an MVP", or describes a product they want to plan.
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.
Use when designing character personalities, creating memorable motion signatures, ensuring animations feel polished, or making visual experiences that audiences want to watch.
Day 4 (Thursday) move of a Design Sprint that produces the planning artifact for the day. Output covers the prototype role plan (Maker, Stitcher, Writer, Asset Collector, Interviewer), prototype brief (what to build, fidelity bar, time allocation per role), canonical Five-Act Interview script (Welcome, Context, Intro, Tasks, Debrief), trial-run checklist, and Friday participant confirmation tracker. The actual prototype build is craft work outside the skill's AI invocation surface. Use Thursday morning after Wednesday's storyboard is signed off.
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.