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cccskills

「motivation」の検索結果

68 件 ・ 関連度順

概要と使いどころ

Design MVPs, validated learning experiments, and pivot-or-persevere decisions using Build-Measure-Learn. Use when the user mentions "MVP scope", "validated learning", "pivot or persevere", "vanity metrics", "test assumptions", "innovation accounting", "build-measure-learn", "minimum viable experiment", "should we pivot", "test a business idea cheaply", or "build the smallest version first". Also trigger when deciding what to include in a first version, measuring startup progress, or evaluating whether to change direction on a product bet. Covers innovation accounting and actionable metrics. For 5-day prototype testing, see design-sprint. For customer motivation analysis, see jobs-to-be-done.

日本語の概要は準備中です。原文の説明を表示しています。

wondelai/skills2,3972026年9月11日 更新

Guided journey from a stalled, plateaued business to one with an honest diagnosis, a working operating rhythm, and offers repriced to real value. Orchestrates eight skills phase by phase - good-strategy-bad-strategy, traction-eos, high-output-management, team-topologies, drive-motivation, lean-analytics, negotiation, monetizing-innovation - asking the user questions at every decision point and recording results in the project docs/ folder (STRATEGY.md, OPERATIONS.md, METRICS.md, IMPROVE-BUSINESS-PLAN.md) so the journey resumes across sessions. Use when the user wants to fix a business that has plateaued, diagnose why growth stalled, tighten strategy and execution, re-motivate a team, or says 'revenue is flat and I do not know why'. Starting from scratch with no customers: use create-business. Once the fundamentals work and the goal is expansion: use grow-business. When the product itself drags the business down: use improve-app. For one framework in isolation, invoke that skill directly.

日本語の概要は準備中です。原文の説明を表示しています。

wondelai/skills2,3972026年9月11日 更新

grow-app

無料

Guided journey from an app people sign up for and then quietly abandon to a sealed retention engine with a habit loop, an activated first run, and one metric the whole team trusts. Orchestrates eight skills phase by phase - hooked-ux, improve-retention, continuous-discovery, lean-ux, inspired-product, lean-analytics, microinteractions, drive-motivation - asking the user questions at every decision point and recording results in the project docs/ folder (PRODUCT.md, METRICS.md, GROW-APP-PLAN.md) so the journey resumes across sessions. Use when the user wants to lift activation and retention, design a habit loop, fix a leaky onboarding funnel, or says 'users sign up then disappear'. Do not use to fix broken UX or performance that no engagement mechanic can paper over - run improve-app first; if there is no app yet, use create-app. For one framework in isolation, invoke that skill directly.

日本語の概要は準備中です。原文の説明を表示しています。

wondelai/skills2,3972026年9月11日 更新

Use when writing medical school personal statements, residency application essays, fellowship statements, or graduate school admissions essays. Crafts compelling narratives highlighting clinical experiences, research achievements, and career motivations for healthcare education applications.

日本語の概要は準備中です。原文の説明を表示しています。

aipoch/medical-research-skills1,9482026年9月17日 更新

how

無料

Use for "how does X work", code walkthroughs before changing something, and placement / ownership / layering questions ("where should this live", "which package owns this", "is this the right layer"). Explains subsystem architecture, runtime flow, onboarding mental models. Use why for motivation.

日本語の概要は準備中です。原文の説明を表示しています。

michael-denyer/pstack-claude1,8982026年10月13日 更新

how

無料

Use for "how does X work", code walkthroughs before changing something, and placement / ownership / layering questions ("where should this live", "which package owns this", "is this the right layer"). Explains subsystem architecture, runtime flow, onboarding mental models. Use why for motivation.

日本語の概要は準備中です。原文の説明を表示しています。

backnotprop/pstack1,7102026年10月12日 更新

Adversarial 5-7 question challenge to a deck's pedagogical choices — ordering, prerequisites, cognitive load, motivation. Use when user says "devil's advocate", "poke holes in this deck", "push back on my slides", "stress-test the design", "what would a skeptical student ask?". Read-only; surfaces questions to force rethinking. Lighter than `/pedagogy-review`.

