設計日常事物 是做什麼的?
應用基礎設計原則:負擔、指示器、限制、回饋和概念模型。當使用者提到「為什麼這很困惑」、「負擔」、「錯誤預防」、「可發現性」、「以人為本的設計」、「容錯」、「心智模型」、「映射」或「七階段行動」時使用。也適用於診斷使用者犯錯的原因、降低產品複雜度或改進錯誤訊息和回饋系統。涵蓋執行與評估的鴻溝。如需可用性評分,請參閱 ux-heuristics。如需 iOS 特定模式,請參閱 ios-hig-design。
應用基礎設計原則:負擔、指示器、限制、回饋和概念模型。當使用者提到「為什麼這很困惑」、「負擔」、「錯誤預防」、「可發現性」、「以人為本的設計」、「容錯」、「心智模型」、「映射」或「七階段行動」時使用。也適用於診斷使用者犯錯的原因、降低產品複雜度或改進錯誤訊息和回饋系統。涵蓋執行與評估的鴻溝。如需可用性評分,請參閱 ux-heuristics。如需 iOS 特定模式,請參閱 ios-hig-design。
這個技能「設計日常事物」旨在幫助開發者與 AI 代理應用 Donald Norman 在《設計的心理學》一書中提出的核心設計原理,包含負擔(Affordances)、指示器(Signifiers)、限制(Constraints)、回饋(Feedback)及概念模型(Conceptual Models)。當使用者提及與可用性、錯誤預防、心智模型或使用者行為相關的關鍵詞時,此技能會自動觸發,並根據 SKILL.md 文件的指引提供診斷與改進建議。它特別著重於識別執行鴻溝(Gulf of Execution)與評估鴻溝(Gulf of Evaluation)等常見問題,並涵蓋降低產品複雜度、改善錯誤訊息與回饋系統的實用對策。此技能支援標準開發環境(如 Claude Code、Cursor),並建議透過其他技能(如 ux-heuristics)進一步進行可用性評分,或針對 iOS 平台參考 ios-hig-design 的具體模式來深化解決方案。
npx skills add https://github.com/wondelai/skills/tree/main/skills/design-everyday-things應用基礎設計原則:負擔、指示器、限制、回饋和概念模型。當使用者提到「為什麼這很困惑」、「負擔」、「錯誤預防」、「可發現性」、「以人為本的設計」、「容錯」、「心智模型」、「映射」或「七階段行動」時使用。也適用於診斷使用者犯錯的原因、降低產品複雜度或改進錯誤訊息和回饋系統。涵蓋執行與評估的鴻溝。如需可用性評分,請參閱 ux-heuristics。如需 iOS 特定模式,請參閱 ios-hig-design。
This repo contains 20 individual skills — each has its own dedicated page.
Build lean, opinionated products using the 37signals philosophy from Getting Real, Rework, and Shape Up. Use when the user mentions "Getting Real", "Rework", "Shape Up", "37signals", "Basecamp method", "six-week cycles", "fixed time variable scope", "appetite vs estimates", "betting table", "breadboarding", "fat marker sketch", "build less", "underdo the competition", or "opinionated software". Also trigger when cutting scope to ship faster, running small teams, avoiding long-term roadmaps, or eliminating meetings. Covers shaping, betting, building, and the art of saying no. For MVP validation, see lean-startup. For design sprints, see design-sprint.
Create uncontested market space using value innovation instead of competing head-to-head. Use when the user mentions "blue ocean", "red ocean", "strategy canvas", "ERRC framework", "value innovation", "non-customers", "buyer utility map", "eliminate-reduce-raise-create", or "uncontested market". Also trigger when comparing pricing strategies, exploring new market categories, finding underserved customer segments, or asking how to stop competing on price. Covers the Four Actions Framework, buyer utility map, and value-cost trade-offs. For tech adoption strategy, see crossing-the-chasm. For product positioning, see obviously-awesome.
Structure software around the Dependency Rule: source code dependencies point inward from frameworks to use cases to entities. Use when the user mentions "architecture layers", "dependency rule", "ports and adapters", "hexagonal architecture", "use case boundary", "onion architecture", "screaming architecture", or "framework independence". Also trigger when decoupling business logic from databases or frameworks, defining module boundaries, or debating where to put business rules. Covers component principles, boundaries, and SOLID. For code quality, see clean-code. For domain modeling, see domain-driven-design.
