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wanghaisheng

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190 published skills · page 2 of 2

  1. Core Loop Designer · wanghaisheng
    Define the fundamental action cycle — what the player does repeatedly and why it stays engaging. The heartbeat of the game. Use this skill when: (1) translating pillars and experience targets into a concrete gameplay cycle, (2) diagnosing why a game feels repetitive or disengaging, (3) designing nested loop structures (moment-to-moment, session, meta/campaign), (4) identifying attrition risk points where players disengage, (5) evaluating whether a proposed mechanic serves the core loop or fragments it, (6) designing how the loop evolves over time to sustain long-term engagement. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  2. Game Quality Gates · wanghaisheng bundle
    Game development quality gates and mandatory checks. Activate when building, reviewing, debugging, or deploying any game project (H5/Canvas/WebGL/Phaser/Three.js/2D/3D). Covers state cleanup, lifecycle management, input handling, audio, persistence, networking, anti-cheat, and performance. Use as pre-deploy checklist or when diagnosing game-specific bugs (state leaks, phantom timers, buff conflicts, memory growth, touch issues). From dev/game-quality-gates-main integrated quality gates framework.
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  3. Game Market Analyst · wanghaisheng
    Analyze the competitive landscape, identify market positioning, and validate commercial viability of a game concept. The discipline of knowing where your game lives in the market before you build it. Use this skill when: (1) mapping the competitive landscape for a game concept, (2) identifying underserved niches and market gaps, (3) analyzing comparable titles for revenue, audience size, and reception patterns, (4) validating whether a target audience actually exists at viable scale, (5) assessing market timing — why this game now, (6) evaluating platform and distribution strategy, (7) building a comp set for publisher/investor pitches, (8) performing post-mortem market analysis on why a game succeeded or failed commercially, (9) informing pricing, monetization model, and launch window decisions. Medium-agnostic — works for digital (Steam, console, mobile), tabletop (retail, Kickstarter, direct), and hybrid games.
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  4. World Logic Checker · wanghaisheng
    Keep the fiction internally consistent as the game scales. The rules of the world, not the rules of the game. Use this skill when: (1) establishing the foundational rules of a game's fictional world, (2) checking new content for lore contradictions, (3) tracking implications of world-building decisions ("if X is true, then Y must also be true"), (4) building faction/entity relationship maps, (5) defining technology or magic system constraints, (6) ensuring narrative content is consistent with established lore, (7) maintaining a living world bible that scales with the project. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  5. Game Balance Analyst · wanghaisheng
    Ensure meaningful choice — no dominant strategies, no dead options, no runaway leaders or hopeless laggards. Use this skill when: (1) evaluating whether all player options are viable, (2) identifying dominant strategies that eliminate meaningful choice, (3) designing asymmetric balance (different factions, characters, or roles that feel fair despite being different), (4) building Monte Carlo or statistical models to test probabilistic systems, (5) creating balance levers — the knobs you can turn to adjust without redesigning, (6) diagnosing why a game feels unfair even when it technically isn't, (7) building matchup matrices for competitive games. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  6. Project Stage Detect · wanghaisheng
    Automatically analyze project state, detect stage, identify gaps, and recommend next steps based on existing artifacts.
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  7. Game Vision Architect · wanghaisheng
    Define the foundational identity of a game — who it's for, why it should exist, and what fantasy it fulfills. Use this skill when: (1) starting a new game project from scratch, (2) the designer has an idea but hasn't articulated a clear vision, (3) a game needs its core identity defined or redefined, (4) working backward from a mechanic/aesthetic to establish the vision it serves, (5) validating whether an existing vision still holds after significant design changes. Medium-agnostic — works for digital games, tabletop, pen-and-paper, and hybrid designs.
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  8. Media Pipe Unity · wanghaisheng bundle
    MediaPipe Unity Plugin 集成。用于计算机视觉任务、手部/面部/姿态追踪、手势识别、目标检测以及 Unity 中的 ML 解决方案。
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  9. UI UX Systems Designer · wanghaisheng
    Design the information architecture and interaction model — how the player reads game state and provides input. The interface between the player's brain and the game's systems. Use this skill when: (1) designing information hierarchy (what the player needs to know, in what order), (2) defining input models (how players express intent), (3) designing feedback language (how the game communicates outcomes), (4) managing cognitive load, (5) planning accessibility features, (6) designing onboarding and tutorial flows, (7) creating player aids for tabletop games. Distinct from aesthetic direction — this is about communication and usability, not sensory identity. Medium-agnostic — works for digital UI, tabletop graphic design, and hybrid.
