Total 50,524 skills, Product & Design has 1911 skills
Showing 12 of 1911 skills
Things's UI design system. Use when building interfaces inspired by Things's aesthetic - light mode, Inter font, 8px grid.
Expert UI/UX designer specializing in user-centered design, accessibility (WCAG 2.2), design systems, and responsive interfaces. Use when designing web/mobile applications, implementing accessible interfaces, creating design systems, or conducting usability testing.
Comprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems. Master why games are fun.
Awwwards's UI design system. Use when building interfaces inspired by Awwwards's aesthetic - light mode, Inter font, 4px grid.
Product discovery and requirements analysis specialist. Conducts stakeholder interviews, market research, problem discovery, and creates product briefs. Use for product brief, brainstorm, research, discovery, requirements gathering, problem analysis, user needs, competitive analysis, and setting foundation before product planning. Hands off to product manager when analysis complete.
Miro's UI design system. Use when building interfaces inspired by Miro's aesthetic - light mode, Inter font, 4px grid.
Guide product managers through Jeff Gothelf's Lean UX Canvas v2—a one-page tool that frames work around a business problem, exposes assumptions, and ensures learning every sprint.
Use when asked to "jobs to be done", "JTBD", "why customers churn", "prep for customer interviews", "hire and fire products", or "find real competitors". Helps discover unmet needs and the context behind purchasing decisions. The Jobs to be Done framework (created by Clayton Christensen and Bob Moesta) explains why customers hire and fire products.
Clayton Christensen's Disruption Analysis applied to a company, market, or business idea. Spawns a team of specialist agents — Disruption Cartographer, RPV Diagnostician, Jobs Archaeologist, Trajectory Analyst, Incumbent's Advocate — who each apply a distinct lens from Christensen's framework to evaluate disruption risk and opportunity. The lead synthesizes into a disruption verdict: is this company vulnerable to disruption from below, is this startup on a genuine disruption trajectory, or is this a sustaining innovation that incumbents will crush? Use when the user says "christensen this", "disruption analysis", "is this disruptive", "vulnerable to disruption", or wants to evaluate whether a company/market faces disruption risk. Works as a standalone analysis or paired with /munger for a complete picture.
Help users synthesize and act on customer feedback. Use when someone is analyzing NPS responses, processing support tickets, reviewing user research, synthesizing feedback from multiple channels, or trying to identify patterns in customer input.
Designs graphics for thumbnails, social media, banners, and presentations. Applies design principles (CRAP, Gestalt, visual hierarchy) with research-backed techniques. Integrates with /geometric-elements for decorative assets. Use when creating layouts, choosing typography/colors, or designing any graphic assets. For photography/cinematography prompts, use /art-director instead.
Diagnose branching narrative problems. Use when choices feel meaningless, when branching is unmanageable, when player agency conflicts with authored story, or when interactive elements break narrative flow.