Document development environment requirements for team consistency and AI agent understanding during PRD v0.6 Architecture. Triggers on requests to define environment setup, document tooling, create dev setup guide, or when user asks "what tools do I need?", "environment setup", "dev environment", "CLI requirements", "project setup", "onboarding setup". Consumes TECH- (stack selections), ARC- (architecture decisions). Outputs ENV- entries for development, CI/CD, and infrastructure environments. Feeds v0.7 Build Execution.
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。
mattgierhart/PRD-driven-context-engineering☆ 1812026年8月31日 更新
Onboard a new QA engineer to an existing codebase, or audit an existing test architecture. Produces a 30-day ramp plan: codebase orientation, framework walkthrough, test architecture audit, mentorship pairing, and first-test guidance. Use when: "QA onboarding," "new tester," "ramp up," "test architecture audit," "first 30 days," "QA mentorship," "joining QA team." Not for: setting up QA on a brand-new project from scratch — use `qa-start`. Related: qa-start, qa-project-context, shift-left-testing, ai-qa-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。
petrkindlmann/qa-skills☆ 1802026年6月11日 更新
Sequenced launcher that bootstraps QA on a project with no QA in place. Chains qa-project-context → test-strategy → test-planning in one guided run, then points you at automation. Use when: "set up QA on a new project," "QA from scratch," "no QA exists yet," "/qa-start." Not for: onboarding a QA engineer to an existing team with existing tests — use qa-project-bootstrap. Not for: "which skill do I use" with no clear match — use qa-do. Related: qa-project-context, test-strategy, test-planning, qa-project-bootstrap, qa-do.
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。
petrkindlmann/qa-skills☆ 1802026年6月11日 更新
UX-тексты на русском языке: кнопки, формы, ошибки, пустые состояния, онбординг, подтверждения, уведомления, пуши и микрокопия. Use this skill whenever the user asks to write, rewrite, review, choose, or improve interface copy, product messages, UI strings, transactional emails, push notifications, toasts, snackbars, forms, empty states, onboarding, errors, confirmations, labels, tooltips, or button text. Триггеры: «текст для кнопки», «сообщение об ошибке», «текст в форму», «пустое состояние», «подпись к полю», «текст тоста», «снекбар», «онбординг», «пуш-уведомление», «микрокопия», «UX-текст», «что написать на экране…», «лейбл поля», «тултип», «подтверждение удаления», «письмо-уведомление». Для статей и постов см. skills statya и redaktura; для проектного словаря — redpolitika.
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。
N1arko/redaktura-skills☆ 1732026年8月11日 更新
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/rove☆ 1712026年10月14日 更新
Plans a controlled experiment (A/B test) so its result can be trusted: writes the hypothesis, picks one primary metric and the guardrails, computes sample size and run time, specifies how visitors are assigned and when exposure is logged, and reads out the result with a confidence interval. Use when someone says "set up an A/B test", "split test this page", "how many visitors do I need", "how long should the experiment run", "is this result significant", "can I stop the test early", or wants to test a headline, price, layout or onboarding change against the current version.
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/skills☆ 1662026年10月14日 更新
Master the AI tools that transform hiring and HR operations. From sourcing candidates to onboarding, find and retain great talent faster. Use when "hiring, recruiting, HR, talent, performance management, hr, recruiting, hiring, talent, people" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Before product-market fit, your job is to learn as fast as possible. That means doing things that won't scale - manual onboarding, concierge service, recruiting users one by one. Paul Graham's "Do Things That Don't Scale" is the bible here. This skill synthesizes the hustle playbook that creates escape velocity. Use when "keywords, contexts, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Acquisition is expensive. Retention is profitable. Customer success is the discipline of ensuring customers achieve their desired outcomes with your product - which leads to retention, expansion, and advocacy. This skill covers onboarding that activates, health scoring that predicts, retention plays that save, and expansion strategies that grow accounts. Use when "keywords, file_patterns, contexts, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Expert in creating custom slash commands for Claude Code. Slash commands encode repeatable workflows as markdown files, turning complex multi-step processes into simple one-line invocations. Essential for team standardization, onboarding, and reducing cognitive load during development. Use when "custom command, slash command, workflow template, /command, claude command, project commands, team workflows, claude-code, commands, slash-commands, workflow, automation, templates, productivity" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Systematic analysis of Google Ads and Meta advertising spend to identify wasted budget. Produces actionable exclusion lists with thematic categorization and statistical validation. Use when onboarding new accounts, performing monthly hygiene, or preparing for budget optimization.
