Results for “behavior-design”

53 skills
More results
github
refactor
Improve code structure and readability without changing external behavior through surgical refactoring techniques.
36.2k
cjthompson
typescript-testing
Use when designing or implementing tests for TypeScript behavior, public types, compiler failures, filesystem or process boundaries, or package-consumer compatibility.
1
bouclem
brainstorming
Use before creative or constructive work (features, architecture, behavior). Transforms vague ideas into validated designs through disciplined reasoning and collaboration.
7
sdiamante13
srp
Refactors a class toward the Single Responsibility Principle by identifying responsibilities, grouping cohesive behavior, and extracting focused classes.
7
gusgad
brainstorming
Use before any creative or ambiguous work - new features, new components, or behavior changes - to explore intent, requirements, and design before implementation starts.
1
alunadev
codebase-design
Shared vocabulary for designing deep modules — a small interface hiding a lot of behavior. Use when designing or improving a module's interface, deciding where a seam belongs, deciding whether to extract or merge modules, or making code more testable.
3 · bundle
owl-listener
layout-grid
Define responsive layout grid systems with columns, gutters, margins, and breakpoint behavior.
1.7k
artubss
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
10 · bundle
timlai666
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
1
neekware
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
0 · bundle
whd4
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
0
danstrem2
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
2 · bundle
dylanckawalec
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
3 · bundle
michaelschecht
interaction-design
Design interaction flows, states, and microinteractions for usability and feedback clarity. Use when: (1) defining flows, (2) state/error handling, (3) reducing cognitive load. NOT for: final code implementation.
0
fradser
behavior-driven-development
Applies behavior-driven development principles including Gherkin scenarios and test-driven development. This skill should be used when the user asks to implement features, fix bugs, or when writing executable specifications and tests before writing production code.
580 · bundle
lionelsimai
mooc-design
Design MOOCs with scalable engagement. TRIGGERS - Use when user needs help with mooc-design related tasks.
22
k-dense-ai
experimental-design
Design experiments and studies before data collection — choosing a design, randomizing, blocking, and laying out treatment combinations so results are interpretable.
30.2k · bundle
winbda
mooc-design
Design MOOCs with scalable engagement. TRIGGERS - Use when user needs help with mooc-design related tasks.
3
lionelsimai
badge-system
Design badge and achievement systems for learning. TRIGGERS - Use when user needs help with badge-system related tasks.
22
neuralblitz
a-b-testing-based-design
A B Testing Based Design Skill
1 · bundle
lovits
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
0 · bundle
alirezarezvani
experiment-designer
Design, prioritize, and evaluate product experiments with clear hypotheses and defensible decisions, including A/B testing, sample size estimation, and statistical interpretation.
20.4k · bundle
auto-skiller
design-an-interface
Generates multiple radically different interface designs for a module, compares them, and synthesizes the best approach.
1 · bundle
theheavenlyd3mon
microinteractions
Design the small details -- triggers, rules, feedback, loops and modes -- that separate good products from great ones. Use when the user mentions "microinteraction", "button feedback", "loading state", "toggle design", "animation detail", "interaction polish", "state transitions", or "input feedback". Also trigger when designing form validation responses, progress indicators, confirmation dialogs, or any UI element where the user expects immediate feedback. Covers trigger design, state rules, feedback mechanisms, and progressive loops. For overall UI polish, see refactoring-ui. For affordance design, see design-everyday-things.
28 · bundle
michaelschecht
mechanics-design
Design and document core game mechanics, systems interactions, feedback loops, and emergent behavior. Use when defining how the game plays at a systems level. Also trigger for "game mechanics", "gameplay systems", "game loop", "game rules", "combat system", "crafting system", or "progression system".
0
dracounion
break-autopilot-life
当意识到自己处于被动、重复、缺乏意义的生活状态,想要主动设计人生时
11 · bundle
owl-listener
form-design
Design forms that minimize friction, prevent errors, and guide users to successful completion.
1.7k
michaelschecht
multiplayer-design
Design multiplayer systems including networking architecture, matchmaking, social features, anti-cheat, and multiplayer game modes. Use when adding online or local multiplayer to a game. Also trigger for "multiplayer", "online play", "co-op design", "PvP design", "matchmaking", "netcode", or "multiplayer architecture".
0
26bb
ux-flow
Design user flows and navigation structure following proven UX patterns
0
haongo232
game-design
Game design principles. GDD structure, balancing, player psychology, progression.
3