Results for “behavior-design”
53 skillshandoff-spec
Create developer handoff specifications with measurements, behaviors, assets, and edge cases.
1.7k
interaction-designer
Use this when the team needs detailed interaction behavior for user inputs, transitions, feedback, validation, confirmations, or stateful UI behavior that should be implementation-ready rather than purely visual.
0
state-machine
Model complex UI behavior as finite state machines with states, events, and transitions to eliminate impossible states and make behavior predictable.
1.7k
approval-processes
Design, review, or troubleshoot Salesforce Approval Processes, covering entry criteria, approver routing, record locking, and recall behavior.
15 · bundle
mobile-design
Mobile-first design and engineering doctrine for iOS and Android apps. Covers touch interaction, performance, platform conventions, offline behavior, and mobile-specific decision-making. Teaches pr...
2 · bundle
snowe-ui-skill
Guides coding agents through architecture-first UI/UX design, from product truth and user journeys to rendered browser critique, covering art direction, interaction, responsive behavior, and motion.
28
More results
refactor
Improve code structure and readability without changing external behavior through surgical refactoring techniques.
36.2k
typescript-testing
Use when designing or implementing tests for TypeScript behavior, public types, compiler failures, filesystem or process boundaries, or package-consumer compatibility.
1
brainstorming
Use before creative or constructive work (features, architecture, behavior). Transforms vague ideas into validated designs through disciplined reasoning and collaboration.
7
srp
Refactors a class toward the Single Responsibility Principle by identifying responsibilities, grouping cohesive behavior, and extracting focused classes.
7
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
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
layout-grid
Define responsive layout grid systems with columns, gutters, margins, and breakpoint behavior.
1.7k
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
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
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
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
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
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
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
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
mooc-design
Design MOOCs with scalable engagement. TRIGGERS - Use when user needs help with mooc-design related tasks.
22
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
mooc-design
Design MOOCs with scalable engagement. TRIGGERS - Use when user needs help with mooc-design related tasks.
3
badge-system
Design badge and achievement systems for learning. TRIGGERS - Use when user needs help with badge-system related tasks.
22
a-b-testing-based-design
A B Testing Based Design Skill
1 · bundle
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
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
design-an-interface
Generates multiple radically different interface designs for a module, compares them, and synthesizes the best approach.
1 · bundle
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
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
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
form-design
Design forms that minimize friction, prevent errors, and guide users to successful completion.
1.7k
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
ux-flow
Design user flows and navigation structure following proven UX patterns
0
game-design
Game design principles. GDD structure, balancing, player psychology, progression.
3