Total 53,999 skills, Product & Design has 2087 skills
Showing 12 of 2087 skills
Use this skill to validate the "why" before building, run product diagnostics, and pressure-test product direction before the request becomes an implementation contract.
Day 5 (Friday) sprint-closing move of a Design Sprint that produces the bundled Friday artifact covering per-customer interview observations, best quotes, scorecard grid (sprint questions by customers), observed patterns, hot takes from each team member, and the Decider summary (build, iterate, pivot, or stop, plus highest-confidence learning, most important revision, and next artifact). Use Friday after Thursday's prototype passes trial run and during/after the 5 customer interviews. The sprint's payoff artifact.
Create polished design artifacts as self-contained HTML — UI mockups, interactive prototypes, wireframes, landing pages, dashboards, app screens, mobile apps, and slide decks. Use this skill whenever the user wants to design, mock up, prototype, wireframe, or visualize any interface, screen, flow, or visual artifact — even when they don't say the word "design" (e.g. "build me a landing page", "show me what a settings screen could look like", "prototype an onboarding flow", "wireframe a few layout ideas", "make a pitch deck"). It drives a full design process: clarifying questions, design-context gathering, and production of one or more HTML deliverables. Runs on portable agent harnesses including Claude Code, Cursor, and Codex Agent — harness-specific tools are resolved from references/.
Convention DESIGN.md pour design systems AI-friendly. Use when setting up a new project UI, documenting design tokens, or generating UI consistent with a design system.
Pressure-tests a product idea before the founder invests in planning, building, or launching. Surfaces fatal flaws, tests whether the problem is real, maps real competition (including current behavior), plans first 10 customers, defines a 2-week MVP test, returns a strong/weak/pivot verdict, then sharpens `docs/product-idea.md` based on the founder's direction calls. Use when the founder says "validate my idea", "pressure-test", "is this idea good", "find fatal flaws", "stress test my idea", or otherwise wants to evaluate an idea before committing.
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
Analyze a PRD for edge cases, failure modes, and scenarios that might be missed. Use after creating a PRD to strengthen it. Triggers on: analyze edge cases, find edge cases, what could go wrong, edge case analysis.
Design system principles, component libraries, typography, color theory, spacing systems, and design tokens
Assess whether your product work is AI-first or AI-shaped. Score 5 competencies and recommend the next capability to build.
Design experiences that optimize mental resources using Cognitive Load Theory. Use when designing interfaces, creating onboarding flows, planning information architecture, or improving task completion rates.
Systematic competitive analysis for product positioning, sales enablement, and strategic planning. Use when the user wants to analyze competitors, build battlecards, create comparison pages, understand market positioning, or research competitive landscape. Also triggers on: 'competitor analysis,' 'competitive landscape,' 'battlecard,' 'win/loss analysis,' 'market positioning,' 'how do we compare to,' or 'what is [company] doing.'
Deep pixel art expertise covering fundamentals, limited palettes, dithering patterns, subpixel animation, tile design, retro hardware constraints, and HD-2D hybrid techniques. Knowledge Claude wouldn't normally have from indie masters like Pedro Medeiros (saint11). Use when "pixel art, sprite art, dithering, limited palette, subpixel animation, tileset, autotile, pillow shading, selective outline, selout, hue shifting, color ramp, NES style, SNES style, HD-2D, Aseprite, retro game art, 8-bit, 16-bit, pixel-art, sprites, animation, retro, indie-games, dithering, palettes, tiles, subpixel, aseprite, NES, SNES, GBA, HD-2D" mentioned.