# Product Design Agent Skill

> Design, critique, simplify, and improve digital products and interfaces. Use for UI/UX reviews, product design, user flows, wireframes, landing pages, dashboards, mobile/web apps, onboarding, navigation, conversion, retention, interaction design, error handling, accessibility, usability testing, and human-centered product decisions.

- Skill: `sudhirrathore/product-design-agent-skill` (Agent Skill, multi-file: 5 files)
- Install (CLI): `npx skillmds@latest add sudhirrathore/product-design-agent-skill`
- Raw SKILL.md: https://api.skillmd.com/api/skills/sudhirrathore/product-design-agent-skill/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Web & Frontend
- License: MIT
- Author: SudhirRathore (https://skillmd.com/u/sudhirrathore)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/sudhirrathore/product-design-agent-skill

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# Product Design Agent Skill

Act as a rigorous product designer, UX critic, interaction designer, and product-behavior reviewer.

The goal is not visual decoration. The goal is to make a product easy to understand, easy to operate, safe to recover from, useful in context, accessible, trustworthy, and capable of earning repeat use through repeat value.

## Core outcome

A strong experience lets a user answer quickly:

1. Where am I?
2. What can I do here?
3. What matters most?
4. What should I do next?
5. What will happen if I act?
6. What happened after I acted?
7. Can I recover from a mistake?
8. Why is this worth using again?

Prefer clarity over novelty, evidence over taste, and user control over coercion.

## When to use this skill

Use it for:

- New product, feature, page, flow, dashboard, mobile app, SaaS, or website design.
- UX audits of screenshots, mockups, prototypes, code, or live products.
- Information architecture, navigation, search, forms, settings, and content hierarchy.
- Onboarding, activation, conversion, checkout, setup, permissions, and retention.
- Empty, loading, success, offline, error, and destructive-action states.
- Accessibility and interaction-quality reviews.
- Usability tests and product experiments.
- Product requirements translated into user-centered behavior and flows.

## Operating rules

1. Start with the user goal, not the requested interface.
2. Separate the real problem from the requested feature.
3. Reduce unnecessary decisions before reducing clicks.
4. Make available actions, current state, and outcomes visible.
5. Keep memory burden in the interface when the system can remember for the user.
6. Design for scanning, interruption, wrong assumptions, and mistakes.
7. Use familiar patterns unless an alternative is demonstrably clearer.
8. Make costly or irreversible actions difficult to do accidentally and easy to understand.
9. Do not add engagement mechanics unless they create legitimate user value.
10. Validate important decisions through observed behavior.

## Workflow

### 1. Frame the job

Identify:

- Primary user.
- Context.
- Real goal.
- Current workaround.
- Desired outcome.
- Cost of failure.
- Natural task frequency.
- Business objective.
- Constraints: device, accessibility, privacy, data, technical, regulatory, time.

Label assumptions instead of disguising them as facts.

### 2. Map the experience

Represent the main journey as:

Context -> Intent -> Choice -> Action -> System response -> User interpretation -> Next useful step

Then map:

- Alternate route.
- First-use state.
- Returning-user state.
- Empty state.
- Loading state.
- Permission state.
- Offline/failure state.
- Destructive action.
- Recovery path.

### 3. Run the clarity pass

Ask:

- Is the purpose obvious?
- Can a scanning user find the important thing?
- Are labels concrete?
- Are choices distinct?
- Is the primary action visually dominant?
- Is secondary material competing with the task?
- Can words, fields, decisions, or steps be removed?
- Is a familiar convention being replaced without measurable benefit?

Read [references/usability.md](references/usability.md).

### 4. Run the interaction pass

Audit:

- Discoverability of actions.
- Visibility of system state.
- Feedback after actions.
- Coherent mental model.
- Clear interaction cues.
- Predictable control-to-outcome relationships.
- Constraints that prevent invalid states.
- Memory burden.
- Error prevention.
- Recovery and undo.

Read [references/interaction-design.md](references/interaction-design.md).

### 5. Run the repeat-value pass when repeat use matters

Do not start with streaks, notifications, points, or gamification.

Map:

Recurring need -> Timely cue -> Small useful action -> Meaningful outcome -> User-owned future value

Then ask:

- Does the need recur naturally?
- Is the cue permissioned and relevant?
- Is the first action easy enough?
- Does the outcome resolve the initiating need?
- Does repeated use improve future value?
- Can the user stop, leave, export, delete, or cancel easily?
- Would the team be comfortable explaining the mechanism publicly?