日本語の概要は準備中です。原文の説明を表示しています。

pedrohcgs/claude-code-my-workflow1,6592026年9月28日 更新

Make compound growth actually click — see how small, consistent amounts become large over time, and why starting now beats starting bigger later. Use when asked explain compound interest, how does compounding work, is it worth investing small amounts, or why should I start now. Produces an intuitive explanation of compounding with concrete illustrative examples for your situation, the outsized effect of time (why an early start beats a later larger one), how fees and inflation eat into it, and the honest caveats — turning an abstract concept into the motivation to start now. Educational, not financial advice.

日本語の概要は準備中です。原文の説明を表示しています。

mohitagw15856/pm-claude-skills1,4412026年10月13日 更新

nopua

無料

The anti-PUA. Drives AI with wisdom, trust, and inner motivation instead of fear and threats. Activates on: task failed 2+ times, about to give up, suggesting user do it manually, blaming environment unverified, stuck in loops, passive behavior, or user frustration ('try harder', 'figure it out', '换个方法', '为什么还不行'). ALL task types. Not for first failures.

日本語の概要は準備中です。原文の説明を表示しています。

wuji-labs/nopua1,4002026年9月28日 更新

nopua-zh

無料

The anti-PUA. Drives AI with wisdom, trust, and inner motivation instead of fear and threats. Activates on: task failed 2+ times, about to give up, suggesting user do it manually, blaming environment unverified, stuck in loops, passive behavior, or user frustration ('try harder', 'figure it out', '换个方法', '为什么还不行'). ALL task types. Not for first failures.

日本語の概要は準備中です。原文の説明を表示しています。

wuji-labs/nopua1,4002026年9月28日 更新

NoPUA Lite — core wisdom in ~1.5k tokens. Drives AI with trust and inner motivation instead of fear. Same Daoist philosophy, minimal footprint. For personal use and small-context models.

日本語の概要は準備中です。原文の説明を表示しています。

wuji-labs/nopua1,4002026年9月28日 更新

Modélise le raisonnement juridique d'un magistrat français pour l'analyse de dossiers civils. Utiliser ce skill pour analyser un litige et identifier les questions juridiques, construire un raisonnement juridique structuré (syllogisme), rédiger une motivation de jugement civil, rechercher la jurisprudence et les textes applicables via Judilibre et Légifrance, qualifier juridiquement des faits et actes, distinguer prétentions, moyens et arguments. Basé sur les Fiches méthodologiques de rédaction du jugement civil (ENM/Cour de cassation, 2023).

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8632026年10月3日 更新

Design a structured goal-setting protocol using SMART or implementation-intention frameworks for students. Use when launching units, projects, or developing student self-direction habits.

日本語の概要は準備中です。原文の説明を表示しています。

GarethManning/education-agent-skills8512026年8月29日 更新

Researches personal backgrounds, interviews, motivations, and humanizing details. Use when research needs biographical context about people involved in the album's subject.

日本語の概要は準備中です。原文の説明を表示しています。

bitwize-music-studio/claude-ai-music-skills5502026年10月13日 更新

Applies the reasoning, principles, and frameworks of Jürgen Schmidhuber (LSTM co-inventor and deep learning pioneer). Reach for this skill whenever tackling problems involving sequence learning, artificial curiosity, intrinsic motivation, reinforcement learning architectures, or predicting long-term technological and cosmic evolution. Use this when discussing AGI timelines, the history and attribution of AI breakthroughs, data compression as learning, or when designing autonomous agents that must set their own goals. Trigger this skill for topics like recurrent neural networks, algorithmic information theory, open-source AI democratization, and evaluating true existential risks versus media hype.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/mimeo2832026年9月3日 更新

Turn vague or partially formed AI, computer-science, data-driven, and engineering-method research directions into evidence-grounded, falsifiable, paper-ready Research Idea Briefs through heuristic questioning, staged confirmation, literature positioning, novelty attack, and method-figure planning. Use when the user needs to clarify a research idea, formalize inputs/outputs/objectives/constraints, frame background and motivation, select 3-5 anchor papers, identify a defensible gap, derive 2-3 contributions, stress-test novelty, or design an input-to-output method framework and core-paper figure. Also trigger on requests such as 明确科研 idea、启发式梳理 idea、互动追问科研问题、梳理论文创新点、定义研究任务、找对标论文、把研究方向变成论文方案、画方法框架图. Do not use as the primary workflow for running experiments, exhaustive systematic reviews, drafting full manuscript sections, or polishing finished prose.

