Reviews and fixes keyboard and focus behavior, ARIA, accessible names, forms, screen-reader announcements, motion and zoom in your project against WCAG 2.2.
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。
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Reviews and fixes keyboard and focus behavior, ARIA, accessible names, forms, screen-reader announcements, motion and zoom in your project against WCAG 2.2.
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。
Review auto-memory entries and propose promotions to OPENSPACE.md, OPENSPACE.local.md, or retained auto-memory topics; detect duplicates, stale facts, conflicts, and ambiguous entries before making changes.
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。
Generate Guizang-style social card image sets, Live Photo motion cards, material-first Live Photo puzzle layouts, triple Live Photo collages, long-video-to-Live-Photo treatments, and WeChat official account cover pairs from articles, scripts, screenshots, product notes, subtitles, photos, or user-supplied videos. Use when the user asks for 小红书图文, Rednote/Xiaohongshu images, social cards, carousel images, 3:4 covers, Live Photo, 实况照片, 单视频实况拼图, 二宫格实况拼图, 三连实况拼图, 四宫格实况拼图, 微信公众号封面, WeChat 21:9 + 1:1 covers, Swiss Style, or magazine-style social images.
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。
Make data visualizations accessible and inclusive. Use when the user needs chart or diagram accessibility guidance, text alternatives for complex visuals, color and contrast review, keyboard support, reduced-motion behavior for animation or parallax, or an accessibility QA workflow for exported figures, UML-like diagrams, and dashboards.
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。
Run a customer journey mapping workshop with adaptive questions and outputs. Use when you need to map stages, actions, emotions, pain points, and opportunities for a persona and scenario.
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 a customer journey map across stages, touchpoints, actions, emotions, and metrics. Use when diagnosing a broken experience or aligning a team on the full customer flow.
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。
When the user wants to turn content into revenue, build a content-led GTM motion, reverse engineer distribution, or repurpose content across platforms. Also use when the user mentions 'content marketing,' 'content-led growth,' 'content to pipeline,' 'distribution,' 'content repurposing,' 'content strategy,' 'thought leadership,' 'newsletter,' 'content flywheel,' 'organic growth.' This skill covers content-to-revenue systems from creation through pipeline attribution. Do NOT use for technical implementation, code review, or software 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。
When the user is a solo founder building their GTM motion, wants to scale without hiring, or needs to design an AI agent team for go-to-market. Also use when the user mentions 'solo founder,' 'one-person startup,' 'solopreneur,' 'bootstrapped,' 'no team,' 'AI agents as team,' 'scaling without hiring,' 'founder-led sales,' 'lean GTM,' 'one-person company,' or 'no employees.' This skill covers the complete solo founder GTM playbook from stack selection through agent team design, revenue-stage transitions, time allocation, and when to finally hire. Do NOT use for technical implementation, code review, or software 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。
Create, repair, validate, or package a reusable iPollo Video template in an active HyperFrames template-authoring session. Use for video template structure, editable variables, reusable scenes, GSAP motion, component reuse, cover metadata, and save-ready validation; do not use for ordinary one-off video edits.
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 or edit the active iPolloWork video's visual assets, installed recipes, editable composition and seek-safe motion; use for assembly or local picture/text/theme changes.
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 a real 3D WebGL object with geometric mesh depth, physically based material, directional and ambient lighting, perspective camera, subtle rotation, and floating motion. Use when a page needs a faceted 3D hero object or product-like visual with real lighting instead of CSS transform tricks.
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。
Reveal marked-up text word by word as scroll progress advances, while preserving semantic inline links, emphasis, responsive line wrapping, and reduced-motion readability. Use for headlines, quotes, manifestos, product statements, onboarding messages, or editorial passages where scrolling should pace comprehension rather than simulate typing.
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。
Add accessible animated AI loading and agent-status indicators with the React thinking-orbs library. Use when a chat, copilot, voice, search, generation, or tool-running interface needs a semantic working, searching, solving, listening, composing, or shaping state; when replacing a generic spinner with an AI activity orb; or when implementing the library's size, theme, speed, pause, reduced-motion, and canvas behavior.
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。
Turn any ordered process into a data-driven vertical or horizontal scroll story with a base line, progress fill, active step states, responsive collapse, semantic fallback, and reduced-motion behavior. Use for onboarding, checkout, roadmaps, recipes, case studies, service processes, histories, or narratives where progress through the sequence should become visible while scrolling.