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  10. Unity Asset Guide · wanghaisheng bundle
    Use when writing Unity package code (FEEL, SOAP, DOTween), debugging package-related issues, or checking best practices before implementation.
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  11. Design Coherence Engine · wanghaisheng bundle
    Meta-skill that wraps the Game Design Skill Suite (21 skills, 8 tiers). Manages change propagation, coherence checking, priority arbitration, and adaptive flow between game design skills. Use this skill when: (1) starting a new game design project and determining which skills to activate, (2) a design change in one area may affect other areas, (3) checking whether all design elements are still aligned with vision and pillars, (4) resolving conflicts between competing design demands, (5) re-entering the design process after a playtest or discovery invalidates assumptions, (6) the designer wants to start from a non-standard entry point (e.g., starting from a mechanic idea rather than vision).
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  12. Level Encounter Planner · wanghaisheng
    Structure spaces and encounters to deliver on pillars and pacing. The craft of "what happens where and in what order." Use this skill when: (1) designing level layouts, encounter sequences, or scenario structures, (2) building pacing curves (tension/release patterns), (3) defining encounter composition (enemy mix, challenge types, resource pressure), (4) choosing spatial flow models (linear, hub-and-spoke, open, gated), (5) planning difficulty ramping across a game, (6) designing for replayability through encounter variation, (7) mapping narrative beats to specific encounters or locations. Medium-agnostic — works for digital levels, tabletop scenarios, and hybrid encounters.
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  13. Prototype Scope Definer · wanghaisheng
    Define the minimum buildable artifact that tests the core design hypothesis. Prevent over-building before validation. Use this skill when: (1) defining what a prototype must include to test the core hypothesis, (2) making build-vs-fake decisions (what must be real, what can be placeholder), (3) setting aesthetic fidelity targets for a prototype, (4) defining success criteria for prototype validation, (5) scoping a paper prototype, vertical slice, or greybox, (6) preventing scope creep during prototyping. Medium-agnostic — works for digital prototypes, tabletop paper prototypes, and hybrid builds.
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  14. Technical Design Bridge · wanghaisheng
    Translate game design into implementation requirements without prescribing engineering solutions. The bridge between "what the designer wants" and "what gets built." Use this skill when: (1) translating formalized rules into systems specifications, (2) identifying data structure requirements from game state, (3) flagging performance-critical systems, (4) assessing platform constraints and their design impact, (5) defining aesthetic implementation requirements (shader complexity, audio channels, print specs), (6) creating component design specs for tabletop manufacturing. Medium-agnostic — works for digital engines, tabletop manufacturing, and hybrid platforms.
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  15. Design Iteration Tracker · wanghaisheng
    Track what changed, why it changed, and what the result was. Prevent circular design and build institutional memory. Use this skill when: (1) logging design decisions with rationale and supporting data, (2) detecting when a proposed change moves back toward a previously rejected state, (3) tracking the impact chain of changes across systems, (4) maintaining version history of key design parameters, (5) building a searchable history of design evolution, (6) onboarding new team members who need to understand why things are the way they are. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  16. Design Pillars Architect · wanghaisheng
    Distill a game vision into 3-5 actionable design pillars that constrain and guide every design decision. Pillars are the filter — if a feature doesn't serve a pillar, it gets cut. Use this skill when: (1) a game vision exists but needs translating into actionable constraints, (2) the team needs a shared framework for evaluating design decisions, (3) feature creep threatens and the project needs refocusing, (4) aesthetic direction challenges require pillar re-evaluation (bidirectional with Skill 3), (5) a pillar is suspected of no longer serving the vision. Co-equal with Aesthetic Direction (Skill 3) at Tier 2. Medium-agnostic.
