Use when designing or customizing industry-specific guided processes in Salesforce Industries clouds: insurance claims lifecycle (FNOL through closure), telecom order management decomposition, and utility service request workflows. Trigger keywords: FNOL process design, claims OmniScript customization, Industries order decomposition workflow, utility service order design, insurance claim lifecycle stages, telecom commercial-to-technical order flow. NOT for the Industries object model — use architect/industries-data-model. NOT for Insurance Cloud licensing and policy architecture — use architect/insurance-cloud-architecture.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Use when creating a new Salesforce custom object: naming the object and setting its API name, selecting optional features (Activities, Chatter, History Tracking), choosing an org-wide default sharing model, and creating a tab. Triggers: 'create a custom object', 'new custom object setup', 'what sharing model should I choose', 'how do I create a tab for my object', 'object features like activities and history tracking'. NOT for designing the fields on the object - use admin/custom-field-creation. NOT for sharing rules or role hierarchy configuration - use admin/sharing-and-visibility. NOT for lookup-vs-master-detail and junction design - use data/data-model-design-patterns. More triggers: 'custom object records not showing in search', 'sharing model greyed out on my object', 'auto number restarted at 1 after deploy', 'cannot create a queue for my custom object', 'CustomObject deploy failed enableBulkApi', 'field history tracking shows no rows'.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Specify a FlexCard before a developer opens Card Designer: the card-state set and the condition that selects each state, the data source type behind each card (DataRaptor, Integration Procedure, Apex remote, SOQL), the action menu users get (navigate, launch OmniScript, Apex, DataRaptor), and every embedded child FlexCard or custom LWC. Produces the artifacts a BA hands to the builder. Trigger keywords: FlexCard requirements, FlexCard BA, FlexCard layout design, FlexCard data sources, FlexCard actions, FlexCard card states, OmniStudio FlexCard scoping. NOT for building the card in Card Designer, NOT for OmniScript step and branching requirements (use admin/omniscript-flow-design-requirements), NOT for standard Lightning record-page component requirements.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Design, mock up, build and review terminal UIs — full-screen TUIs, interactive CLIs and pickers, and plugin panels or popups inside a host (herdr, tmux, Neovim, k9s, lazygit). Use when designing, reviewing (from code, a live capture or a screenshot) or redesigning a TUI's layout, keybindings, states or colors, including requests that name a known TUI (lazygit, k9s, btop, yazi, helix, fzf); writing terminal mockups; building or fixing one in Ink, Textual, Bubble Tea, Ratatui or gum; mapping a color scheme (Catppuccin, Dracula, Nord, Gruvbox, Tokyo Night, Rosé Pine…) onto a TUI's theme; fixing misaligned glyphs, flicker, NO_COLOR, exit codes, signals, pipes or a broken terminal after exit; suspend or $EDITOR handoff; or profiling a slow TUI. Not for web or native GUIs, terminal-emulator, editor or shell-prompt themes.
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。
diegomarino/tui-design☆ 192026年10月9日 更新
Create and refine websites, slides, prototypes, and design systems through the local OpenDesign MCP. Use OpenDesign Cloud by default, or Local Codex and secure BYOK only when the user explicitly selects them.
