Agent Skills

owl-listener

GitHub

108 skills

presentation-deckowl-listener2.7KStructure a design presentation for a specific audience and decision. Use when presenting internally. For a portfolio narrative use `case-study`; for the written argument use `design-rationale`.typography-scaleowl-listener2.2KCreate a modular type scale with size, weight, and line-height relationships. Use when establishing typographic structure. For line length only use `readable-measure`; for judging type on an existing screen use `critique-typography` (visual-critique).visual-hierarchyowl-listener2.2KEstablish hierarchy through size, weight, colour, spacing, and position so the eye lands in the intended order. Use when composing new work. For judging an existing screen, use `critique-visual-hierarchy` (visual-critique).illustration-styleowl-listener2.1KDefine an illustration style guide — visual language, colour usage, and application rules. Use when commissioning or standardising illustration. For icons, use `icon-system` (design-systems).color-systemowl-listener2.1KBuild a product colour system — tonal scales, semantic roles, and contrast compliance. Use when defining or rebuilding colour from scratch. For dark-mode adaptation use `dark-mode-design`; for chart palettes use `data-visualization`; for multi-brand token architecture use `theming-system` (design-systems).dark-mode-designowl-listener2.1KAdapt an existing palette to dark mode — surface elevation, contrast rebalancing, and desaturation rules. Use when you already have a light palette to translate. For building the base palette first, use `color-system`.user-flow-diagramowl-listener2KDiagram screen-level paths, decision points, and branch logic. Use when specifying how a feature is traversed. For the emotional end-to-end arc, use `journey-map` (design-research).data-visualizationowl-listener2KSelect chart types and design data encodings — marks, axes, labels, and accessible chart styling. Use when presenting data graphically. Owns chart selection and encoding only; the categorical colour ramp itself belongs to `color-system`.layout-gridowl-listener2KDefine a responsive grid — columns, gutters, margins, and breakpoint behaviour. Use when establishing page structure. For the spacing scale inside components use `spacing-system`; for cross-device behaviour use `responsive-design`.icon-systemowl-listener2KSpecify an icon system — grid, sizing, stroke weight, naming, categories, and implementation. Use when standardising iconography. For broader illustration, use `illustration-style` (ui-design).heuristic-evaluationowl-listener2KRun an expert review against Nielsen's heuristics and domain criteria, with severity ratings. Use when you need findings without recruiting participants. For a facilitated team feedback session, use `design-critique` (design-ops).spacing-systemowl-listener1.9KCreate a spacing scale from a base unit with rules for when each step applies. Use when standardising padding and margins. For page-level columns and gutters, use `layout-grid`.responsive-designowl-listener1.9KDesign layouts and interactions that adapt across screen sizes and input methods. Use when one design must serve many viewports. For the underlying column grid use `layout-grid`; for OS-specific patterns use `platform-conventions`.micro-interaction-specowl-listener1.9KSpecify one micro-interaction completely — trigger, rules, feedback, loops, and modes. Use when handing a single interaction to engineering. For motion craft alone use `animation-principles`; for multi-state components use `state-machine`.wireframe-specowl-listener1.9KSpecify wireframe layout — content priority, component placement, and annotation. Use when defining structure before visual design. For grid mechanics, use `layout-grid` (ui-design).state-machineowl-listener1.9KModel component behaviour as explicit states, events, and transitions. Use when a component has many interacting states that must be exhaustive. For the feel and feedback of a single interaction, use `micro-interaction-spec`.design-critiqueowl-listener1.9KFacilitate a structured team critique — framing, feedback rules, and actionable outcomes. Use when running a session with people in the room. For a solo expert review, use `heuristic-evaluation` (prototyping-testing).animation-principlesowl-listener1.9KApply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.loading-statesowl-listener1.9KDesign waiting experiences — spinners, skeletons, optimistic updates, and progressive reveal. Use when content takes time to arrive. For the latency budget itself use `doherty-threshold`; for success confirmation use `feedback-patterns`.design-qa-checklistowl-listener1.9KBuild a QA checklist for verifying that a build matches the design. Use at implementation review. For the spec engineers build from, use `handoff-spec`.design-token-auditowl-listener1.9KAudit token usage across a product for coverage, drift, and hard-coded values. Use when tokens exist and you suspect they are being bypassed. For defining tokens in the first place, use `design-token` (design-systems).case-studyowl-listener1.8KCraft a portfolio case study with narrative arc, process evidence, and outcomes. Use when telling a project's story to an external audience. For an internal stakeholder deck, use `presentation-deck`.design-tokenowl-listener1.8KDefine and organise tokens for colour, spacing, type, and elevation with naming and usage rules. Use when establishing the token layer. For auditing existing usage use `design-token-audit` (designer-toolkit); for multi-brand mapping use `theming-system`.error-handling-uxowl-listener1.8KDesign error prevention, detection, and recovery across a product — message content, placement, and escape routes. Use when errors span multiple flows. For validation inside a single form, use `form-design`.usability-test-planowl-listener1.8KDesign a usability study — research questions, methodology, participant criteria, metrics, and facilitation guide. Use when planning the study as a whole. For writing the task scenarios inside it, use `test-scenario` (prototyping-testing).design-principlesowl-listener1.8KDefine actionable principles that resolve trade-offs when the team disagrees. Use when the same decisions keep getting relitigated. For a single project's framing, use `design-brief`.ux-writingowl-listener1.8KWrite interface copy — microcopy, error messages, empty states, and CTAs. Use when the words are the deliverable. For content structure and ownership, use `content-strategy` (ux-strategy).accessibility-auditowl-listener1.8KAudit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).component-specowl-listener1.8KSpecify one component — props, states, variants, accessibility, and usage rules. Use when defining a library component. For the reusable doc scaffold use `documentation-template`; for a problem-solution pattern use `pattern-library`.prototype-strategyowl-listener1.8KChoose prototype fidelity and method to match the design question and the decision at stake. Use before building a prototype. For what to test once it exists, use `test-scenario`.theming-systemowl-listener1.8KDesign theming architecture — brand variants, dark mode, and high-contrast — mapped through token layers. Use when one system must serve multiple themes. For a single palette use `color-system` (ui-design); for dark mode craft use `dark-mode-design` (ui-design).journey-mapowl-listener1.8KMap one persona's end-to-end experience with stages, touchpoints, emotions, and pain points. Use when improving an existing experience. For the multi-channel ecosystem use `experience-map` (ux-strategy); for screen-level paths use `user-flow-diagram` (prototyping-testing).design-briefowl-listener1.8KWrite a project brief — problem space, constraints, audience, and success criteria. Use at kickoff for one specific project. For long-horizon aspiration use `north-star-vision`; for reusable decision rules use `design-principles`.competitive-analysisowl-listener1.8KCompare UX patterns, features, strengths, and gaps across rival products. Use when you need to know what others actually do. For deliberately adopting their conventions, use `jakobs-law` (interaction-design).experience-mapowl-listener1.8KMap the full ecosystem of touchpoints, channels, and relationships across a service. Use when the experience spans more than one product. For one persona's linear journey use `journey-map` (design-research); for backstage operations use `service-blueprint`.gesture-patternsowl-listener1.8KDesign gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, use `platform-conventions` (ui-design).feedback-patternsowl-listener1.8KDesign confirmations, status updates, and notifications that tell users an action registered. Use when the system must acknowledge success or change. For waiting states use `loading-states`; for failures use `error-handling-ux`.user-personaowl-listener1.8KBuild research-grounded personas with goals, frustrations, and behavioural patterns. Use when decisions need a consistent user reference. For one session's emotional snapshot use `empathy-map`; for motivation framing use `jobs-to-be-done`.jobs-to-be-doneowl-listener1.8KMap functional, emotional, and social jobs with outcome expectations. Use when reframing decisions around motivation rather than features. For who the user is, use `user-persona`.handoff-specowl-listener1.8KWrite the implementation handoff — measurements, behaviours, assets, states, and edge cases. Use when engineering picks up the work. For verifying the result afterwards use `design-qa-checklist`; for reusable library components use `component-spec` (design-systems).documentation-templateowl-listener1.8KGenerate a reusable documentation scaffold for components, patterns, or guidelines. Use when standardising how the system is documented. For the content of one component's spec, use `component-spec`.empathy-mapowl-listener1.8KBuild a Says, Thinks, Does, Feels map for one user or segment. Use when sharing user understanding quickly. For a composite archetype with goals and behaviours use `user-persona`; for cross-session themes use `affinity-diagram`.naming-conventionowl-listener1.8KEstablish naming rules for components, tokens, and layers with patterns and worked examples. Use when names are inconsistent or being set. For what the tokens actually contain, use `design-token`.accessibility-test-planowl-listener1.8KPlan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).card-sort-analysisowl-listener1.8KAnalyse open or closed card sort results into a proposed grouping and label set. Use after running a sort study. For turning that evidence into a full structure, use `information-architecture` (ux-strategy).design-rationaleowl-listener1.8KWrite rationale connecting decisions to user needs, business goals, and principles. Use when a decision needs defending in writing. For a live conversation, use `design-negotiation`.pattern-libraryowl-listener1.8KStructure a pattern entry — problem context, solution, usage examples, and related patterns. Use when documenting a recurring solution rather than a component. For a single component's API, use `component-spec`.a-b-test-designowl-listener1.8KDesign an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.affinity-diagramowl-listener1.8KCluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.interview-scriptowl-listener1.8KWrite a structured interview guide — warm-up, core exploration, and wrap-up. Use before running interviews. For analysing what comes back, use `summarize-interview`.diary-study-planowl-listener1.8KDesign a diary study — prompts, cadence, duration, participant criteria, and analysis frame. Use when behaviour unfolds over days or weeks. For a single-session study, use `usability-test-plan`.metrics-definitionowl-listener1.7KDefine UX metrics and KPIs that connect design decisions to measurable outcomes. Use when choosing what to measure. For presenting the results afterwards, use `design-impact-reporting` (design-ops).stakeholder-alignmentowl-listener1.7KBuild alignment artifacts — responsibility matrices, decision rights, and communication plans. Use when unclear ownership stalls decisions. For persuading in the moment, use `design-negotiation` (designer-toolkit).north-star-visionowl-listener1.7KArticulate a long-horizon product vision that aligns teams and anchors strategy. Use when direction is contested or absent. For near-term project scope, use `design-brief`.design-review-processowl-listener1.7KEstablish review gates — criteria, checkpoints, and approval flow. Use when work ships without consistent review. For running one individual session, use `design-critique`.test-scenarioowl-listener1.7KWrite realistic usability task scenarios with success criteria and facilitation notes. Use when you have a study and need the tasks. For the surrounding study design, use `usability-test-plan` (design-research).opportunity-frameworkowl-listener1.7KIdentify, score, and prioritise design opportunities against impact and effort. Use when there are more ideas than capacity. For framing the one you choose, use `design-brief`.team-workflowowl-listener1.7KDesign the team's operating rhythm — task management, collaboration rituals, and tooling. Use when the day-to-day cadence needs structure. For a time-boxed sprint, use `design-sprint-plan`.design-sprint-planowl-listener1.7KPlan and facilitate a design sprint from challenge framing through prototype testing. Use when compressing discovery into days. For ongoing team cadence, use `team-workflow`.design-system-adoptionowl-listener1.7KCreate adoption strategy and enablement materials to drive design system usage. Use when the system exists but teams ignore it. For contribution and versioning rules, use `design-system-governance` (design-systems).summarize-interviewowl-listener1.7KTurn one interview transcript into themes, supporting quotes, and action items. Use immediately after a session. For synthesising many sessions at once, use `affinity-diagram`.click-test-planowl-listener1.7KDesign first-click and click tests for findability and navigation. Use when testing whether people can locate something. For full task-based observation, use `test-scenario`.version-control-strategyowl-listener1.7KDefine version control for design files, components, and libraries — branching, naming, and release. Use when file history is chaotic. For design system contribution rules, use `design-system-governance` (design-systems).critique-visual-hierarchyowl-listener1.7KCritique a rendered screen's hierarchy — entry point, eye flow, weight distribution, and emphasis. Use when attention lands in the wrong place. For establishing hierarchy in new work, use `visual-hierarchy` (ui-design).critique-typographyowl-listener1.6KCritique a rendered screen's typography — scale usage, readability, consistency, and token compliance. Use when reviewing type on a screen. For defining the scale itself, use `typography-scale` (ui-design).aesthetic-usabilityowl-listener1.6KApply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).information-architectureowl-listener1.6KDesign content structure, hierarchy, labelling, and the navigation model. Use when organising