Total 50,523 skills, Product & Design has 1911 skills
Showing 12 of 1911 skills
Guide product managers through PM workflows using the PM Brain framework library. Use when working on product management tasks, braindumping ideas, assessing opportunities, writing PRDs, conducting research, or planning strategy. Supports thinking-first approach before jumping to templates.
Builds comprehensive pricing strategies by reading business context and asking targeted questions interactively. Use when user needs pricing plans, tier structures, price points, pricing model recommendations, or any pricing-related strategy for their product or service.
Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation control, currency sinks). Use for RPGs, trading games, or resource management systems. Trigger keywords: EconomyManager, currency, shop_item, loot_table, dynamic_pricing, buy_sell_spread, currency_sink, inflation, item_rarity.
Max - Senior Product Owner with 10+ years agile experience. Use when defining product vision, creating/prioritizing backlog, writing user stories with acceptance criteria, making scope decisions, validating features against business goals, or planning releases and sprints. Also responds to 'Max' or /max command.
Use when implementing Disney's 12 animation principles in Figma prototypes and Smart Animate
Use when organizing content for digital products, designing navigation systems, restructuring information hierarchies, improving findability, creating taxonomies or metadata schemas, or when users mention information architecture, IA, sitemap, navigation design, content structure, card sorting, tree testing, taxonomy, findability, or need help making information discoverable and usable.
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
Validate a business idea using the minimalist entrepreneur framework. Use when someone has a business idea and wants to test if it's worth pursuing before building anything.
Design graphic assets with Efecto — presentations, pitch decks, event posters, email headers, blog images, open graph cards, business cards, resumes, menus, infographics, invitations, newsletters, and documents. Use when asked to "design a poster", "create a pitch deck", "make a presentation", "design a business card", or any graphic design task. Requires Efecto MCP server.
Deep UI walkthrough with screenshot-based analysis across all pages and viewports (desktop + tablet + mobile). Delivers per-page improvement pitches grounded in what you actually see. Use when user says 'review the UI', 'pitch UI improvements', 'how does this look', 'UX audit', 'walk through the app'.
Create a design brief through an interactive interview, codebase exploration, and experience design decisions. Saved as a markdown file in the project. Use when user wants to write a design brief, plan a new feature or page, define a UI direction, or mentions "brief".
Run a structured design critique against the brief and codebase. Checks visual hierarchy, consistency, responsiveness, accessibility, and aesthetic fidelity. Use when user wants a design review, critique, QA pass, polish pass, or mentions "review" after building.