Total 50,365 skills, Product & Design has 1898 skills
Showing 12 of 1898 skills
Apply cognitive science and HCI research to design decisions. Use when you need the scientific 'why' behind usability, explaining user behavior, understanding perception/memory/attention limits, evaluating cognitive load, assessing mental model alignment, predicting performance with Fitts's/Hick's Law, or grounding interface decisions in research rather than opinion.
Apple HIG guidance for input methods and interaction patterns: gestures, Apple Pencil, keyboards, game controllers, pointers, Digital Crown, eye tracking, focus system, remotes, spatial interactions, gyroscope, accelerometer, and nearby interactions. Use when asked about: "gesture design", "Apple Pencil", "keyboard shortcuts", "game controller", "pointer support", "mouse support", "trackpad", "Digital Crown", "eye tracking", "visionOS input", "focus system", "remote control", "gyroscope", "spatial interaction". Also use when the user says "what gestures should I support," "how do I add keyboard shortcuts," "how does input work on Apple TV," "should I support Apple Pencil," or asks about input device handling. Cross-references: hig-components-status, hig-components-system, hig-technologies for VoiceOver and Siri.
Historical design movements and their enduring influence. Understand Bauhaus, Swiss International Style, Art Deco, Memphis, and more. Use when choosing an aesthetic direction, understanding cultural context, or predicting trend cycles.
Build products customers actually want. Apply Marty Cagan's Silicon Valley-tested framework to discover solutions that are valuable, usable, feasible, and viable. Use when: **New product development** when validating what to build; **Feature prioritization** to ensure you're solving real problems; **Pivot decisions** when current direction isn't working; **Team alignment** on what problems to solve; **Risk reduction** before committing development resources
Transform Claude into an expert in evidence-based educational presentation design. Use when designing presentations for teaching, training, or learning contexts where retention and comprehension matter. Applies Cognitive Load Theory, Mayer's 12 Principles of Multimedia Learning, Gagné's 9 Events of Instruction, C.R.A.P. design principles, and WCAG 2.1 AA accessibility standards. Triggers on requests to (1) create educational or training presentations, (2) design slides for teaching or workshops, (3) improve existing educational presentations, (4) convert content into visual presentations, (5) ensure accessible and inclusive presentations, or (6) apply learning science to presentation design.
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.
Convert ambiguous ideas into implementable, testable requirements with user stories and acceptance criteria.
Rules persuade. Structure IS argument. Design consciously.
Create comprehensive user journey maps that identify pain points, opportunities, and emotional states across touchpoints. Use when mapping user experiences or analyzing conversion flows.
Use when animation needs to convey feeling, tell a story, or connect emotionally—character moments, dramatic beats, or any motion that should make the audience care.
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.
Design packaging, pricing strategy, and value communication. Bridges GTM (CMO) and Finance (CFO).