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 a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Use only for laser background effects, not full page layout, copy, generic hero scenes, particles, or unrelated motion systems.
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。
Show the user real screenshots of the work as it progresses, without being asked. Capture the start, the key moment and the result of every visual change, send them as files with captions as soon as each is ready, and look at every image before sending it. Use on any task with a visible result (UI, pages, games, 3D, charts, motion), when the user says "show me", "screenshots", "keep giving me screenshots" or "where are the screenshots?", and before any report that claims a visual change works.
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。
Build scene-by-scene chapters that advance left to right on one fixed stage while the user scrolls vertically, with native scroll as the only input. One pure function turns scrollY into scene, dwell and move, so forward, reverse, scrollbar drags, fast skips and reload at depth all land on the right frame. Covers dwell versus transition budgets, a burn-wipe or pan between scenes, chapter index and progress UI, glide-to-scene links that skip intermediate scenes, keyboard and reduced-motion behaviour. Use for horizontal scrollytelling, multi-scene product tours, "scroll down to travel sideways", chapter carousels driven by the wheel, or any piece where a wheel-jacked slider keeps breaking on touch, keys, refresh or back.
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。
Build a cursor trail whose spacing stays constant at any hand speed, by emitting motes per unit of distance travelled rather than on a timer, so a flick draws the same continuous ribbon as a crawl instead of breaking into scattered dots. Covers sub-segment placement, the ring-buffer ordering trap, the idle breath a distance emitter needs, anchoring the trail to the screen in a 3-D scene, scaling scatter against the plane it hangs on, coasting instead of stopping dead, touch and reduced-motion fallbacks, and why moving the emitter to a DOM overlay to raise its z-index costs more than it buys. Use for cursor wisps, pointer sparks, embers, magic trails, comet tails, plankton, dust, or any mote trail that must stay legible however fast the hand moves.
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 a gooey blob system using SVG filters where multiple shapes merge into a single fluid form. Use overlapping circles combined with a Gaussian blur and color matrix filter to produce a continuous, organic mass. The forms should visually fuse and separate based on proximity. Focus on filter-driven merging (blur + threshold effect), soft organic boundaries with no hard edges, multiple independent shapes behaving as one system, and smooth continuous motion that feels fluid and cohesive.
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 a futuristic, premium, clean dark-blue mesh-gradient design system across background rendering, hero shell, navigation, floating nodes, framed sections, CTAs, and motion. Use when the interface needs a near-black navy foundation, procedural blue mesh atmosphere, disciplined minimal structure, and infrastructural or planetary depth.
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 you need to add or debug professional web animations with GSAP (timelines, ScrollTrigger, stagger, transforms) in HTML/CSS/JS/React. Includes patterns for smooth motion, performance, and common pitfalls.
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。
Build falling leaves that read as leaves, with each one tumbling on its own axis so it presents a face, thins to an edge, and opens out again, and with its sideways slip driven by that same tumble. Covers the 2-D canvas build and the instanced-3-D variant, where leaves are recycled from, density-versus-count maths, depth layering, colour under a tone-mapped composite, reduced motion, and visibility pausing. Use for autumn maple, sakura petals, blossom, ash, snowfall shapes, or any drifting foliage where a generic particle field reads as confetti.
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。
Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it, written as one WebGL composite pass over a frozen frame and a scissored live scene. Covers the front's silhouette, the luminous ember gradient with a beading gold thread, torn porous charcoal that is alpha-masked, baked noise, finite-difference slopes, the 0.75-scale live scene, sweep direction, timing, reduced motion and visibility pausing. Use for a burn transition, paper burn, cinder wipe, chapter change by fire, charring page reveal, burn-away section change, ember dissolve, or when a fade, slide or generic dissolve between scenes reads as cheap.
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。
Build a burning-paper ring loader whose GLSL flame is drawn by a Worker on an OffscreenCanvas started from the head, so a main thread blocked by the page build cannot freeze it, with a progress count, an even-paced run into the hand-off, and a clean fade to the page. Covers the ember thread and ember gradient, porous char, worker start-up, parallel shader compile with a waited 1-px warm-up draw, hand-off without a stall, reduced motion and hidden-tab behaviour. Use for a loading screen, preloader, page loader, splash, "kindling", burn loader, ember ring, burning paper hole, fire loader, or a loader that must keep moving while heavy JavaScript, three.js or shader builds hold the main thread.
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。