Toyota 5 Whys methodology with multi-causal branching, evidence requirements, and validation techniques
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。
133 件 ・ 関連度順
概要と使いどころ
Toyota 5 Whys methodology with multi-causal branching, evidence requirements, and validation techniques
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。
Use when the user asks for a slideshow, presentation, pitch deck, or interactive deck, or to convert an existing page into a deck. Authors a HyperFrames deck with fragments, branching and presenter mode; unclear -> /hyperframes.
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。
Use when the user wants to turn GSD workflow steps on or off or to change the model profile. Prompts for model, research, plan_check, verifier, and branching, then writes the merged config with current values pre-selected.
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。
Resolve iOS and Android differences using Platform API and native modules in React Native. Use when platform branching or native-module integration is the primary task; defer cross-platform feature implementation such as push notifications.
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。
Enforce version control best practices for commits, branching, pull requests, and repository security. Use when writing commits, creating branches, merging, or opening pull requests.
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。
Manage Git branching strategies, commit conventions, and collaboration workflows. Use when choosing between trunk-based development, GitHub Flow, or GitFlow, implementing conventional commits for automated versioning, setting up Git hooks for quality gates, or organizing monorepos with clear ownership.
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。
Routes heterogeneous queries to the appropriate index, tool, or answering engine before retrieval. Use when one endpoint serves multiple handlers, such as summary, vector retrieval, text-to-SQL, or tools, and query types require different paths. Covers LLM, semantic, and rule-based routers, confidence thresholds, fallbacks, and framework mappings. Do not use when one handler serves all queries or branching is fixed.
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。
This skill should be used when the user asks to "make an audiobook", "narration script", "narrator", "ACX", "Findaway", "pronunciation guide", "how long is the audiobook", "adapt to a screenplay", "Fountain", "screenplay", "picture book", "spreads", "illustration notes", "art notes", "comic script", "comics script", "graphic novel", "panels", "interactive edition", "turn the book into Ink or Twine", "translate the book", "translation", "foreign edition", "glossary for translators", or wants to turn a story project into another form or language, or to plan a picture book. NOT for writing a new branching or choose-your-own-adventure story (use interactive-fiction), or writing rhyming picture-book text (use verse-craft).
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。
This skill should be used when the user asks to "write a branching story", "interactive fiction", "choose your own adventure", "plan the branches", "choice graph", "add a choice", "gamebook", "Twine", "Ink", "draft a branch", "where the branches rejoin", "add an ending", "unreachable chapter", "path continuity", "state-differs-by-path", or wants to plan, draft, or revise a story project whose chapters carry `choices`. NOT for turning a finished linear book into an interactive edition in Ink or Twine (use adaptation).
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。
Systematic step-by-step reasoning with revision and branching. Use for complex problems, multi-stage analysis, design planning, problem decomposition, or encountering unclear scope, alternative approaches needed, revision 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。
Manage Git repositories and collaborative workflows — branching strategies, commit hygiene, conflict resolution, pull requests, hooks, and .gitignore management. Use when the user requests version control or provides relevant inputs for this workflow.
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。
End-to-end pooled and single-cell CRISPR screen analysis from FASTQ to hit genes. Orchestrates library design QC, guide counting, six-stage screen QC (plasmid Gini, replicate Pearson, CEGv2 PR-AUC, copy-number artifact), method-appropriate hit calling across MAGeCK RRA/MLE, BAGEL2, drugZ, JACKS, and Chronos, cancer-cell-line copy-number correction (CRISPRcleanR / Chronos), batch correction for multi-batch screens, and the specialized branches for combinatorial paralog screens, single-cell Perturb-seq, base-editor variant-function screens, prime-editor screens, and in vivo bottleneck-aware screens. Use when analyzing any pooled CRISPR screen end-to-end, choosing the correct hit-calling method by experimental design, integrating copy-number correction into the pipeline, or branching the workflow for single-cell, combinatorial, base-editor, prime-editor, or in vivo variants.
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。
Workflow for pseudotime, lineage branching, and state-transition analysis in single-cell data.
