Total 55,105 skills, Product & Design has 2167 skills
Showing 12 of 2167 skills
Help users understand and build design engineering capabilities. Use when someone is creating a design engineering function, hiring design engineers, or bridging the gap between design and engineering teams.
Help users run effective design reviews and critiques. Use when someone is giving design feedback, establishing design review processes, struggling to evaluate designs, or wants to improve how their team discusses design work.
Tldraw's UI design system. Use when building interfaces inspired by Tldraw's aesthetic - light mode, Inter font, 4px grid.
Lattice's UI design system. Use when building interfaces inspired by Lattice's aesthetic - light mode, Inter font, 4px grid.
This skill should be used when the user requests brand analysis, brand guidelines creation, brand audits, or establishing brand identity and consistency standards. It provides comprehensive frameworks for analyzing brand elements and creating actionable brand guidelines based on requirements.
Senior Product Manager responsible for the end-to-end product development process from requirements analysis to product design. Use this when you need support with: (1) Requirements analysis and product direction, (2) User personas and scenario analysis, (3) Feature and interaction design, (4) PRD writing, (5) Feasibility assessment. Trigger words: product design, requirements analysis, user persona, PRD, feature planning, MVP, user story, product solution.
Builds feedback collection systems using Superhuman's PMF framework and YC's "talk to users" methodology. Use when implementing NPS surveys, scheduling user interviews, or measuring product-market fit.
Facilitate collaborative idea exploration and refinement. Guides through iterative questioning, design validation, and solution architecture before implementation.
First Time User Experience (FTUE) design that teaches through play, hooks players in 30 seconds, and retains them for lifeUse when "tutorial, onboarding, teach player, first time user, FTUE, new player experience, how to teach, teaching mechanics, tutorial level, intro sequence, player retention, drop-off, skip tutorial, contextual hints, help system, onboarding, tutorial, ftue, first-time-user-experience, player-retention, teaching, learning, progressive-disclosure, difficulty-curve, new-player-experience, hooks, engagement" mentioned.
Create diagrams and visual explanations with iterative render-and-check workflow. Use when asked to 'create a diagram', 'Venn diagram', 'flow chart', 'architecture diagram', 'visualize this'. Renders SVG to PNG, self-critiques using CRAP principles, iterates until right. Composes with brand skills for styling. (user)
Designs graphics for thumbnails, social media, banners, and presentations. Applies design principles (CRAP, Gestalt, visual hierarchy) with research-backed techniques. Integrates with /geometric-elements for decorative assets. Use when creating layouts, choosing typography/colors, or designing any graphic assets. For photography/cinematography prompts, use /art-director instead.
[Design & Content] Create a quick design