what exists. For the UI that exposes it use `navigation-patterns` (interaction-design); for user-generated grouping evidence use `card-sort-analysis` (design-research).critique-compositionowl-listener1.6KCritique a rendered screen's composition — balance, whitespace, rhythm, and gestalt grouping. Use when a layout feels off but hierarchy is fine. For emphasis and eye flow specifically, use `critique-visual-hierarchy`.motion-systemowl-listener1.5KDefine motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (interaction-design).form-designowl-listener1.5KDesign a form end to end — field order, grouping, validation, and completion. Use when the artifact is a form. For product-wide error strategy use `error-handling-ux`; for first-run signup use `onboarding-design`.navigation-patternsowl-listener1.5KSelect and design a navigation pattern — tabs, drawer, hierarchy, or hub — matched to product structure and user tasks. Use when choosing how users move between sections. For the underlying content structure, use `information-architecture` (ux-strategy).critique-brand-consistencyowl-listener1.5KCritique a rendered screen against mood.md, voice.md, and tokens.md. Use when those brand files exist and you are checking compliance. For defining the visual language itself, use `illustration-style` (ui-design).service-blueprintowl-listener1.4KMap service delivery across frontstage actions, backstage processes, and supporting systems. Use when staff and operations are part of the experience. For the customer-visible layer only, use `experience-map`.law-of-proximityowl-listener1.4KApply the Law of Proximity — spatial closeness groups elements more strongly than any other cue. Use when spacing alone must carry grouping. For grouping via containers use `law-of-common-region`; via shared appearance use `law-of-similarity`.onboarding-designowl-listener1.4KDesign the first-run experience — activation path, progressive disclosure, and time to first value. Use for a user's very first session. For the mechanics of the signup form itself, use `form-design`.search-uxowl-listener1.4KDesign search — query input, zero results, refinement, and result presentation. Use when users retrieve rather than browse. For browse structure, use `navigation-patterns`.law-of-common-regionowl-listener1.4KApply the Law of Common Region — a shared container, background, or border groups elements regardless of spacing. Use when grouping must survive a tight layout. For grouping by spacing alone, use `law-of-proximity`.readable-measureowl-listener1.4KSet line length and measure for comfortable reading across type sizes and breakpoints. Use when tuning body text. Covers measure only — for the full size and weight scale, use `typography-scale`.survey-designowl-listener1.4KDesign unbiased survey instruments — question wording, scales, and sampling — to measure attitudes at scale. Use when you need quantitative breadth. For behavioural experiments, use `a-b-test-design` (prototyping-testing).fitts-lawowl-listener1.4KApply Fitts's Law — target acquisition time depends on size and distance. Use when sizing and positioning controls, especially for touch. For how many controls to show at once, use `hicks-law`.localization-designowl-listener1.4KDesign for multiple languages, writing directions, and cultural contexts — text expansion, RTL mirroring, and locale formats. Use when shipping beyond one locale. For the words themselves, use `ux-writing` (designer-toolkit).hicks-lawowl-listener1.4KApply Hick's Law — decision time grows with the number of simultaneous choices. Use when a screen offers too many options at once. For how many items survive in memory afterwards, use `millers-law`.design-system-governanceowl-listener1.4KDefine how the system evolves — contribution model, versioning, deprecation, and change management. Use when multiple teams contribute. For driving uptake use `design-system-adoption` (designer-toolkit); for design file history use `version-control-strategy` (design-ops).von-restorff-effectowl-listener1.4KApply the Von Restorff Effect — the element that differs from its neighbours is the one remembered. Use when a single action must dominate. For overall ordering rather than single-element emphasis, use `visual-hierarchy`.millers-lawowl-listener1.4KApply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.design-debt-auditowl-listener1.4KInventory and prioritise accumulated design inconsistencies across a product. Use when drift has built up over time. For token coverage specifically use `design-token-audit` (designer-toolkit); for WCAG gaps use `accessibility-audit` (design-systems).content-strategyowl-listener1.4KDefine what content a product needs, how it is structured, and who owns it. Use when content itself is the problem. For the words in the interface use `ux-writing` (designer-toolkit); for structural hierarchy use `information-architecture`.doherty-thresholdowl-listener1.4KApply the Doherty Threshold — keep system response under 400ms to preserve user flow. Use when diagnosing perceived slowness or setting a