Skill directory

Agent skills

Focused instruction packs that teach a coding agent one job well. Browse the catalog and use any of them inside a RiverX project.

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Handoff Specowl-listener/designer-skillsWrite the implementation handoff — measurements, behaviours, assets, states, and edge cases. Use when engineering picks up the work. For verifying the result afterwards use `design-qa-checklist`; for reusable library components use `component-spec` (design-systems).01Heuristic Evaluationowl-listener/designer-skillsRun an expert review against Nielsen's heuristics and domain criteria, with severity ratings. Use when you need findings without recruiting participants. For a facilitated team feedback session, use `design-critique` (design-ops).01Hicks Lawowl-listener/designer-skillsApply Hick's Law — decision time grows with the number of simultaneous choices. Use when a screen offers too many options at once. For how many items survive in memory afterwards, use `millers-law`.01Icon Systemowl-listener/designer-skillsSpecify an icon system — grid, sizing, stroke weight, naming, categories, and implementation. Use when standardising iconography. For broader illustration, use `illustration-style` (ui-design).01Illustration Styleowl-listener/designer-skillsDefine an illustration style guide — visual language, colour usage, and application rules. Use when commissioning or standardising illustration. For icons, use `icon-system` (design-systems).01Information Architectureowl-listener/designer-skillsDesign content structure, hierarchy, labelling, and the navigation model. Use when organising what exists. For the UI that exposes it use `navigation-patterns` (interaction-design); for user-generated grouping evidence use `card-sort-analysis` (design-research).01Interfaces That Feelowl-listener/designer-skillsApply an emotional resonance lens to a UI that is technically correct but flat, prescribing changes at the copy, motion, and interaction layer. Use when a design tests fine but lands cold. For the polish-perception argument, use `aesthetic-usability` (ui-design).01Interview Scriptowl-listener/designer-skillsWrite a structured interview guide — warm-up, core exploration, and wrap-up. Use before running interviews. For analysing what comes back, use `summarize-interview`.01Jakobs Lawowl-listener/designer-skillsApply Jakob's Law — users expect your product to work like the others they already use. Use when deciding whether to innovate on a familiar pattern. For OS-mandated conventions specifically, use `platform-conventions` (ui-design).01Jobs To Be Doneowl-listener/designer-skillsMap functional, emotional, and social jobs with outcome expectations. Use when reframing decisions around motivation rather than features. For who the user is, use `user-persona`.01Journey Mapowl-listener/designer-skillsMap one persona's end-to-end experience with stages, touchpoints, emotions, and pain points. Use when improving an existing experience. For the multi-channel ecosystem use `experience-map` (ux-strategy); for screen-level paths use `user-flow-diagram` (prototyping-testing).01Law Of Closureowl-listener/designer-skillsApply the Law of Closure — the eye completes implied shapes from partial forms. Use when reducing visual weight by dropping borders or letting negative space suggest structure. For explicit containers, use `law-of-common-region`.01Law Of Common Regionowl-listener/designer-skillsApply the Law of Common Region — a shared container, background, or border groups elements regardless of spacing. Use when grouping must survive a tight layout. For grouping by spacing alone, use `law-of-proximity`.01Law Of Continuityowl-listener/designer-skillsApply 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`.01Law Of Figure Groundowl-listener/designer-skillsApply 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`.01Law Of Proximityowl-listener/designer-skillsApply 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`.01Law Of Similarityowl-listener/designer-skillsApply 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`.01Layout Gridowl-listener/designer-skillsDefine 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`.01Loading Statesowl-listener/designer-skillsDesign 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`.01Localization Designowl-listener/designer-skillsDesign 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).01Metrics Definitionowl-listener/designer-skillsDefine 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).01Micro Interaction Specowl-listener/designer-skillsSpecify 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`.01Millers Lawowl-listener/designer-skillsApply 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`.01Motion Systemowl-listener/designer-skillsDefine 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).01Naming Conventionowl-listener/designer-skillsEstablish 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`.01Navigation Patternsowl-listener/designer-skillsSelect 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).01North Star Visionowl-listener/designer-skillsArticulate 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`.01Onboarding Designowl-listener/designer-skillsDesign 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`.01Opportunity Frameworkowl-listener/designer-skillsIdentify, 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`.01Pattern Libraryowl-listener/designer-skillsStructure 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`.01Peak End Ruleowl-listener/designer-skillsApply 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`.01Platform Conventionsowl-listener/designer-skillsDesign 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).01Presentation Deckowl-listener/designer-skillsStructure 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`.01Prototype Strategyowl-listener/designer-skillsChoose 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`.01Readable Measureowl-listener/designer-skillsSet 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`.01Research Repositoryowl-listener/designer-skillsBuild a repository that makes findings findable, reusable, and cumulative across teams. Use when the same research keeps getting redone. For synthesising one study, use `affinity-diagram`.01Responsive Designowl-listener/designer-skillsDesign layouts and interactions that adapt across screen sizes and input methods. Use when one design must serve many viewports. For the underlying column grid use `layout-grid`; for OS-specific patterns use `platform-conventions`.01Search UXowl-listener/designer-skillsDesign search — query input, zero results, refinement, and result presentation. Use when users retrieve rather than browse. For browse structure, use `navigation-patterns`.01Serial Position Effectowl-listener/designer-skillsApply the Serial Position Effect — first and last items in a sequence are recalled best. Use when ordering menus, lists, and steps. For emphasising one item regardless of its position, use `von-restorff-effect` (ui-design).01Service Blueprintowl-listener/designer-skillsMap service delivery across frontstage actions, backstage processes, and supporting systems. Use when staff and operations are part of the experience. For the customer-visible layer only, use `experience-map`.01Spacing Systemowl-listener/designer-skillsCreate a spacing scale from a base unit with rules for when each step applies. Use when standardising padding and margins. For page-level columns and gutters, use `layout-grid`.01Stakeholder Alignmentowl-listener/designer-skillsBuild alignment artifacts — responsibility matrices, decision rights, and communication plans. Use when unclear ownership stalls decisions. For persuading in the moment, use `design-negotiation` (designer-toolkit).01State Machineowl-listener/designer-skillsModel component behaviour as explicit states, events, and transitions. Use when a component has many interacting states that must be exhaustive. For the feel and feedback of a single interaction, use `micro-interaction-spec`.01Summarize Interviewowl-listener/designer-skillsTurn one interview transcript into themes, supporting quotes, and action items. Use immediately after a session. For synthesising many sessions at once, use `affinity-diagram`.01Survey Designowl-listener/designer-skillsDesign unbiased survey instruments — question wording, scales, and sampling — to measure attitudes at scale. Use when you need quantitative breadth. For behavioural experiments, use `a-b-test-design` (prototyping-testing).01System Prompt Structureowl-listener/ai-design-skillsAnatomy of effective system prompts — role, context, constraints, format.01Team Workflowowl-listener/designer-skillsDesign the team's operating rhythm — task management, collaboration rituals, and tooling. Use when the day-to-day cadence needs structure. For a time-boxed sprint, use `design-sprint-plan`.01Teslers Lawowl-listener/designer-skillsApply Tesler's Law — every process has irreducible complexity that someone must absorb. Use when deciding whether the product or the user carries it. For reducing apparent choice, use `hicks-law`.01
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