Total 52,108 skills, Product & Design has 1960 skills
Showing 12 of 1960 skills
Cream background + Soft light blob + Macaron rounded-corner card + Playfair italic numbering
Explore 3+ design variations in low-fi/greyscale on a labeled canvas for comparison. Use when user asks for wireframes, lo-fi, ideas, variants, sketches, many options.
Access and work with Keychron's production-grade CAD files for keyboards and mice to design compatible accessories and modifications
Apply the Doherty Threshold — keep system response times under 400ms to maintain user flow and perceived performance.
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Design the structure, hierarchy, and navigation model for a product's content and features.
Apply Hick's Law to reduce decision time by limiting the number of simultaneous choices presented to users.
Critique a screen's typography — scale usage, readability, consistency, and token compliance.
Difficulty scaling, CR calculations, action economy, adaptive encounter design
Invoke when the user wants to plan, execute, or analyze a structured playtest session with behavioral observation. Covers protocol design, observer guides, and data synthesis. Triggers on: "playtest", "player feedback", "usability test", "observation session", "playtest analysis". Do NOT invoke for QA bug testing (use game-qa-lead) or balance tuning (use game-balance-check). Part of the AlterLab GameForge collection.
Turn vague taste, screenshots, URLs, product notes, or "make it feel like this" references into a grounded DESIGN.md plus an implementation handoff. Use it before prototypes, decks, redesigns, or image remix work when the user needs a reusable visual direction rather than a one-off prompt.
Create engagement through strategic information gaps that drive user action. Use when designing notifications, writing headlines, planning onboarding flows, or creating content that needs to capture and hold attention.