Total 53,816 skills, Product & Design has 2052 skills
Showing 12 of 2052 skills
Design a new PM skill through guided conversation. Use when you have raw content or an idea and want to shape it into a compliant skill.
Analyze competitive landscape with feature matrices, positioning maps, and strategic gap analysis. Use when asked to analyze competitors, map the competitive landscape, find differentiation, or evaluate alternatives to a product.
Build, update, and apply iOS design specifications using Apple Human Interface Guidelines (HIG) source data. Use when a task asks for iOS UI/UX rules, Apple design standards, component behavior, accessibility constraints, interaction patterns, or feature-level design-spec writing grounded in official HIG pages.
Define component variants and states systematically for Figma. Use when asked to plan component variants, define states for a component, set up a Figma variant matrix, or work out what properties a component needs before building it. Produces a complete variant matrix with all properties, values, and combinations needed.
Write a product positioning document and messaging framework. Use when asked to define product positioning, write a positioning statement, build a messaging framework, or create a messaging hierarchy. Produces a complete positioning doc with category definition, target customer, differentiation, proof points, messaging pillars, and persona-specific messaging.
Analyze and refine product requirements. Use when clarifying scope, identifying gaps, or validating requirements. Covers requirement types and analysis techniques.
Guided discovery of a product idea by mining what the founder already knows or already does — covers source selection (business vs. expertise), context capture, pattern synthesis, candidate scorecard, and writes `docs/product-idea.md`. Use when the founder says "generate an idea", "help me find an idea", "what should I build", "product idea from my business", "product idea from my expertise", or otherwise needs to discover a product concept worth building.
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Collaborative design exploration that authors the Design & Rationale section of the one unified docs/specs/ spec. Triggers: 'brainstorm', 'ideate', 'explore options', or /ideate. Default is a one-pass design preamble; the deep rung gates the 2-3 approach divergent loop and the discover bridge. Do NOT use for task decomposition (that is /plan, which adds Decomposition to the same doc) or code review.
Help users transform organizations toward modern product practices. Use when someone is trying to shift from feature teams to product teams, introduce empowered teams, modernize legacy processes, or drive cultural change in how product is built.