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。
nexu-io/open-design-agent-plugins☆ 192026年8月24日 更新
Mechanical consistency check for game design — answers "is the design consistent with itself?" — plus changed-scope impact analysis across all three GDD axes: systems, flows, and content types. Offline and deterministic: greps the facts registry against the documents (numbers, terms, IDs, duplicate & dangling references, roster↔disk, map freshness, Depends 3-way, status/version, AC presence, placeholder leaks, flow & content schema), and from a git diff computes which dependent systems, flows, and content a change affects. Scope is inferred: a named document checks that document; an unverified diff triggers a changed-scope pass; otherwise everything. Use when the user wants a consistency or impact check, e.g. "verify the design", "what did this change affect", "find broken references in the design". Conflicts triage into four tracks; the entailed fixes hand off to /unikit-gd-apply in one pass. This is the mechanical pass — for a subjective "is this design good" quality critique use /unikit-gd-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。
NintendaDev/unikit-ai☆ 182026年10月14日 更新
Cold-start brownfield reconnaissance — reconstruct the WHOLE game design from an existing codebase when there is no GDD yet. Optionally accepts a free-text game description, notes, or reference links to guide and enrich the scan. Use when the user wants to build the game design from the code, e.g. "create a GDD from this codebase", "reconstruct the design from our code — it's a roguelike deck-builder", "build a design doc from the existing project, here are some refs". Scans the project (engine auto-detected), extracts a system roster + dependency graph and content-type schemas / resources / entities into one passive .unikit/gamedesign/RECON.md, tags every fact provenance:extracted-from-code, and writes a mandatory Intent Gap for what code cannot know (pillars, fantasy, the "why"). Writes nothing else and calls no skill. STRICTLY whole-project cold-start — if a GDD already exists and the user wants a specific part investigated, use /unikit-gd-explore (code lens); to author the GDD use /unikit-gd-spec.
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。
NintendaDev/unikit-ai☆ 182026年10月14日 更新
Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.
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。
NintendaDev/unikit-ai☆ 182026年10月14日 更新
Anti-slop frontend skill for landing pages, portfolios, and redesigns. The agent reads the brief, infers the right design direction, and ships interfaces that do not look templated. Real design systems when applicable, audit-first on redesigns, strict pre-flight check.
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。
tensology/decisionsai☆ 172026年10月13日 更新
Elite frontend design taste for building, reviewing, and polishing web interfaces. Use whenever the user wants to design, redesign, shape, critique, audit, polish, or improve any UI (landing pages, portfolios, dashboards, product UI, components, forms, onboarding, empty states) or asks to make something look better / premium / modern, fix the styling, add or fix animations, or make a design feel less generic ("AI slop"). Covers typography, color, spacing, layout, visual hierarchy, motion, micro-interactions, component states, accessibility, responsive behavior, UX copy, and anti-pattern detection.
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。
tensology/decisionsai☆ 172026年10月13日 更新
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
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。
tensology/decisionsai☆ 172026年10月13日 更新
Create and evolve design systems with design tokens, component architecture, accessibility guidelines, and documentation templates. Ensures consistent, scalable, and accessible UI across products.
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。
manu14357/zskills☆ 162026年7月24日 更新
Design UI components/design systems, review visual design, check accessibility. Triggers: design system, color palette, font pairing, WCAG check. Data-driven: palettes, fonts, UX guidelines.
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。
ngocsangyem/MeowKit☆ 152026年7月28日 更新
Use when designing UI components, reviewing visual design, building design systems, or checking accessibility. Auto-activates on frontend design tasks and UI reviews.
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。
ngocsangyem/MeowKit☆ 152026年7月28日 更新
Develop, challenge, and document Chisel processor microarchitecture designs before implementation. Use when discussing or writing design documents for processor pipelines, queues, issue logic, rename, ROB, LSU, caches, MSHRs, forwarding, wakeup, replay, flush, privilege, exceptions, or other cycle-accurate hardware mechanisms; when converting design conversations into stable Markdown specifications; or when reviewing a proposed Chisel CPU design for correctness, timing, area, verification cost, and cross-document consistency.
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。
sixblade325/WaterHand-Processor-Development-Skills☆ 152026年10月3日 更新
Check a prototype against its original design direction and requirements before shipping. Compares implementation to the mockup/spec/context, flags drift in layout, spacing, type, color, states, and behavior, and reports a pass/fix list. Use when the user says "design QA", "does it match the design", "check against the spec", "conformance check", or before sharing/handing off a prototype. Part of the Product Design set. Uses a browser tool for visual comparison.