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。
thatrebeccarae/claude-marketing☆ 1642026年5月15日 更新
Finds, evaluates, fills, submits, and tracks a candidate's own job applications using a verified resume, evidence-based targeting, secure local profile storage, and browser automation. Use for onboarding or migrating a job-search profile, searching active roles, assessing a posting, applying to an authorized URL or batch, recording outcomes, or reviewing application effectiveness.
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。
vaibhavarora14/job-application-agent☆ 1562026年10月13日 更新
B2B 大客户销售 (B2B 大客户销售 / 企业级复杂销售 (Enterprise B2B Sales / Complex Selling) — 面向企业客户的高价值、长周期、多干系人复杂销售的职业认知操作系统,从业者(AE/客户经理/SE 售前/销售负责人 VP Sales/CRO)、想入行者、以及服务这行(销售咨询/enablement/RevOps)的视角。覆盖: (a) 第一性张力 — 三大方法论流派之争: **买方主导的诊断式提问 (consultative/discovery-led: SPIN 提问 → 痛点 → 方案, 「像医生先诊断再开方」) ⇄ 卖方主导的教学式挑战 (Challenger: Teach-Tailor-Take control, 用商业洞见 reframe 客户认知, 「像老师挑战客户的既有想法」) ⇄ 资格审查纪律 (MEDDIC/MEDDPICC: 先严格 qualify/disqualify, 「no deal 好过 bad deal」)**; 三派不是非此即彼, 资深人混用, 但底层世界观分歧真实(问 vs 教 vs 筛); 更深层张力 — 「过程/方法论纪律 (process rigor: 预测准确、deal inspection、qualify) ⇄ 关系/信任 (relationship: champion 培养、高管关系、人情)」, 「卖结果/业务价值 (business outcome/ROI、卖给经济决策人) ⇄ 卖产品/功能 (feature selling)」, 「多线程触达买方委员会 (multithreading buying committee) ⇄ 单一 champion 依赖」; (b) 方法论正典 (最标准化、最易蒸出高质量+CLI 化) — MEDDIC/MEDDPICC (Metrics 量化指标/Economic buyer 经济决策人/Decision Criteria 决策标准/Decision Process 决策流程/Identify Pain 痛点/Champion 内部拥护者 + Paper process 签约流程/Competition 竞争), SPIN (Situation/Problem/Implication/Need-payoff 提问序列), Challenger (商业洞见 commercial insight + reframe + 建设性张力 constructive tension + Mobilizer 调动者), Solution Selling (痛点链 pain chain/愿景创建/buying vision), Sandler (前置合约 up-front contract/痛苦漏斗 pain funnel/潜艇七步), Command of the Message (Force Management: 业务价值框架/before-after/decision criteria), Gap Selling (Keenan: 现状 current state → 期望 future state → 差距 the gap/问题中心), Miller Heiman Strategic Selling (蓝表 blue sheet/buying influences: 经济/用户/技术买家 + coach), Value Selling, BANT (老式资格框架, 多被 MEDDIC 取代); (c) 行业结构与角色 — SDR/BDR (开发/约见) → AE/客户经理 (成交) → SE/售前/Solutions Engineer (技术验证/POC/demo) → CSM (客户成功/续约扩张) → Sales Manager/VP Sales/CRO; RevOps (收入运营), Sales Enablement (赋能); land and expand (先落地再扩张)、量化指标 quota/OTE(目标总收入)/配额达成率/pipeline coverage(管道覆盖率 ~3x 业内经验法则)/win rate(赢率)/sales velocity(销售速度)/ramp time(爬坡期)/ACV·ARR·NRR(年合同额/年经常性收入/净收入留存); (d) 销售周期 (the deal/opportunity