Write readable, maintainable code through disciplined naming, small functions, and clean error handling. Use when the user mentions "code review", "naming conventions", "function too long", "code smells", "readable code", "boy scout rule", "single responsibility", or "unit test quality". Also trigger when reviewing pull requests for readability, refactoring messy functions, debating comment styles, or improving error handling patterns. Covers SRP, comment discipline, formatting, and unit testing. For refactoring techniques, see refactoring-patterns. For architecture, see clean-architecture.
Engineer word-of-mouth and virality using the STEPPS framework (Social Currency, Triggers, Emotion, Public, Practical Value, Stories). Use when the user mentions "go viral", "word of mouth", "shareable content", "social currency", "why people share", "viral loop", "referral program", or "organic growth". Also trigger when designing shareable features, crafting social media campaigns, or building products that spread through peer recommendation. Covers environmental triggers and high-arousal emotional content. For sticky messaging, see made-to-stick. For persuasion tactics, see influence-psychology.
Build a weekly cadence of customer touchpoints using Opportunity Solution Trees, assumption mapping, and interview snapshots. Use when the user mentions "continuous discovery", "opportunity solution tree", "weekly interviews", "assumption testing", "discovery habits", "product trio", or "outcome-based roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or connecting discovery insights to delivery work. Covers experience mapping, co-creation, and prioritizing opportunities. For interview technique, see mom-test. For team structure, see inspired-product.
Audit websites and landing pages for conversion issues and design evidence-based A/B tests. Use when the user mentions "landing page isnt converting", "conversion rate", "A/B test", "why visitors leave", "objection handling", "bounce rate", "split testing", or "conversion funnel". Also trigger when diagnosing why signups are low, designing experiment hypotheses, or auditing checkout flows for friction points. Covers funnel mapping, persuasion assets, and objection/counter-objection frameworks. For overall marketing strategy, see one-page-marketing. For usability issues, see ux-heuristics.
Navigate the technology adoption lifecycle from early adopters to mainstream market. Use when the user mentions "crossing the chasm", "beachhead segment", "whole product", "early adopters vs. mainstream", "tech go-to-market", "bowling pin strategy", "technology adoption lifecycle", or "pragmatist buyers". Also trigger when a startup has early traction but struggles to grow beyond initial users, or when planning go-to-market for technical products. Covers D-Day analogy, bowling-pin strategy, and positioning against incumbents. For product positioning, see obviously-awesome. For new market creation, see blue-ocean-strategy.
Design data systems by understanding storage engines, replication, partitioning, transactions, and consistency models. Use when the user mentions "database choice", "replication lag", "partitioning strategy", "consistency vs availability", "stream processing", "ACID transactions", "eventual consistency", or "LSM tree vs B-tree". Also trigger when choosing between SQL and NoSQL, designing data pipelines, or debugging distributed system consistency issues. Covers data models, batch/stream processing, and distributed consensus. For system design, see system-design. For resilience, see release-it.
Run a structured 5-day process to prototype, test, and validate product ideas with real users. Use when the user mentions "design sprint", "validate in a week", "rapid prototype", "test with users", "de-risk before building", "GV sprint", "prototype testing", or "design workshop". Also trigger when a team needs to make a critical product decision quickly, resolve stakeholder disagreements, or test risky ideas before investing in development. Covers mapping, sketching, deciding, prototyping, and testing. For ongoing experimentation, see lean-startup. For customer job analysis, see jobs-to-be-done.
Model software around the business domain using bounded contexts, aggregates, and ubiquitous language. Use when the user mentions "domain modeling", "bounded context", "aggregate root", "ubiquitous language", "anti-corruption layer", "context mapping", "domain events", or "strategic design". Also trigger when splitting a monolith into services, defining microservice boundaries, or aligning code structure with business processes. Covers entities vs value objects, domain events, and context mapping strategies. For architecture layers, see clean-architecture. For complexity, see software-design-philosophy.
Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isnt working", "team incentives", "autonomy", "mastery", "purpose-driven", "employee engagement", or "reward systems". Also trigger when designing onboarding progression systems, fixing broken gamification, or building team structures that sustain high performance. Covers why carrot-and-stick fails and how to build progress systems. For habit-forming product loops, see hooked-ux. For retention behavior design, see improve-retention.
Optimize web performance through network protocols, resource loading, and browser rendering internals. Use when the user mentions "page load speed", "Core Web Vitals", "HTTP/2", "resource hints", "network latency", "render blocking", "TCP optimization", "service worker", or "critical rendering path". Also trigger when diagnosing slow page loads, optimizing time to first byte, choosing between WebSocket and SSE, or reducing bundle sizes. Covers TCP/TLS optimization, caching strategies, WebSocket/SSE, and protocol selection. For UI visual performance, see refactoring-ui. For font loading, see web-typography.