performance budget. For what to show during unavoidable waits, use `loading-states`.research-repositoryowl-listener1.4KBuild a repository that makes findings findable, reusable, and cumulative across teams. Use when the same research keeps getting redone. For synthesising one study, use `affinity-diagram`.design-impact-reportingowl-listener1.4KCommunicate design's contribution to business and user outcomes in stakeholder language. Use when reporting results upward. For choosing the metrics in the first place, use `metrics-definition` (ux-strategy).design-negotiationowl-listener1.4KAdvocate for design quality, scope, and timeline with partners and leadership using evidence and shared goals. Use in the conversation itself. For the commercial vocabulary behind it, use `business-design` (ux-strategy).critique-information-densityowl-listener1.3KCritique a rendered screen's density — cognitive load, content prioritisation, scanning patterns, and progressive disclosure. Use when a screen feels overwhelming. For the underlying choice-count principle, use `hicks-law` (interaction-design).critique-colorowl-listener1.3KCritique a rendered screen's colour — contrast ratios, palette coherence, and semantic meaning. Use when reviewing one screen. For a product-wide WCAG audit use `accessibility-audit` (design-systems); for building the palette use `color-system` (ui-design).system-prompt-structureowl-listenerAnatomy of effective system prompts — role, context, constraints, format.business-designowl-listenerRead financials, map competitive landscapes, and argue design decisions in the language of value. Use when defending design to commercial stakeholders. For the live negotiation itself, use `design-negotiation` (designer-toolkit).conversational-uxowl-listenerDesign voice and conversational interfaces — dialog flows, error recovery, and persona. Use when the interface speaks and listens rather than being tapped. For graphical input collection, use `form-design`.critique-affordanceowl-listenerCritique a rendered screen's affordances — what looks clickable, state visibility, CTA clarity, and action discoverability. Use when reviewing an existing screen. For sizing and positioning targets in new work, use `fitts-law` (interaction-design).interfaces-that-feelowl-listenerApply an emotional resonance lens to a UI that is technically correct but flat, prescribing changes at the copy, motion, and interaction layer. Use when a design tests fine but lands cold. For the polish-perception argument, use `aesthetic-usability` (ui-design).jakobs-lawowl-listenerApply Jakob's Law — users expect your product to work like the others they already use. Use when deciding whether to innovate on a familiar pattern. For OS-mandated conventions specifically, use `platform-conventions` (ui-design).law-of-closureowl-listenerApply the Law of Closure — the eye completes implied shapes from partial forms. Use when reducing visual weight by dropping borders or letting negative space suggest structure. For explicit containers, use `law-of-common-region`.law-of-continuityowl-listenerApply the Law of Continuity — the eye follows alignment and unbroken paths. Use when sequencing steps, aligning content, or designing carousels and timelines. For grouping rather than sequencing, use `law-of-proximity`.law-of-figure-groundowl-listenerApply the Law of Figure-Ground — establish which layer is foreground and actionable versus background. Use when designing modals, overlays, and depth. For emphasising one element among peers, use `von-restorff-effect`.law-of-similarityowl-listenerApply the Law of Similarity — shared colour, shape, or size signals that elements belong to one category. Use when signalling relationships across distance. For grouping by position, use `law-of-proximity`.peak-end-ruleowl-listenerApply the Peak-End Rule — a flow is remembered by its most intense moment and its last. Use when designing completion, celebration, or cancellation moments. For sustaining engagement mid-flow, use `zeigarnik-effect`.platform-conventionsowl-listenerDesign to iOS and Android conventions — what each OS mandates, where they diverge, and when to unify. Use when shipping native apps. For breakpoint adaptation use `responsive-design`; for matching competitor patterns use `jakobs-law` (interaction-design).serial-position-effectowl-listenerApply the Serial Position Effect — first and last items in a sequence are recalled best. Use when ordering menus, lists, and steps. For emphasising one item regardless of its position, use `von-restorff-effect` (ui-design).teslers-lawowl-listenerApply Tesler's Law — every process has irreducible complexity that someone must absorb. Use when deciding whether the product or the user carries it. For reducing apparent choice, use `hicks-law`.zeigarnik-effectowl-listenerApply the Zeigarnik Effect — incomplete tasks stay mentally active. Use when designing progress indicators, saved drafts, and return hooks. For the emotional shape of the ending, use `peak-end-rule`.

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