全部 Agent Skills
41,263 个结果
- Law Of Continuityowl-listenerApply the Law of Continuity — the eye follows alignment and unbroken paths. Use when sequencing steps, aligning content, or designing carousels and timelines. For grouping rather than sequencing, use `law-of-proximity`.
- Law Of Figure Groundowl-listenerApply the Law of Figure-Ground — establish which layer is foreground and actionable versus background. Use when designing modals, overlays, and depth. For emphasising one element among peers, use `von-restorff-effect`.
- Law Of Proximityowl-listenerApply the Law of Proximity — spatial closeness groups elements more strongly than any other cue. Use when spacing alone must carry grouping. For grouping via containers use `law-of-common-region`; via shared appearance use `law-of-similarity`.
- Law Of Similarityowl-listenerApply the Law of Similarity — shared colour, shape, or size signals that elements belong to one category. Use when signalling relationships across distance. For grouping by position, use `law-of-proximity`.
- Layout Gridowl-listenerDefine a responsive grid — columns, gutters, margins, and breakpoint behaviour. Use when establishing page structure. For the spacing scale inside components use `spacing-system`; for cross-device behaviour use `responsive-design`.
- Loading Statesowl-listenerDesign waiting experiences — spinners, skeletons, optimistic updates, and progressive reveal. Use when content takes time to arrive. For the latency budget itself use `doherty-threshold`; for success confirmation use `feedback-patterns`.
- Localization Designowl-listenerDesign for multiple languages, writing directions, and cultural contexts — text expansion, RTL mirroring, and locale formats. Use when shipping beyond one locale. For the words themselves, use `ux-writing` (designer-toolkit).
- Metrics Definitionowl-listenerDefine UX metrics and KPIs that connect design decisions to measurable outcomes. Use when choosing what to measure. For presenting the results afterwards, use `design-impact-reporting` (design-ops).
- Micro Interaction Specowl-listenerSpecify one micro-interaction completely — trigger, rules, feedback, loops, and modes. Use when handing a single interaction to engineering. For motion craft alone use `animation-principles`; for multi-state components use `state-machine`.
- Millers Lawowl-listenerApply Miller's Law — chunk information into groups of about four to fit working memory. Use when grouping fields, menu items, or steps. For reducing the number of choices offered, use `hicks-law`.
- Motion Systemowl-listenerDefine motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (interaction-design).
- Naming Conventionowl-listenerEstablish naming rules for components, tokens, and layers with patterns and worked examples. Use when names are inconsistent or being set. For what the tokens actually contain, use `design-token`.
- Navigation Patternsowl-listenerSelect and design a navigation pattern — tabs, drawer, hierarchy, or hub — matched to product structure and user tasks. Use when choosing how users move between sections. For the underlying content structure, use `information-architecture` (ux-strategy).
- North Star Visionowl-listenerArticulate a long-horizon product vision that aligns teams and anchors strategy. Use when direction is contested or absent. For near-term project scope, use `design-brief`.
- Onboarding Designowl-listenerDesign the first-run experience — activation path, progressive disclosure, and time to first value. Use for a user's very first session. For the mechanics of the signup form itself, use `form-design`.
- Opportunity Frameworkowl-listenerIdentify, score, and prioritise design opportunities against impact and effort. Use when there are more ideas than capacity. For framing the one you choose, use `design-brief`.
- Parallel Conceptsowl-listenerBuild several genuinely different solutions to the same problem at once, spread across what the user does rather than how it looks. Use when one direction is on the table and the team is about to refine it by default. For choosing between the concepts afterwards, use `concept-selection`.
- Pattern Libraryowl-listenerStructure a pattern entry — problem context, solution, usage examples, and related patterns. Use when documenting a recurring solution rather than a component. For a single component's API, use `component-spec`.
- Peak End Ruleowl-listenerApply the Peak-End Rule — a flow is remembered by its most intense moment and its last. Use when designing completion, celebration, or cancellation moments. For sustaining engagement mid-flow, use `zeigarnik-effect`.
- Platform Conventionsowl-listenerDesign to iOS and Android conventions — what each OS mandates, where they diverge, and when to unify. Use when shipping native apps. For breakpoint adaptation use `responsive-design`; for matching competitor patterns use `jakobs-law` (interaction-design).
- Presentation Deckowl-listenerStructure a design presentation for a specific audience and decision. Use when presenting internally. For a portfolio narrative use `case-study`; for the written argument use `design-rationale`.
- Prototype Strategyowl-listenerChoose prototype fidelity and method to match the design question and the decision at stake. Use before building a prototype. For what to test once it exists, use `test-scenario`.
- Qual Quant Triangulationowl-listenerReconcile what the numbers say with what users say, and design the study that settles it rather than restates it. Use when behavioural data and research findings point different ways. For reading the data on its own, use `behavioural-analytics`; for synthesising interviews on their own, use `affinity-diagram`.
- Readable Measureowl-listenerSet line length and measure for comfortable reading across type sizes and breakpoints. Use when tuning body text. Covers measure only — for the full size and weight scale, use `typography-scale`.