Total 30,670 skills, Product & Design has 1174 skills
Showing 12 of 1174 skills
Comprehensive design guide for web and mobile applications. Contains 50+ styles, 97 color palettes, 57 font pairings, 99 UX guidelines, and 25 chart types. Use when the user requests UI/UX work (design, build, create, implement, review, fix, improve).
Creates focused feature specifications with user stories, acceptance criteria, and edge cases. Lighter than PRD, focuses on single feature implementation. Use when specifying individual features after PRD approval or for standalone feature work.
Use when designing animations for gaming apps, streaming platforms, entertainment portals, or interactive media
Practical UI design patterns and principles for creating polished, professional interfaces. Based on proven techniques from Refactoring UI and Practical UI. Use when working with ui, design, layout, spacing, typography, color, hierarchy, styling.
RICE, ICE, WSJF, MoSCoW and other prioritization frameworks for product backlogs. Use when scoring features, ranking initiatives, or deciding what to build next.
Value Proposition Canvas, Jobs-to-be-Done (JTBD), Build/Buy/Partner decisions, and strategic product frameworks. Use when validating value propositions, understanding customer needs, or making strategic technology decisions.
Derek Guy's menswear knowledge from dieworkwear.com - tailoring, fit, style history, and clothing guides. Use when answering questions about suits, tailoring, Neapolitan vs English style, fabric choices, shoe construction, how to dress well, wardrobe building, or menswear shopping recommendations.
Build requirements specification through structured discovery interview. Use when defining scope, gathering requirements, or specifying WHAT work should accomplish - features, bugs, refactors, infrastructure, migrations, performance, documentation, or any other work type. Triggers: spec, requirements, define scope, what to build.
World-class expertise in TCG/CCG design, resource systems, and metagame balanceUse when "card game design, TCG design, CCG design, trading card game, collectible card game, mana curve, deck building, card templating, keyword mechanic, set design, draft format, limited format, card rarity, color pie, faction design, card balance, magic the gathering style, hearthstone style, deckbuilder, card text, rules text, card-game, tcg, ccg, trading-card, collectible-card, deck-building, mana-curve, draft, limited, constructed, set-design, card-templating, mechanics, keywords, rarity, balance" mentioned.
Use at the start of product strategy to define or refine desired outcomes and success metrics (e.g., for Opportunity Solution Trees or continuous discovery) before selecting opportunities or solutions.
Designing tabletop games - from core mechanics to manufacturing, from prototyping to KickstarterUse when "board game, tabletop, card game, worker placement, deck building, area control, playtesting, rulebook, kickstarter game, game balance, asymmetric factions, euro game, ameritrash, party game, dice game, prototype, game publisher, crowdfunding game, board-games, tabletop, game-design, mechanics, playtesting, kickstarter, manufacturing, rulebook, components, balance, player-interaction" mentioned.
Use after solution concepts exist to surface and prioritize assumptions behind outcomes, opportunities, or solution ideas and design experiments to test them.