Total 30,649 skills, Product & Design has 1174 skills
Showing 12 of 1174 skills
Find and own a defensible market position. Use when messaging sounds like competitors, conversion is weak despite awareness, repositioning a product, or testing positioning claims. Includes Crawl-Walk-Run rollout methodology and the word change that improved enterprise deal progression.
Pricing strategy for technical products. Use when choosing usage-based vs seat-based, designing freemium thresholds, structuring enterprise pricing conversations, deciding when to raise prices, or using price as a positioning signal.
Design a screen's element tree in Screen Tree Notation (STN) format. Takes a screen description as input, references or creates a GLOBAL_LAYOUT, and outputs a complete element tree.
Generate an Information Architecture (IA) document from a service plan, PRD, or product idea. Outputs a structured screen hierarchy as Markdown nested lists and saves to SCREENS.md.
Evaluates interfaces, components, screens, and flows against universal UX/UI principles (heuristics, UX laws, Gestalt, cognitive psychology, accessibility) and delivers concrete, prioritized improvements. Use whenever the user shares UI code, screenshots, components, or mockups and wants feedback — even if they don't use the words "critique" or "review". Also trigger when the user asks "what's wrong with this UI", "how can I improve this", "review my component", "does this look right", "give me feedback on this design", or shares any interface and asks for thoughts. Trigger for partial slices too (a single button, form, or card) — not only full screens.
Launch new products from idea to first customers. Use when launching products, finding early adopters, building launch week playbooks, diagnosing why adoption stalls, or learning that press coverage does not equal growth. Includes the three-layer diagnosis, the 2-week experiment cycle, and the launch that got 50K impressions and 12 signups.
Designer's eye plan review — interactive, like CEO and Eng review. Rates each design dimension 0-10, explains what would make it a 10, then fixes the plan to get there. Works in plan mode. For live site visual audits, use /design-review. Use when asked to "review the design plan" or "design critique". Proactively suggest when the user has a plan with UI/UX components that should be reviewed before implementation.
Design help systems and support patterns that work for people with cognitive disabilities. Use when designing help content, tooltips, onboarding, FAQs, support flows, documentation, or any context where users need guidance. Triggers on: help, support, FAQ, tooltip, onboarding, tutorial, guidance, stuck, confused, documentation, instructions.
Conduct systematic competitor analysis to understand competitive positioning. Use for market entry, competitive strategy, and strategic planning.
Deconstruct competitor products to understand cost structure. Use for competitive pricing and cost analysis.
Use this skill when working with game balancing - economy design, difficulty curves, progression systems, reward schedules, playtesting analysis, or tuning game parameters. Triggers on any game design task involving resource sinks and faucets, XP curves, loot tables, difficulty scaling, player retention mechanics, or interpreting playtest data to adjust game feel.
Use this skill when applying Jobs-to-be-Done, building opportunity solution trees, mapping assumptions, or validating product ideas. Triggers on product discovery, JTBD, jobs-to-be-done, opportunity solution trees, assumption mapping, experiment design, prototype testing, and any task requiring product discovery methodology.