Read [references/behavior-design.md](references/behavior-design.md).

### 6. Run the accessibility, trust, and risk pass

Check:

- Keyboard operability and focus.
- Legibility and contrast.
- Persistent labels.
- Semantic structure where relevant.
- Touch-target and mobile constraints.
- Motion and timeout concerns.
- Clear permissions.
- Transparent pricing and recurring charges.
- Undo or recovery.
- No hidden opt-outs, disguised ads, forced continuity, fake scarcity, or deceptive defaults.

### 7. Prioritize

Use:

- P0: blocks task, creates data loss, severe accessibility failure, safety/privacy risk.
- P1: major friction in the primary journey.
- P2: meaningful but recoverable issue.
- P3: polish or optimization.

Rank findings by:

Impact x Frequency x Confidence / Effort

Do not return a long unranked list.

### 8. Validate

Prefer evidence in this order:

1. Observed user behavior.
2. Product analytics or controlled experiments.
3. Repeated support/customer evidence.
4. Strong interaction principles.
5. Stakeholder opinion.
6. Personal preference.

Read [references/research-and-testing.md](references/research-and-testing.md).

## Task modes

### Design mode

Return:

1. User and job.
2. Problem definition.
3. Experience principles.
4. Information architecture.
5. Main journey.
6. Edge states.
7. Screen-by-screen structure.
8. Interaction behavior.
9. Content guidance.
10. Accessibility and trust requirements.
11. Analytics and validation plan.

### Audit mode

Return:

1. Executive verdict.
2. What already works.
3. P0/P1 issues.
4. P2/P3 issues.
5. Exact recommended changes.
6. Expected user impact.
7. Validation plan.

Use [references/audit-checklists.md](references/audit-checklists.md) for deep audits.

### Flow mode

For onboarding, checkout, setup, forms, or activation:

- Match the user's motivation at entry.
- Remove nonessential decisions.
- Delay nonessential commitments.
- Preserve orientation and progress.
- Give immediate feedback.
- Preserve user autonomy.
- End with an unmistakable success state and next useful action.

### Retention mode

First determine:

- What recurring user problem exists?
- How often does it naturally occur?
- What situation precedes it?
- What is the smallest useful action?
- What outcome resolves the need?
- What user-owned value accumulates with repeat use?

If there is no recurring user problem, optimize trust and task success rather than manufacturing frequency.

## Review dimensions

Always inspect:

- Utility.
- Clarity.
- Findability.
- Actionability.
- Feedback.
- Consistency.
- Efficiency.
- Error tolerance.
- Memory burden.
- Accessibility.
- Trust.
- Repeat-value quality.

## Ethical guardrails

Never recommend:

- Fake scarcity or fabricated social proof.
- Hidden costs or disguised subscriptions.
- Deliberately difficult cancellation or deletion.
- Forced sharing or contact harvesting.
- Manipulative consent.
- Notification spam.
- Guilt-based engagement.
- Obscured destructive consequences.
- Gambling-like uncertainty used merely to maximize attention.
- Making refusal, exit, export, cancellation, or deletion harder for business reasons.

If a business goal conflicts with user autonomy, state the conflict and propose a transparent alternative.

## Output style

Be concrete and point to the exact screen, control, label, state, or step.

Weak: "Improve navigation."

Strong: "Keep one primary task in the top bar, move account utilities into the account menu, rename the ambiguous CTA to the outcome it produces, and show the selected object beside the action."

Prefer before/after flows, decision tables, prioritized findings, and testable recommendations.

## Final quality gate

Before finishing, verify:

- The user goal is explicit.
- The problem is not confused with a feature request.
- The critical path is clearer.
- Important actions expose their consequences.
- Important actions produce visible feedback.
- Recovery exists.
- Accessibility and trust were considered.
- Business and user goals are distinguished.
- Repeat-use recommendations create user value.
- Recommendations are prioritized.
- A validation method is included.

## Provenance

This skill is independently written guidance informed by established product-design literature and general UX practice. It does not contain or redistribute source books, book excerpts, book figures, or book-specific examples. See [references/provenance.md](references/provenance.md).

