Total 50,504 skills, Product & Design has 1910 skills
Showing 12 of 1910 skills
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.
Design a rigorous A/B test or experiment when the user asks to create an experiment, design an A/B test, or validate a hypothesis
Provides comprehensive guidance for Modao prototyping tool including rapid prototyping, component libraries, and collaboration. Use when the user asks about Modao, needs to create quick prototypes, or work with Modao components.
Curated micro-interactions and design details that add "magic" and personality to websites and apps.
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.
Analyze what customers truly need by discovering the "job" they hire your product to do. Use when the user mentions "customer discovery", "why customers churn", "what job does this solve", "competing against luck", or "product-market fit". Covers JTBD interviews, competition analysis, and jobs-oriented roadmaps. For product positioning, see obviously-awesome. For rapid validation, see design-sprint. Trigger with 'jobs', 'to', 'be'.
Run a structured 5-day process to prototype, test, and validate product ideas with real users. Use when the user mentions "design sprint", "validate in a week", "rapid prototype", "test with users", or "de-risk before building". Covers mapping, sketching, deciding, prototyping, and testing. For ongoing experimentation, see lean-startup. For customer job analysis, see jobs-to-be-done. Trigger with 'design', 'sprint'.
Explain the same design observation to a designer, a developer, and a non-technical stakeholder. Same insight, three languages. Use when working cross-functionally or presenting design decisions to mixed audiences.
Scale, weight, line height, and tracking as a coherent system. Use when building type scales, auditing typography consistency, or diagnosing why text feels off.
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.
When the user wants to improve their app's onboarding experience, increase activation rate, reduce Day 1 drop-off, or optimize the first-run flow. Use when the user mentions "onboarding", "first-run", "activation", "tutorial", "day 1 retention", "new user flow", "permission prompts", "sign-up conversion", "onboarding funnel", or "users dropping off early". For overall retention strategy, see retention-optimization. For paywall placement, see monetization-strategy.
Guide a user through Stanford Biodesign's needs-finding process to define, scope, and refine a rigorous health-app need statement without jumping prematurely to solutions.