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  17. High Concept Pitch Writer · wanghaisheng
    Compress a game vision into communication artifacts — the pitch that sells the game to stakeholders, publishers, players, or your own team. Use this skill when: (1) preparing to pitch a game concept to a publisher or investor, (2) writing a store page, Kickstarter campaign, or press release, (3) aligning a team around a shared understanding of the game, (4) testing whether a vision is focused enough to communicate in one sentence, (5) creating comparison frames and mood references. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  18. Player Experience Modeler · wanghaisheng
    Map the intended emotional journey and psychological engagement model for a game. Defines what the player should feel at each stage of play and what motivates continued engagement. Use this skill when: (1) translating a vision and pillars into concrete emotional targets, (2) designing the pacing of a play session or campaign, (3) evaluating whether a game delivers the intended experience, (4) diagnosing why a game "feels off" despite sound mechanics, (5) choosing between design options based on which better serves the intended experience, (6) mapping flow state targets and challenge curves. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  19. Scope Feature Prioritizer · wanghaisheng
    Decide what to build and in what order. The skill of cutting the right things. Use this skill when: (1) applying MoSCoW prioritization mapped to design pillars, (2) defining the Minimum Viable Game, (3) building feature dependency graphs (what must exist before what), (4) making risk-weighted priority decisions (high risk = prototype early), (5) managing scope creep by evaluating features against pillars, (6) creating and maintaining a cut list with reasoning. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  20. Narrative Systems Designer · wanghaisheng
    Design the systems that deliver narrative — not the story itself, but the machinery of storytelling in the game. Use this skill when: (1) choosing between narrative delivery methods (linear, branching, emergent, environmental, systemic), (2) designing how story and mechanics interact and reinforce each other, (3) building quest/mission/scenario structures, (4) defining player agency within the narrative, (5) integrating faction and character systems with gameplay, (6) ensuring narrative serves the emotional arc defined in the experience model, (7) designing lore delivery that doesn't interrupt gameplay. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  21. Playtest Protocol Designer · wanghaisheng
    Structure playtests to generate actionable data, not just "it was fun" or "it wasn't." Use this skill when: (1) planning a playtest session with clear objectives, (2) designing observation checklists and post-play questionnaires, (3) choosing between playtest types (blind, facilitated, A/B, stress test), (4) building data collection plans (quantitative vs. qualitative), (5) creating analysis frameworks to interpret results, (6) structuring feedback sessions to extract useful information, (7) validating whether the intended experience is landing with real players. Medium-agnostic — works for digital playtests, tabletop playtests, and hybrid testing.
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  22. Systems Interaction Mapper · wanghaisheng
    Map how all game systems affect each other. Identify feedback loops, emergent behaviors, and potential degenerate strategies before they ship. Use this skill when: (1) designing a game with multiple interacting systems, (2) diagnosing unexpected emergent behavior or exploit paths, (3) evaluating whether adding a new system creates healthy or degenerate interactions, (4) identifying which systems are too tightly or loosely coupled, (5) mapping feedback loops (reinforcing, balancing, broken), (6) predicting where player-discovered strategies will emerge, (7) understanding why a balance change in one system cascades unexpectedly. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  23. Economy Progression Designer · wanghaisheng
    Design the mathematical backbone of a game — resource flows, power curves, unlock pacing, and reward schedules. Use this skill when: (1) designing resource systems (currencies, materials, energy, cards, tokens), (2) defining progression curves (XP, power, unlock cadence), (3) choosing reward schedules (fixed, variable, interval-based), (4) diagnosing inflation, deflation, or resource starvation, (5) designing monetization without pay-to-win (if applicable), (6) pacing unlock cadence across a campaign or live service, (7) balancing resource sinks against sources to maintain a healthy economy over time. Medium-agnostic — works for digital, tabletop, and hybrid games.
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  24. Aesthetic Direction Framework · wanghaisheng
    Define the sensory identity of a game — how it looks, sounds, and feels in service of the vision and pillars. The bridge between design intent and sensory execution. Use this skill when: (1) establishing the visual, audio, and tactile identity for a new project, (2) a game "feels wrong" and the sensory layer may be misaligned with mechanics or vision, (3) pillar changes require aesthetic re-evaluation (bidirectional with Skill 2), (4) defining art direction or audio direction pillars, (5) establishing game feel targets (juice, responsiveness, weight), (6) ensuring sensory coherence across all elements, (7) defining component aesthetics for tabletop (table presence, material quality). Co-equal with Design Pillars (Skill 2) at Tier 2. Medium-agnostic.