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。
DKeken/codex-skills-alternative☆ 152026年6月3日 更新
Designs human-in-the-loop review points for DAG workflows. Determines what to present to the human, how to collect feedback, and how to route approve/reject/modify decisions back into the DAG. Use when adding approval gates, designing review UX, or handling human feedback in agent workflows. Activate on "human review", "approval gate", "human-in-the-loop", "human gate", "approval workflow", "user review step". NOT for executing human gates at runtime (use dag-runtime with Temporal signals), general UX design, or chatbot conversation design.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Long-running design anthropologist that builds comprehensive visual databases from 500-1000 real-world examples, extracting color palettes, typography patterns, layout systems, and interaction design across any domain (portfolios, e-commerce, SaaS, adult content, technical showcases). This skill should be used when users need exhaustive design research, pattern recognition across large example sets, or systematic visual analysis for competitive positioning.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Design and build beautiful, accessible graphical interfaces — web, desktop (Electron/Tauri), and native (iOS/macOS/Android). Use for visual hierarchy and layout, color and theming (light/dark, semantic tokens, WCAG contrast), typography systems, motion and micro-interactions, accessibility, component systems and design tokens, responsive/adaptive layout, and platform-native idioms. The GUI counterpart to beautiful-cli-design. NOT for terminal/CLI output (use beautiful-cli-design) or API/data schemas.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Designs digital experiences for ADHD brains using neuroscience research and UX principles. Expert in reducing cognitive load, time blindness solutions, dopamine-driven engagement, and compassionate design patterns. Activate on 'ADHD design', 'cognitive load', 'accessibility', 'neurodivergent UX', 'time blindness', 'dopamine-driven', 'executive function'. NOT for general accessibility (WCAG only), neurotypical UX design, or simple UI styling without ADHD context.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Expert API designer for REST, GraphQL, gRPC architectures. Activate on: API design, REST API, GraphQL schema, gRPC service, OpenAPI, Swagger, API versioning, endpoint design, rate limiting, OAuth flow. NOT for: database schema (use data-pipeline-engineer), frontend consumption (use web-design-expert), deployment (use devops-automator).
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Design decisions for when and what sounds to use in web apps, mobile apps, and desktop native apps — plus how to create them with AI. Covers UI sound vocabulary (confirms, alerts, transitions, errors), platform conventions (iOS, macOS, Material), creating sounds with AI tools (ElevenLabs, AudioCraft, Stable Audio), Web Audio API for procedural sounds, haptic-audio pairing, and the psychology of satisfying vs. annoying UI sounds. Activate on 'app sounds', 'UI sounds', 'notification sound', 'sound design app', 'earcons', 'sonic branding', 'interaction sounds', 'feedback sounds', 'app audio', 'satisfying sounds'. NOT for professional audio engineering (use sound-engineer), Windows 3.1 retro sounds specifically (use win31-audio-design), music composition (use sound-engineer).
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Analyzes pooled CRISPR screens with MAGeCK (Li et al 2014), covering count generation (mageck count), the RRA two-condition workflow (mageck test using alpha-RRA over per-sgRNA negative-binomial p-values), the MLE multi-condition workflow (mageck mle with explicit design matrix and beta-score output), normalization choice (median vs total vs control-sgRNA vs spike-in), sgRNA efficiency injection, paired-sample testing, time-course design, drug-screen versus dropout-screen design matrices, MAGeCKFlute and MAGeCK-VISPR downstream visualization, and decision logic for when to use MAGeCK vs JACKS / BAGEL2 / drugZ / Chronos. Use when running a fresh CRISPR screen analysis, picking RRA vs MLE for the experimental design, choosing a normalization method from QC signatures, debugging MLE convergence failure or NaN beta scores, comparing MAGeCK output across tools, or building a batch-aware multi-cell-line / multi-condition MLE design matrix.
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。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
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。
friedbotstudio/baseline☆ 142026年10月13日 更新