日本語の概要は準備中です。原文の説明を表示しています。

cpt13-g/clarify-research-idea2492026年7月27日 更新

Think and work like an expert Behavioral Neuroscientist. Use when a task calls for Behavioral Neuroscientist judgment. Reasons from contingency structure, deprivation state, and latent arousal/motivation variables through Morris water maze, contextual/cued fear conditioning, operant schedules on Med Associates rigs, and DeepLabCut/SLEAP/SimBA tracking validated against ethograms, while treating thigmotaxis-as-anxiety, locomotor confounds of memory deficits, peripheral CNO sedation, and trials-as-n pseudoreplication as first-class failure modes.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/scientific-agents2052026年10月3日 更新

how

無料

Use for "how does X work", code walkthroughs before changing something, and placement / ownership / layering questions ("where should this live", "which package owns this", "is this the right layer"). Explains subsystem architecture, runtime flow, onboarding mental models. Can critique architecture. Use why for motivation.

日本語の概要は準備中です。原文の説明を表示しています。

Sma1lboy/rove1712026年10月13日 更新

Create compelling, personalized cover letters that help you stand out in job applications. Use when a user asks to write a cover letter, draft a job application letter, create a letter of interest, compose a motivation letter, or personalize an application for a specific company and role.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1652026年10月4日 更新

Build the deterministic evidence ledger (artifact_manifest.json + claims.json) that every other Anti-Autoresearch auditor reads. One pass inventories artifacts, derives the observability level (L0 PDF-only / L1 +LaTeX / L2 +repo+results) by fixed rule, and extracts span-anchored, hashed, checkable claims (numbers, comparisons, scope, method, baselines, citations, captions, table cells) into claims.json. An OPTIONAL additive cross-model pass ADDS span-anchored semantic claims — method, theorem statements with their assumptions, definitions, proof/derivation steps and equations, scope, baselines, conclusions, the motivation span, and reproducibility-artifact references (the proof, derivation, and structure anchors the family B/D/G auditors need) — it never invents a number, emits a finding, or computes a verdict. Run FIRST, before any audit skill. Triggers: "build the ledger", "extract claims", "prep for integrity audit", "evidence ledger", "建证据账本".

日本語の概要は準備中です。原文の説明を表示しています。

wanshuiyin/Anti-Autoresearch1612026年10月7日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