lifecycle) — prospecting 开发 → discovery 需求挖掘 → qualification 资格审查(MEDDIC) → demo/technical validation/POC 技术验证 → business case/value 业务价值与 ROI → proposal 提案 → negotiation 谈判(procurement 采购/法务/security review) → close 成交 → onboarding/expansion 交付与扩张; 干系人: champion 拥护者 vs coach 线人 vs economic buyer 经济决策人 vs blocker 阻碍者; mutual action plan/close plan(双向行动计划/成交计划); (e) 产出物与节奏 — discovery call(需求电话)、demo、business case、proposal/SOW、MAP(mutual action plan)、forecast(预测: commit/best case/pipeline 类别)、pipeline review/deal review/QBR(季度业务回顾)/account plan(客户计划); (f) 职业/招聘/薪酬 — quota/OTE/comp plan(底薪+提成)/accelerator(加速器)/SPIFF/clawback、ramp、President's Club(顶尖销售俱乐部)、SDR→AE→管理 晋升路径、rep turnover(销售流失率高); (g) 争议/批判 — Challenger 是否过誉(CEB 原始数据被质疑、insight selling 批评)、MEDDIC 沦为填表剧场(box-checking theater, 填字段不真 qualify)、活动指标 vs 质量(spray-and-pray 群发/冷电话存废之争)、AI SDR/自动化淹没收件箱(2024-2025 AI BDR 泡沫 + 邮件送达率崩溃 backlash)、SDR 军团模式是否将死(Winning by Design/signal-based GTM 取代)、配额虚高与销售 burnout、季末打折促单、销售方法论的「宗教化」与培训-认证产业链、最大竞争对手其实是「no decision/维持现状」而非对手; (h) 流派/思想谱系 — 提问诊断派(Rackham SPIN/Bosworth&Eades Solution Selling/Keenan Gap Selling) vs 挑战教学派(Dixon&Adamson Challenger/Force Management Command of the Message) vs 资格纪律派(MEDDIC: Napoli&Dunkel 起源/John McMahon/MEDDICC Andy Whyte) vs 关系战略派(Miller Heiman Strategic/Large Account) vs SaaS 现代收入架构派(Aaron Ross Predictable Revenue/Mark Roberge Sales Acceleration Formula/Jacco van der Kooij Winning by Design bowtie/David Skok 指标) vs 开发-心态派(Jeb Blount Fanatical Prospecting/Sales EQ、Anthony Iannarino、Josh Braun) vs 谈判(Chris Voss Never Split the Difference 战术同理心)。不含: B2C/零售/电商导购销售、纯电话客服/客户支持、纯渠道/分销管理(channel 虽相关但聚焦直销复杂销售)、纯 marketing/需求生成(demand gen 虽上游但本 skill 聚焦销售执行)、纯 CSM 客户成功(虽相关但聚焦 new logo + expansion 的销售动作)。) Master OS — automated mastery of B2B 大客户销售 / 企业级复杂销售 (Enterprise B2B Sales / Complex Selling) — 面向企业客户的高价值、长周期、多干系人复杂销售的职业认知操作系统,从业者(AE/客户经理/SE 售前/销售负责人 VP Sales/CRO)、想入行者、以及服务这行(销售咨询/enablement/RevOps)的视角。覆盖: (a) 第一性张力 — 三大方法论流派之争: **买方主导的诊断式提问 (consultative/discovery-led: SPIN 提问 → 痛点 → 方案, 「像医生先诊断再开方」) ⇄ 卖方主导的教学式挑战 (Challenger: Teach-Tailor-Take control, 用商业洞见 reframe 客户认知, 「像老师挑战客户的既有想法」) ⇄
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-skill☆ 1552026年9月6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-skill☆ 1552026年9月6日 更新
Zero-onboarding, read-only dry-run of the reviewer fleet against the current uncommitted diff. Predicts reviewers, runs the state-free secret scan, writes nothing.
