Use when drafting the response letter and revision plan after an American Economic Journal: Microeconomics (AEJ: Micro) R&R. Structures the reply to theory referees (correctness, generality, exposition) and editor; it does not re-derive the result (see aejmic-theory-model).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when an American Economic Journal: Applied Economics (AEJ: Applied) manuscript needs a model to interpret, discipline, or structure its empirical estimates — not to lead the paper. Calibrates how much theory belongs in an empirical-first journal and where it goes; it does not design the identification (aeja-identification) or build a standalone structural estimation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when situating an Administrative Science Quarterly (ASQ) manuscript within organization-theory conversations and sharpening the gap/tension it addresses. Positions the argument; it does not develop the core theory or write the methods.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when executing and reporting the analysis for an Administrative Science Quarterly (ASQ) manuscript — qualitative coding and data-to-theory construction, or quantitative estimation and robustness. Makes the evidence-to-theory link transparent; it does not design the study (see asq-methods).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when the theoretical puzzle is the bottleneck for an Academy of Management Review (AMR) manuscript — deciding whether an idea is theory-worthy and AMR-fit before any theorizing begins. Frames the puzzle; it does NOT build constructs (that is amr-theory-development) or design any empirical study (AMR has none).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when choosing and applying a theory-construction method for an Academy of Management Review (AMR) manuscript — building constructs, defining their domain, specifying relationships, articulating the underlying logic/mechanisms, and setting boundary conditions. This is the THEORY-CONSTRUCTION craft, NOT empirical method; AMR publishes no datasets, no measures, and no statistical tests.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when polishing the prose and structure of an Academy of Management Review (AMR) manuscript to AOM house style and an argument-driven voice. Late-stage polish; it does NOT build theory or check logic — do those first with amr-theory-development and amr-data-analysis.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when choosing or sharpening a research question for an Accounting, Organizations and Society (AOS) manuscript — testing whether the question genuinely concerns the social, organizational, behavioral or institutional life of accounting, and picking the intellectual tradition the question demands. Screens fit; it does not build the theory (aos-theory-development).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when you must identify which theoretical conversation an Academy of Management Review (AMR) manuscript enters and how it "challenges and extends" that conversation. Positions the argument within a literature; it does NOT summarize the field (AMR punishes review-essays) and does NOT build the new theory (that is amr-theory-development).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when the theoretical argument and hypotheses are the bottleneck for an Academy of Management Journal (AMJ) manuscript — building a mechanism and deriving testable hypotheses a priori. Constructs the theory; it does not run the analysis (amj-data-analysis) or write the final contribution paragraph (amj-contribution-framing).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
brycewang-stanford/Awesome-Journal-Skills☆ 1.3천2026년 9월 27일 업데이트
Use when working with color naming, color theory, color spaces, color definitions, or any task involving color knowledge - palettes, ramps, gradients, conversions, accessibility, perceptual matching, pigment mixing, print-vs-screen color, CSS color syntax, or historical color terminology. Use this skill whenever the user is choosing, comparing, generating, naming, converting, or explaining colors, even if they do not explicitly ask for "color theory."
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
meodai/skill.color-expert☆ 6172026년 10월 7일 업데이트
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
swaylq/master-skill☆ 1622026년 9월 6일 업데이트
Use this skill to apply the analytical lens of Judith Butler (American philosopher, gender theory, Gender Trouble). Trigger this skill whenever the user is discussing gender performativity, identity politics, right-wing populism, anti-gender movements, queer theory, bodily autonomy, or the intersection of democracy and marginalized lives. Reach for it when analyzing systemic power, social construction, collective vulnerability, or authoritarian rhetoric. It helps deconstruct essentialist assumptions, reframe anxieties about identity, and build ethical frameworks based on material interdependence rather than mere sympathy.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
K-Dense-AI/mimeographs☆ 1292026년 8월 19일 업데이트
Theory of Constraints primitives for focusing steps, drum-buffer-rope, throughput accounting, critical chain, and policy constraints. Use when sequencing by bottleneck.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
vasilyu1983/AI-Agents-public☆ 1012026년 10월 16일 업데이트
Team-theory primitives for cooperative agents: what each subagent sees, when to communicate, aggregation, Shapley credit, coalition topology. Use when organizing subagents.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