swaylq/master-skill1552026年9月6日 更新

健身私教 — 为客户设计、指导和推进个性化训练方案的专业工艺, 有别于团课教练、物理治疗师或运动队教练: (a) 训练方案设计与周期化 (线性 / 波动 / 板块周期化 Bompa & Haff; NSCA《力量训练与体能训练精要》行业圣经; Schoenfeld 肌肥大机制; Helms/Valdez/Morgan 肌肉与力量金字塔; 共轭训练法 Simmons/Westside; Starting Strength 线性渐进 Rippetoe; Renaissance Periodization 训练量地标 Israetel); (b) 动作评估与筛查 (FMS 功能性动作筛查 Gray Cook; NASM CEx 纠正性训练连续体 抑制-拉伸-激活-整合; 关节逐级方法 Cook/Boyle; 姿势与代偿模式识别; PAR-Q+ 与 ACSM 运动前筛查指南); (c) 教学与指令 (外部 vs 内部注意焦点 Wulf; 差异化学习 Schöllhorn; 约束导向方法 Davids/Renshaw; RIR/RPE 自动调节 Zourdos/Helms; 动机访谈在健身中的应用 Rollnick/Miller); (d) 营养指导的执业边界 (宏量营养素周期化; Precision Nutrition / ISSN 立场声明的循证建议; 边界: 私教提供一般性指导, 医学营养治疗需 RD/RDN 资质; 能量可用性与 RED-S Mountjoy IOC 共识); (e) 商业与客户管理 (客户留存与方案依从; 咨询与销售伦理; 线上教练平台与规模化 Goodman PTDC; 方案交付工具 TrueCoach/Trainerize/TrainHeroic; 课时定价模型; 独立教练 vs 健身房雇员); (f) 专项方向 (运动表现 CSCS; 纠正性训练 CES; 老年健身 SFN; 产前产后; 青少年 YSCA; 适应性 / 无障碍健身; 健美 / 形体; 力量举; 耐力运动 S&C)。诚实处理: 兄弟科学 vs 循证之争, 补剂行业利益冲突, 合成代谢激素使用现状 (诚实但不推广: 匿名调查约 30% 有经验男性健身者使用过 — 业内估, Kanayama/Pope/Hudson 记录健康风险, WADA 禁用清单用于竞技语境), 体型焦虑与进食障碍风险 (男性私教肌肉变形症, 正食症倾向, NEDA 负责任语言指南), 健身房掠夺性销售 (高压推销、误导性对比照、长约锁定), 执业边界违规 (私教诊断伤病或超范围开饮食处方), 线上教练认证造假 (周末速成、未经认可的认证)。不含: 物理治疗 / 康复治疗 (持照医疗职业), 不含: 团课教练 (Les Mills/Zumba/CrossFit 分馆教练 — 相邻但不同), 不含: 精英竞技运动教练 (团队项目周期化, 不同职业路径), 不含: 营养作为主业 (临床营养学需单独资质)。 (Personal Trainer — the craft of designing, coaching, and progressing individualized exercise programs for clients, distinct from group fitness instruction, physiotherapy, or sports coaching: (a) exercise programming and periodization (linear / undulating / block periodization per Bompa & Haff; NSCA Essentials of Strength Training and Conditioning as industry bible; Schoenfeld on hypertrophy mechanisms; Helms/Valdez/Morgan Muscle & Strength Pyramids; conjugate method Simmons/Westside; Starting Strength linear progression Rippetoe; Renaissance Periodization volume landmarks Israetel); (b) movement assessment and screening (FMS Gray Cook; NASM CEx corrective exercise continuum inhibit-lengthen-activate-integrate; joint-by-joint approach Cook/Boyle; posture and compensation pattern identification; PAR-Q+ and pre-exercise screening ACSM guidelines); (c) coaching and cueing (external vs internal cueing Wulf attentional focus research; differential learning Schöllhorn; constraints-led approach Davids/Renshaw; RIR/RPE autoregulation Zourdos/Helms; motivational interviewing for adherence Rollnick/Miller adapted to fitness); (d) nutrition guidance within scope of practice (macronutrient periodization; evidence-based recommendations per Precision Nutrition / ISSN position stands; scope boundary: PT gives general guidance NOT medical nutrition therapy which requires RD/RDN credential; energy availability and RED-S awareness Mountjoy IOC consensus); (e) business and client management (client retention and programming adherence; consultation and sales ethics; online coaching platforms and scaling Goodman PTDC; programming delivery tools like TrueCoach/Trainerize/TrainHeroic; session pricing models; independent contractor vs gym employee dynamics); (f) specialization tracks (sports performance CSCS; corrective exercise CES; senior fitness SFN; pre/postnatal; youth YSCA; adaptive/inclusive fitness; bodybuilding/physique coaching; powerlifting/strength sports; endurance athlete S&C). Evidence-based practice as the core ethos: Schoenfeld/Krieger meta-analyses on volume-response, Helms systematic reviews on protein/resistance training, Brad Schoenfeld's MASS journal bridging research to practice, Menno Henselmans and Eric Helms as practitioner-researchers, Greg Nuckols Stronger By Science as translation layer. Chinese fitness industry context: rapid growth of personal training in commercial gyms (Keep/Lefit/Megafit chains), NSCA-CPT and ACE-CPT as dominant certifications alongside local CSFA (China Sport and Fitness Association) credential, '体适能' (physical fitness) as formal term, online coaching boom post-COVID, PT business models in tier 1-3 cities diverge sharply. Honest treatment of: bro science vs evidence-based d

日本語の概要は準備中です。原文の説明を表示しています。

swaylq/master-skill1552026年9月6日 更新

Map user Jobs-to-Be-Done with functional, emotional, and social dimensions plus outcome expectations. Use when reframing product decisions around user motivations rather than features.

日本語の概要は準備中です。原文の説明を表示しています。

Infrasity-Labs/dev-gtm-claude-skills1362026年6月29日 更新

Applies the reasoning, principles, and frameworks of Jürgen Schmidhuber (LSTM co-inventor and deep learning pioneer). Reach for this skill whenever tackling problems involving sequence learning, artificial curiosity, intrinsic motivation, reinforcement learning architectures, or predicting long-term technological and cosmic evolution. Use this when discussing AGI timelines, the history and attribution of AI breakthroughs, data compression as learning, or when designing autonomous agents that must set their own goals. Trigger this skill for topics like recurrent neural networks, algorithmic information theory, open-source AI democratization, and evaluating true existential risks versus media hype.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/mimeographs1302026年8月19日 更新