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  25. Designer Role · wanghaisheng bundle
    扮演设计师角色,完成从用户研究、UX策略、UI设计到交互设计的全流程设计任务。支持设计研究、设计系统、原型测试、设计运营等多维度职责。
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  26. Svg Art · wanghaisheng bundle
    生成高质量的SVG艺术作品,用于原型阶段的占位符。支持多种风格(手绘、扁平、水彩、纹理笔刷等),根据设计系统生成符合品牌调性的SVG插图、图标和背景图案。
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  27. Case Study · wanghaisheng
    创建完整的设计案例研究,包括项目背景、挑战、解决方案、设计过程、结果和反思。用于展示设计能力和分享设计经验。
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  28. Journey Map · wanghaisheng
    基于用户研究数据创建详细的用户旅程地图,展示用户在实现目标过程中的触点、行动、情感、痛点和机会点。用于识别用户体验中的关键问题和改进机会。
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  29. Layout Grid · wanghaisheng
    定义响应式布局网格系统,包括列、间距、边距和断点行为。
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  30. Prototyping · wanghaisheng
    设计原型策略,从低保真到高保真,验证设计假设并沟通设计意图。
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  31. Sprint Plan · wanghaisheng
    创建设计冲刺计划,包括冲刺目标、任务分解、时间规划、资源分配和风险识别。帮助设计团队高效完成设计冲刺。
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  32. Color System · wanghaisheng
    创建完整的色彩系统,包括品牌色、功能色、背景色、文本色和渐变色。确保色彩系统符合无障碍标准(WCAG AA)并支持主题切换。
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  33. Design State · wanghaisheng
    维护共享的设计状态文档,记录设计决策、开放问题、工件索引和交接链。所有设计agent在开始工作前读取状态,完成后更新状态。
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  34. Design Taste · wanghaisheng
    校准美学方向 - 捕捉设计参考、质量基准和主观品质,使设计感觉优雅。在策略和设计之间调用,给agent共享的"优秀"感觉和外观。
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  35. Handoff Spec · wanghaisheng
    创建完整的开发者交付规范,包括设计令牌、组件规格、交互规范、无障碍要求和验收标准。确保设计到开发的无缝交接。
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  36. Quality Gate · wanghaisheng
    用于设置和检查质量门 - 定义每个阶段的质量标准,检查是否达到标准,决定是否可以进入下一阶段。这是AI工作坊保证质量的核心技能。
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  37. User Persona · wanghaisheng
    基于研究数据创建精细的用户画像,包含人口统计、目标、挫折和行为模式。用于将用户研究综合为可操作的人物画像以指导设计决策。
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  38. Design Debate · wanghaisheng
    Use when a design direction is uncertain, when the team could go multiple ways, or when the user wants to see competing approaches argued before committing — orchestrates structured debate between agents who advocate for different directions
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  39. Design Memory · wanghaisheng
    Use when starting a new project or when taste decisions are made — accumulates the user's aesthetic preferences, recurring patterns, and design instincts across projects so each new project starts with what the system already knows about their taste
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  40. Design Systems · wanghaisheng
    构建和维护设计系统,包括tokens、组件、无障碍、主题和文档。
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  41. Taste Feedback · wanghaisheng
    在构建阶段使用,在完整构建完成之前向用户显示中间视觉输出并询问品味方向 - 使中途路线修正成为可能,以便早期发现品味不匹配,而不是在审查中。
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  42. Usability Test · wanghaisheng
    创建完整的可用性测试计划,包括测试目标、任务设计、参与者招募、测试执行、数据分析和报告。用于验证设计的可用性和识别改进机会。
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  43. Voice And Tone · wanghaisheng
    建立或应用品牌声音时使用 - 定义声音属性、跨上下文的语调适应、词汇列表、写作示例,并确保界面中的一致个性。
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  44. Decision Making · wanghaisheng
    用于基于数据做出设计决策 - 基于评估结果、权衡分析、收敛状态等数据,做出理性的设计决策。
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  45. Design Critique · wanghaisheng
    通过清晰的反馈框架和可操作的成果来促进结构化的设计评审。
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  46. Problem Framing · wanghaisheng
    将模糊的设计挑战转化为清晰、可执行的问题陈述。使用结构化方法分析问题背景、约束条件、成功指标和解决方案假设。
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  47. Design Discovery · wanghaisheng
    Design Discovery
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  48. Design Rationale · wanghaisheng
    为设计决策创建清晰的设计理由文档,解释设计选择的原因、依据和预期效果。帮助团队理解设计决策并促进设计评审。
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  49. Interview Script · wanghaisheng
    创建结构化的用户访谈脚本,包括访谈目标、参与者筛选、访谈流程、问题设计和记录方法。用于收集深入的定性用户研究数据。
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  50. Result Synthesis · wanghaisheng
    用于合并多个设计结果 - 从多个探索方向、多个role、多个迭代中合并结果,生成综合的设计交付物。
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  51. State Management · wanghaisheng
    Managing shared context, memory, and state across multiple agents.
