Results for “experimental-design”
19 skillsMore results
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
learning-experiment-plan
Design product experiments around hypotheses, audience, metrics, guardrails, and decisions.
0
empirical-design
基于已摄取文献和本地数据,生成经管实证研究设计:问题、机制、变量、模型、识别、机制、异质性、稳健性
77
measure-experiment-design
Designs an A/B test or experiment with clear hypothesis, variants, success metrics, sample size, and duration. Use when planning experiments to validate product changes or test hypotheses.
0
canvas-design
Create museum-quality visual art through design philosophy. Generate original visual designs, posters, and artwork as PDFs or PNGs using sophisticated aesthetic movements and expert-level craftsmanship.
16 · bundle
a-b-testing-based-design
A B Testing Based Design Skill
1 · bundle
design-an-interface
Generates multiple radically different interface designs for a module, compares them, and synthesizes the best approach.
1 · bundle
web-proto-editorial
Creates editorial-minimalist web prototypes with warm monochrome canvas, serif display and grotesque body typography, hairline borders, and ambient micro-motion.
· bundle
game-design
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
128 · bundle
experiment-readout
Transforms A/B test and product experiment data into actionable readouts with hypothesis, metrics, interpretation, and decision.
· bundle
emil-design-eng-2
Provides design engineering guidance focused on animation principles, UI review, and interface craftsmanship.
5k
ml-experiment-design
Build reproducible ML experiment plans with hypotheses, metrics, and ablations. Use when: (1) planning experiments, (2) comparing variants, (3) defining acceptance thresholds. NOT for: long-running experiment execution.
0
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
design-shotgun
Design shotgun: generate multiple AI design variants, open a comparison board, collect structured feedback, and iterate. (gstack)
0
chaos-engineer
Designs chaos experiments, creates failure injection frameworks, and facilitates game day exercises for distributed systems — producing runbooks, experiment manifests, rollback procedures, and post-mortem templates.
10.4k · bundle
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
design-shotgun
Design shotgun: generate multiple AI design variants, open a comparison board, collect structured feedback, and iterate. Standalone design exploration you can run anytime. Use when: "explore designs", "show me options", "design variants", "visual brainstorm", or "I don't like how this looks". Proactively suggest when the user describes a UI feature but hasn't seen what it could look like. (gstack)
0
scientific-critical-thinking
Evaluate scientific claims and evidence quality by assessing experimental design, identifying biases and confounders, and applying evidence grading frameworks like GRADE and Cochrane Risk of Bias.
30.2k · bundle