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。
arbiterForge/codeArbiter☆ 1482026年10月13日 更新
Design first-run experiences that get users to value quickly without overwhelming 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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
Email triage system that handles both one-time setup and recurring triage in a single skill. Auto-detects state: if no knowledge base exists at ${WORKSPACE}/Email/, runs an 8-section onboarding interview (grill-me discipline, one question at a time) to build a 7-file personalized KB, then offers to run triage immediately. If the KB already exists, skips setup and goes straight to triage — searches recent emails, classifies them via the user's taxonomy, researches new senders, generates TAKE IT/WORTH/PASS/FLAG recommendations, drafts replies (NEVER sends), delivers a report, and updates the KB. Use with 'update' argument to refresh preferences. Setup triggers: 'set up my inbox', 'configure inbox triage', 'set up my email system', 'configure email triage', 'build my email knowledge base', 'initialize email management'. Triage triggers: 'triage my inbox', 'inbox triage', 'check my email', 'run email triage', 'process my inbox', 'what's new in my email', 'handle my email', 'email triage'.
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-skills☆ 1362026年6月29日 更新
When the user wants to optimize, improve, or increase conversions on any marketing page or form — including homepage, landing pages, pricing pages, feature pages, lead capture forms, or contact forms. Also use when the user says 'CRO,' 'conversion rate optimization,' 'this page isn't converting,' 'improve conversions,' 'why isn't this page working,' 'my landing page sucks,' 'form abandonment,' 'nobody's converting,' 'low conversion rate,' or 'this page needs work.' Use this even if the user just shares a URL and asks for feedback. For post-signup activation, see onboarding.
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-skills☆ 1362026年6月29日 更新
Use when assessing the architectural health of a codebase — before a major refactor, when onboarding to an unfamiliar repo, after rapid growth, when planning a redesign, or to surface structural strengths and risks before they become expensive. Not for fixing what it finds, and not for reviewing a branch diff.
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。
Ovid/paad☆ 1342026年10月13日 更新
Open Analytics' design language, extracted from the shipped product: an ink-derived neutral system, squircle surface anatomy, one small spring vocabulary, pixel-matched skeletons, and a plain-spoken copy voice, with type-checked component recipes. Use this whenever you build or restyle a dashboard, SaaS app, analytics UI, settings screen, onboarding flow, or marketing/landing page that should feel calm, dense and native, and whenever the user mentions Open Analytics' look, 'clean SaaS design', cards, dropdowns, tab bars, empty states, skeletons, or UI animation quality, even if they never say the words 'design system'.
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。
OpenLabs-so/oa-design☆ 1342026年8月21日 更新
Suede-owned signup conversion discipline. Use when auditing or redesigning account creation, registration, or trial-start flows, including field friction, progressive profiling, identity options, mobile behavior, abandonment, and measurement. NOT FOR: post-signup activation (use suede-onboarding), lead-capture forms (use suede-site-alchemy), or deploying auth and compliance changes without 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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Suede-owned operations-assessment discipline that maps how work actually happens before anyone designs a system: floor-level interviews with the people who do the work, an inventory of every silo including spreadsheets and inboxes used as databases, friction quantified in the requester's own numbers, opportunities ranked by annual value against build complexity, and adoption watched for the thirty days after launch. Use when nobody can answer what to automate, when an operation needs auditing before a build, when tribal-knowledge and key-person risk has to surface, or when a shipped system is quietly being routed around. NOT FOR: deciding what to build and in what order once the map exists (use suede-ops-architecture); researching external customers rather than internal operators (use suede-customer-research); lead lifecycle, scoring, and CRM routing rules (use suede-revops); product instrumentation and dashboards (use suede-analytics); getting a new user to first value (use suede-onboarding).
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Generate and maintain AI-readable markdown documentation for a codebase in docs/. Use this skill whenever the user asks to document their codebase, generate project docs, create architecture docs, update documentation after code changes, build a knowledge base for AI agents, create onboarding docs, map out a codebase, or explain a project structure. Also trigger when users say things like "document this repo", "create docs for my project", "update the docs", "write architecture documentation", "help AI understand my code", "generate a codebase overview", or "maintain docs". This skill is specifically about creating structured markdown files in a docs/ directory that serve as a knowledge base — NOT about writing inline code comments, README files, or API reference docs from docstrings.
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。
espennilsen/pi☆ 1222026年10月12日 更新
Walk through a product's key flows with Firecrawl browser and produce a structured UX/product walkthrough. Use for signup, onboarding, pricing, docs, dashboard, product demo prep, UX teardown, and first-run experience analysis.
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。
firecrawl/skills☆ 1222026年10月9日 更新