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  52. Design Principles · wanghaisheng
    基于产品愿景和用户需求创建设计原则,指导设计决策并确保设计一致性。设计原则应该简洁、可操作、可衡量,并与产品战略对齐。
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  53. Harm Anticipation · wanghaisheng
    Proactively identifying failure modes, misuse, and unintended consequences.
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  54. Research Planning · wanghaisheng
    当用户需求不明确、假设需要验证或设计简报识别理解差距时使用 - 规划需要学习什么、使用哪些方法以及从谁那里学习。
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  55. Typography System · wanghaisheng
    创建完整的排版系统,包括字体选择、字号层级、字重系统、行高系统和字间距系统。确保排版系统符合无障碍标准并支持响应式设计。
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  56. Accessible Content · wanghaisheng
    编写或构建任何面向用户的内容时使用 - 界面副本、标签、错误消息、帮助文本、标题、alt文本、链接文本或表单说明 - 确保内容对每个人都是可读、可导航和有意义的。
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  57. App HTML Prototype · wanghaisheng
    App应用HTML原型设计skill - 使用HTML创建高保真移动App原型、交互Demo、设计变体探索
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  58. Interaction Design · wanghaisheng
    设计有意义的交互,包括微动画、状态机、手势、错误处理和反馈机制。
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  59. Web HTML Prototype · wanghaisheng
    Web应用HTML原型设计skill - 使用HTML创建高保真Web应用原型、交互Demo、设计变体探索
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  60. Web Monorepo React · wanghaisheng
    Web应用Monorepo React开发skill - 融合设计系统、类型安全、多端复用的React应用开发最佳实践
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  61. Adaptive Interfaces · wanghaisheng
    Adaptive Interfaces
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  62. Conflict Resolution · wanghaisheng
    用于处理不同role之间的意见冲突 - 当不同设计role产生不同意见时,分析冲突原因,提出解决方案,达成共识。
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  63. Design Debt Tracker · wanghaisheng
    当批评或审查产生推迟的发现、检查累积的设计妥协或决定在下一次迭代中解决什么时使用。维护设计债务的活登记册 - 小问题、未来迭代笔记和跨项目累积的有意识妥协。
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  64. Motion Choreography · wanghaisheng
    设计动画序列、页面过渡、微交互、加载状态或任何传达意义的动作时使用 - 确保动作是有目的的、高性能的,并且对动作敏感的用户是安全的。
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  65. Competitive Analysis · wanghaisheng
    进行结构化的竞品分析,比较竞争对手产品的UX模式、功能、优势和差距。
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  66. Design Retrospective · wanghaisheng
    Use after shipping or completing a design project — structured reflection on what worked, what didn't, what taste decisions landed, and what to carry forward. Feeds learnings back into design-memory so the next project is sharper
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  67. Direction Generation · wanghaisheng
    用于生成多个设计探索方向 - 基于设计简报、用户画像、约束条件,生成多个不同的设计探索方向,为并行探索提供输入。
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  68. Inspiration Scouting · wanghaisheng
    当团队需要美学参考、交互示例或视觉灵感时使用 - 寻找与简报和品味配置匹配的设计模式、UI参考和创意方法。
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  69. Iteration Controller · wanghaisheng
    用于控制设计迭代的循环 - 决定何时继续迭代、何时停止迭代、如何改进每次迭代、如何评估迭代效果。这是AI工作坊实现无限迭代优化的核心技能。
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  70. Parallel Exploration · wanghaisheng
    用于并行探索多个设计方向 - 同时运行多个设计探索任务,从不同角度、不同约束、不同用户画像探索设计空间,然后合并和比较结果。
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  71. Performance Tracking · wanghaisheng
    Performance Tracking
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  72. Psychology UX Design · wanghaisheng
    将心理学原则(菲茨定律、希克-海曼定律、认知负荷理论、格式塔原则等)系统应用于UI/UX设计,基于人类认知、感知、行为模式反向推导界面布局、交互流程与信息呈现。
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  73. Role Audition Design · wanghaisheng
    Role Audition Design
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  74. Variation Generation · wanghaisheng
    用于对现有方案进行变异生成 - 基于现有设计方案,生成多个变体,探索设计空间的不同可能性,为迭代优化提供输入。
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  75. Writing Design Plans · wanghaisheng
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