Design habit-forming product loops using the Hook Model (Trigger, Action, Variable Reward, Investment). Use when the user mentions "users arent coming back", "engagement loops", "habit formation", "push notifications", "variable rewards", "daily active users", "habit zone", or "user retention loops". Also trigger when designing notification strategies, building streaks or progress systems, or analyzing why users stop using a product after initial signup. Covers ethics evaluation and onboarding for habits. For friction reduction and B=MAP, see improve-retention. For viral sharing, see contagious.
Create irresistible offers using the Value Equation, bonus stacking, risk-reversing guarantees, and ethical scarcity. Use when the user mentions "pricing strategy", "irresistible offer", "bonuses and guarantees", "value-to-price ratio", "offer naming", "grand slam offer", "guarantee strategy", or "premium pricing justification". Also trigger when packaging products for higher perceived value, designing money-back guarantees, or structuring pricing tiers to maximize conversions. Covers the MAGIC naming formula and starving-crowd targeting. For product positioning, see obviously-awesome. For outbound sales, see predictable-revenue.
Diagnose and fix retention problems using behavior design (B=MAP). Use when the user mentions "users drop off", "activation rate", "onboarding friction", "retention metrics", "why users dont complete", "churn analysis", "user activation", or "aha moment". Also trigger when analyzing cohort retention curves, designing activation milestones, reducing time-to-value for new users, or investigating why users stop after their first session. Covers the Ability Chain, prompt design, and tiny behaviors that compound. For habit loops and variable rewards, see hooked-ux. For intrinsic motivation, see drive-motivation.
Apply the six principles of ethical persuasion (reciprocity, commitment, social proof, authority, liking, scarcity) to product design, copy, and sales. Use when the user mentions "social proof", "persuasive copy", "why users dont convert", "ethical persuasion", "reciprocity", "scarcity tactics", or "commitment and consistency". Also trigger when designing testimonial sections, crafting urgency messaging, or improving trust signals on landing pages. For deal negotiation tactics, see negotiation. For viral word-of-mouth, see contagious.
Build empowered product teams using discovery and delivery dual-track. Use when the user mentions "product discovery", "empowered teams", "feature factory", "product roadmap", "opportunity assessment", "product vision", "product-led growth", or "discovery vs delivery". Also trigger when restructuring product teams away from output-driven models, setting product strategy, or defining what to build next based on outcomes. Covers product discovery techniques, team structure, and continuous value delivery. For customer interviews, see mom-test. For ongoing discovery systems, see continuous-discovery.
Design native iOS interfaces following Apple Human Interface Guidelines. Use when the user mentions "iPhone app", "iPad layout", "SwiftUI", "UIKit", "Dynamic Island", "safe areas", "HIG compliance", "SF Symbols", "haptic feedback", or "iOS accessibility". Also trigger when building tab bars, navigation stacks, sheets, or modals for iOS, implementing dark mode, or adapting layouts for different screen sizes. Covers navigation patterns, accessibility, SF Symbols, and platform conventions. For general UI polish, see refactoring-ui. For affordance design, see design-everyday-things.
Discover what customers truly need by analyzing the "job" they hire your product to do. Use when the user mentions "customer discovery", "why customers churn", "what job does this solve", "competing against luck", "product-market fit", "switching behavior", "milkshake moment", or "functional vs emotional jobs". Also trigger when investigating why users choose competitors, designing features around real customer needs, or reframing product value propositions. Covers JTBD interviews, competition analysis, and jobs-oriented roadmaps. For product positioning, see obviously-awesome. For rapid validation, see design-sprint.
ElevenLabs text-to-speech with mac-style say UX.
Oracle CLI second-model review/debug/refactor/design with selected files, dry-run token checks, API or browser engine.
Capture and automate macOS UI with the Peekaboo CLI.
Generate multiple radically different interface designs for a module using parallel sub-agents. Use when user wants to design an API, explore interface options, compare module shapes, or mentions "design it twice".
Build a throwaway prototype to flesh out a design — a runnable terminal app for state/business-logic questions, or several radically different UI variations toggleable from one route.
Interview the user relentlessly about a plan or design until reaching shared understanding, resolving each branch of the decision tree. Use when user wants to stress-test a plan, get grilled on their design, or mentions "grill me".