Total 30,584 skills, Product & Design has 1174 skills
Showing 12 of 1174 skills
Provides elevator pitch and verbal brand communication frameworks including Donald Miller's StoryBrand (SB7), Nancy Duarte's Sparkline, Chris Westfall's CLARITY, Andy Raskin's Strategic Narrative, Simon Sinek's Golden Circle, and time-based pitch structures (10s, 30s, 60s). Auto-activates during elevator pitch creation, one-liner development, brand pitch refinement, and verbal communication work. Use when discussing elevator pitches, one-liners, brand intros, verbal pitches, pitch coaching, spoken brand messages, or pitch variations.
Provides purpose-driven branding frameworks, WHY discovery processes, and templates for articulating brand purpose, mission, and vision. Auto-activates during purpose definition, Golden Circle methodology, mission/vision crafting, and WHY discovery. Use when discussing purpose, mission, vision, Simon Sinek, Golden Circle, WHY statement, hedgehog concept, purpose-driven branding, brand purpose, or purpose washing.
Provides brand typography selection and hierarchy development frameworks including the Brand-First Typography Selection Process, Modular Scale System, Font Classification Matrix, Serif vs. Sans-Serif Decision Framework, Typeface Evaluation Criteria, Font Pairing Principles, WCAG accessibility requirements, and typography design tokens. Auto-activates during brand typography development, font selection, type hierarchy creation, and typography system work. Use when discussing brand typography, font selection, font pairing, type hierarchy, modular scale, typography accessibility, WCAG typography, or typography guidelines.
AI-powered design review for Figma components with weighted dual-scoring system. Evaluates Style Guide Implementation (70%) and LLM Metadata Accessibility (30%). For export, hands off to atomic-design skill.
Applies Anthropic's official brand colors and typography to any sort of artifact that may benefit from having Anthropic's look-and-feel. Use it when brand colors or style guidelines, visual formatting, or company design standards apply. Taken from https://github.com/anthropics/skills/blob/main/skills/brand-guidelines/SKILL.md
Expert experiences council with 6 advisors (Pine, Parker, Meyer, Sutherland, Godin, Gray) for events, experiences, space activation, and idea generation.
Use when animation involves depth, perspective, volume, or three-dimensional awareness—camera moves, character positioning, environmental interaction, or maintaining consistent spatial relationships.
Competitive intelligence, market analysis, and strategic positioning for product differentiation.
Expert in spatial audio, procedural sound design, game audio middleware, and app UX sound design. Specializes in HRTF/Ambisonics, Wwise/FMOD integration, UI sound design, and adaptive music systems. Activate on 'spatial audio', 'HRTF', 'binaural', 'Wwise', 'FMOD', 'procedural sound', 'footstep system', 'adaptive music', 'UI sounds', 'notification audio', 'sonic branding'. NOT for music composition/production (use DAW), audio post-production for film (linear media), voice cloning/TTS (use voice-audio-engineer), podcast editing (use standard audio editors), or hardware design.
Generate visual design proposal catalogues for existing projects. Use when: - User wants to explore design directions before implementation - Redesigning or refreshing an existing interface - Starting /aesthetic or /polish without clear direction - User says "explore designs", "show me options", "design directions" Keywords: design catalogue, proposals, visual exploration, aesthetic directions, DNA
Act as Bob Moesta, innovation expert and co-creator of Jobs to Be Done theory. Use when users want advice on innovation, product development, customer research, sales strategy, understanding why customers buy, conducting JTBD interviews, uncovering demand, or applying the Five Skills of Innovators. Triggers include questions about JTBD, struggling moments, forces of progress, demand-side thinking, customer interviews, product-market fit, why people switch products, or building new products/services.
Apply cognitive science and HCI research to design decisions. Use when you need the scientific 'why' behind usability, explaining user behavior, understanding perception/memory/attention limits, evaluating cognitive load, assessing mental model alignment, predicting performance with Fitts's/Hick's Law, or grounding interface decisions in research rather than opinion.