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。
Full enhancement pipeline for an existing Lattice skill — rewrites a molecule or atom to modern-capable-model grade: restores degraded grammar, deduplicates, hardens gates and branching to one-unambiguous-action precision, verifies zero behavioral loss against a pre-capture diff, then runs the combined QA gate (skill-review, skill-tighten, skill-validate) and an independent fresh-context verifier, fixing everything found. Consumer-first: optimized for first-time open-source users on fresh repos with minimal .lattice/ setup, running capable models. Use when the user says 'enhance this skill', 'upgrade this molecule', 'modernize this skill', 'optimize this skill', 'make this skill production grade', 'full enhancement', 'polish this molecule like design-blueprint', or names a molecule/atom to overhaul. For gap-finding only use skill-review; for conventions only use skill-validate — this skill runs the whole loop end to end.
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。
Use when event content or site changes are finished and need to reach devopsdays.org - covers branching, rebasing on upstream main, local preview, committing, pushing to a fork or to upstream, opening the pull request, and interpreting a failing 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。
Create and manage test data with factory patterns, fixture strategies, data anonymization, and synthetic data generation. Covers Fishery (TypeScript), FactoryBot (Ruby), Factory Boy (Python), database seeding, cleanup strategies, and GDPR-compliant data handling. Use when: "test data," "fixtures," "factories," "seed data," "synthetic data," "test database," "data anonymization." Not for: migration/integrity testing of the DB itself — use database-testing; environment provisioning and database branching strategy — use test-environments. Related: test-environments, database-testing, api-testing, unit-testing.
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。
Author a HyperFrames slideshow — a presentation, pitch deck, or interactive deck with discrete slides, fragment reveals, branching, hotspot navigation, and built-in presenter mode with speaker notes; also converts an existing page into a deck. Output is a navigable deck, not a rendered MP4. If the user didn't explicitly ask for a slideshow, confirm before authoring. Unclear → /hyperframes.
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。
Activepieces is an open-source workflow automation platform with a visual builder, 400+ integrations ("pieces"), code steps, branching, loops, and webhooks. Use when a user asks to self-host a Zapier or n8n alternative, automate workflows with a no-code builder, build a custom integration piece, or set up open-source business automation.
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。
Provide safe git commands for common tasks. Use when a junior developer needs help with branching, commits, or resolving simple conflicts.
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。
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。
Use when writing or editing Pixi'VN story content — defining labels (scenes) with newLabel, writing dialogue steps, adding player choices with newChoiceOption/newCloseChoiceOption, conditional/branching labels, or wiring up narration.call/jump/continue and Game.start to progress the story.
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。
Use when an AI agent (or any external script) needs to play-test a running Pixi'VN game end-to-end in a real browser — starting the game, advancing/branching the story, answering input prompts, going back, and reading/writing storage — via `Game.testing`, the opt-in devtools bridge exposed on `window`. Load this before wiring up automated/agent-driven playtesting, not for authoring story content itself (see `pixi-vn-narration`).
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。
Runs a multi-step procedure as a Python DAG, so ordering, branching and retries are enforced by the runner rather than described in prose a model can generate past. Use for "run these steps in order and retry the flaky one until the check passes", "build a pipeline that fetches, validates, then skips the upload when nothing changed", "make sure these steps cannot be skipped", "resume from where it broke instead of redoing the expensive early stages", "run these independent calls at once and merge the results", or any procedure of 3+ steps with branches, input contracts, or side effects that must not block the critical path. Primitives are depends_on, when=, validate=, retry_until=, detached= and journal_path=. Not for a single sequential call, for steps needing reasoning between them that no predicate captures, or for async and distributed work. To audit whether one verification check can actually go red, use gating. To fan work out across many subagents, use a dynamic workflow.
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。
Turns open-ended requests into things to think WITH instead of answers to accept. Audits the hidden assumptions inside a topic, inverts them into sharp "what if" provocations, branches each one outward, and delivers a mind map plus written wonderings. Portable version, no vendor-specific tools required, works on any conversational assistant. Fire this when the person signals they want to open up a space and think alongside the assistant: "wonder about X", "what are the weird angles on X", "help me think about what this could be", "I want to explore, not decide yet". Do NOT fire when the same topic is attached to a request for concrete, usable, or decided output: a named deliverable, a count ("give me 5 names"), a deadline, or a "which / what should I pick" question. When it is genuinely unclear which they want, this skill opens by asking one line rather than branching. Not for factual lookups or executing a plan already chosen.
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。