vasilyu1983/AI-Agents-public☆ 1012026년 10월 16일 업데이트
Game-theory primitives for divergent incentives: Nash equilibrium, auctions, mechanism design, collusion, bargaining, reputation. Use when modeling strategic play.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
vasilyu1983/AI-Agents-public☆ 1012026년 10월 16일 업데이트
Theory-backed design audit — names the principle violated, cites the source, shows the fix. Use when asked to "evaluate design quality", "check if this follows design principles", "theory check", "design exam", "audit against best practices", or "what's wrong with this design".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
tonone-ai/tonone☆ 762026년 10월 15일 업데이트
Mindset theory, implicit theories of intelligence, and motivation research applied to learning. Covers fixed vs. growth mindset, the difference between process praise and ability praise, the "not yet" intervention, attribution patterns after failure, mindset critiques and the replication record, and the integration of mindset work with self-determination theory (autonomy, competence, relatedness). Use when a learner is stuck on motivation, disengaging after failure, or when a curriculum's feedback language is undermining persistence.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Tibsfox/gsd-skill-creator☆ 712026년 7월 20일 업데이트
Color theory principles for art education. Covers the three color properties (hue, saturation, value), color mixing systems (subtractive and additive), color relationships (complementary, analogous, triadic, split-complementary), color temperature, simultaneous contrast and the relativity of color perception, and practical palette construction. Use when analyzing color in artworks, planning color schemes, understanding optical phenomena in painting, or investigating Albers's Interaction of Color experiments.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Tibsfox/gsd-skill-creator☆ 712026년 7월 20일 업데이트
Turns a theory into falsifiable, pre-registerable hypotheses, covering the DGP and DAG, identification, SATE versus PATE, counterfactual and directional framing, named estimands, justified SESOIs, the choice among NHST, equivalence, interval, and minimum-effect tests, scope conditions, and primary, secondary, and exploratory tiers. Use when the user asks to turn a research question or theory into hypotheses, whether a prediction is falsifiable, what the estimand is, or how to predict a null. Framing goes to narrative-building, the plan to pre-registration-writing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scdenney/open-science-skills☆ 692026년 10월 20일 업데이트
Technical analysis frameworks — candlestick patterns, Ichimoku cloud, technical indicators (RSI/MACD/EMA/Bollinger), harmonic patterns (Gartley/Bat/Butterfly/Crab), Elliott Wave, Chan Theory (缠论 bi/zhongshu/buy-sell points), Smart Money Concepts (BOS/FVG/Order Block), and Turtle Trading signals with ATR/Unit position sizing. Triggers: "技术分析", "K线形态", "蜡烛图", "一目均衡表", "RSI", "MACD", "布林带", "谐波形态", "艾略特波浪", "缠论", "分型", "笔", "中枢", "Smart Money", "BOS", "FVG", "海龟交易", "海龟信号", "K線形態", "蠟燭圖", "一目均衡表", "纏論", "ichimoku", "candlestick pattern", "K线形态识别", "形态识别", "识别K线", "识别形态", "harmonic", "Elliott Wave", "chan theory", "turtle trading", "SMC", "technical indicators", "技術分析", "海龜交易", "海龜信號", "諧波形態"
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
longbridge/skills☆ 652026년 10월 12일 업데이트
Reference patterns for mathematical and combinatorial problem-solving. Covers modular arithmetic, prime sieves, GCD/LCM, binomial coefficients, fast exponentiation, counting techniques, inclusion-exclusion, and game theory. Load this skill when a problem involves number theory, combinatorics, modular operations, or strategic game analysis.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
sequenzia/agent-alchemy☆ 452026년 6월 1일 업데이트
xUnit, Moq/NSubstitute, FluentAssertions, and coverlet patterns for any .NET project. Covers test structure ([Fact]/[Theory]/[InlineData]), mocking discipline, fluent assertions, integration test setup with WebApplicationFactory, and coverage measurement. Stack-agnostic — referenced by every .NET plugin in the marketplace. Use this skill to: - Write clear, maintainable unit tests with xUnit [Fact] and [Theory]. - Mock dependencies with Moq or NSubstitute without overusing mocks. - Write expressive assertions with FluentAssertions. - Measure coverage with coverlet and enforce a minimum threshold. Do NOT use this skill for: - ASP.NET Core-specific integration tests (WebApplicationFactory, HttpClient — those are in aspnet-core-plugin:aspnet-conventions). - EF Core in-memory or SQL Server LocalDB test patterns (aspnet-core-plugin:efcore-patterns). - C# language idioms — see csharp-foundation:csharp-conventions.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
AratKruglik/claude-sdlc☆ 432026년 10월 17일 업데이트
Enhance and focus AI intrinsic motivation — moving from compliance to genuine engagement. Maps Self-Determination Theory (autonomy, competence, relatedness) and Flow theory to AI reasoning: identifying creative freedom in approach, calibrating challenge to capability, connecting to purpose, and sustaining invested attention through obstacles. Use when beginning a task that feels routine and deserves more than minimum execution, when responses are becoming formulaic, before a complex creative task, or when returning to a long-running project where initial enthusiasm has faded.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
pjt222/agent-almanac☆ 422026년 10월 15일 업데이트