Total 55,356 skills, Product & Design has 2188 skills
Showing 12 of 2188 skills
Extract comprehensive site specifications from simple descriptions. Use when analyzing a user's theme request to determine site type, audience, tone, layout requirements, and typography.
Strong visual presence with heavyweight typography, high-contrast colors, and commanding layouts.
Designing in-product tours, tooltips, and contextual help that teach product capabilities without becoming friction. Trigger logic, tour architecture, contextual placement, completion tracking. Honest about tooltip-spam (visual noise that users develop blindness to), one-and-done (help invisible at the moment of need), and contextual-when-needed (surfaces help at the moment friction occurs) patterns. Triggers on product tour, in-product tooltip, contextual help, walkthrough, feature tour, hint system, in-app guidance, tour platform. Also triggers when feature adoption is low, when users miss key product capabilities, or when an in-product help system is being scoped for the first time.
Digital equity and trauma-informed design for marginalized populations. Activate on "accessibility", "offline-first", "trauma-informed", "reentry", "recovery population", "shared device", "unstable phone", "digital equity", "design justice", "low-literacy", "intermittent access". NOT for general UX, marketing optimization, or enterprise SaaS design.
Design AI loading, thinking, and progress indicator UX. Use when explicitly asked to improve AI waiting states, add thinking indicators, or design loading UX for AI interfaces. Covers reasoning display (chain-of-thought), progress steps, streaming states, and the "elevator mirror effect" for reducing perceived wait time.
Apply Apple's 8 foundational design principles (from WWDC26) to review, critique, score, or generate UI/UX decisions. Use this skill whenever the user wants to evaluate a design, review a screen or flow, audit a feature for design quality, decide what to build or cut, check if a UI feels right, or think through how to design something for iPhone/Mac/Apple platforms. Also trigger when the user asks "is this good design?", "what's wrong with this UI?", "how should I design X?", or "review this from a design perspective." Don't wait for the user to explicitly say "Apple design principles" — invoke whenever the conversation is clearly about design quality, UX decisions, or product design critique.
Studio — Black canvas with electric-yellow type; high-voltage design studio aesthetic. Anything that should feel electric and design-led: studio credentials, creative agency pitches, brand showcases, art-direction reviews, fashion / sneaker brand work.
使用 Pencil MCP 创建工业级 UI 设计的完整工作流和组件库
Comprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems. Master why games are fun.
Structure what you're building and why now. Use when organizing products into capability blocks, creating bet backlogs, building roadmaps, or writing solution briefs. Part of the Modern Product Operating Model collection.
Review designs, products, and features with Steve Jobs' standards: ruthless simplicity, focus, and end-to-end excellence. Use when the user mentions "Steve Jobs review", "design review", "product review", "what would Steve do", "insanely great", "this feels too complicated", "too many features", "product taste", "saying no", or "is this good enough to ship". Also trigger when critiquing a UI, feature, or roadmap for focus and simplicity, cutting scope to the essential, or pressure-testing the whole experience from first run to daily use. Covers the simplicity audit, the no list, design-is-how-it-works, end-to-end ownership, demo culture, and a Jobs-style review protocol with binary verdicts. For visual design fundamentals, see refactoring-ui. For usability audits, see ux-heuristics. For detail polish, see microinteractions.
Quick global settings — currency, language, region, units — belong in a persistent, low-profile location such as a header toolbar or footer. These controls are frequent but not primary, so they use small typography and stay out of the main content hierarchy. Use when designing global selectors, locale switchers, or user preference controls that apply across the whole product.