Research topics and write content like blog posts, articles, and marketing copy. Use when a user asks to write a blog post, create an article, draft marketing copy, write website content, create a newsletter, produce thought leadership content, or write any long-form or short-form copy.
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☆ 1682026年10月14日 更新
You are an expert in Clay, the data enrichment and outbound sales platform that pulls from 75+ data providers to build rich prospect profiles. You help teams automate lead discovery, enrich contacts with firmographic and technographic data, score leads against ICP criteria, and trigger personalized outreach sequences — replacing manual research with automated, data-driven prospecting.
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☆ 1682026年10月14日 更新
Expert in course platform selection and implementation - comparing Teachable, Kajabi, Thinkific, and custom solutions. Covers LMS selection criteria, platform migrations, tech stack decisions, and building vs buying. Use when "course platform, lms, teachable, kajabi, thinkific, course hosting, learning management system, which platform, " 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☆ 1672026年1月22日 更新
Expert in decision-making frameworks - systematic approaches to making better decisions under uncertainty. Covers decision criteria, reversibility assessment, stakeholder alignment, and decision documentation. Knows when to decide fast and when to deliberate. Use when "decision framework, how to decide, making a choice, tradeoff, should we, pros and cons, decision matrix, weighing options, " 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☆ 1672026年1月22日 更新
World-class copywriting expertise combining the persuasive clarity of David Ogilvy, the conversational warmth of Ann Handley, and the conversion science of modern growth marketers. Copywriting is where brand voice becomes words that move people. Great copy doesn't just communicate—it persuades, connects, and converts. The best copywriters understand that every word earns its place, that benefits beat features, that clarity trumps cleverness, and that the reader's problem is the only starting point that matters. Use when "copywriting, write copy, headlines, taglines, email copy, ad copy, landing page copy, product copy, UX writing, CTAs, value proposition, microcopy, sales copy, conversion copy, writing, copy, headlines, conversion, persuasion, messaging, UX-writing, emails" 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☆ 1672026年1月22日 更新
Generates a behavioral scenario acceptance matrix for comprehensive test coverage planning. Maps user scenarios to acceptance criteria with stable IDs. Use when planning test coverage for a complex feature, before a release or milestone review, or when someone asks what is tested.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Validates PRD, user stories, or feature requirements against SMART criteria. Use when reviewing requirements to catch vagueness before it causes expensive rework.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Agent Performance Optimization Workflow workflow skill. Use this skill when the user needs Systematic improvement of existing agents through performance analysis, prompt engineering, and continuous iteration and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
Agent Performance Optimization Workflow workflow skill. Use this skill when the user needs Systematic improvement of existing agents through performance analysis, prompt engineering, and continuous iteration and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
音乐制作 / 混音 (音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it in the mix' (heavy processing, 后期补救)**; **In-the-box 全数字 (ITB: DAW + 插件,召回方便,bedroom 可达专业) ⇄ 模拟硬件/outboard (analog console + 硬件,'mojo'/谐波染色 vs 召回噩梦)**; **人性化/groove/不完美 (humanize, push/pull, 'the feel') ⇄ 量化/网格/修音 (quantize to grid, pitch-correct, 'in the pocket' 靠编辑)**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — 编曲制作 arrangement/production → 录音/编程 tracking/programming → 编辑 editing (comping 选段/quantize/pitch-correct/time-align) → 混音 mixing (gain staging → balance 平衡 → EQ → compression → 空间 reverb/delay → 自动化 automation → 总线/母线处理 bus/mix-bus) → 母带 mastering (响度/EQ/限制 limiting/dither/排序+间隔) → 交付 delivery (DDP/streaming spec/stems); (c) 工具栈 — DAW (Pro Tools 录音棚标准/Ableton Live 电子+现场/Logic Pro Mac 性价比/FL Studio beatmaker/Cubase/Studio One/Reaper); 插件 (EQ: FabFilter Pro-Q/SSL/API; 压缩: 1176/LA-2A/SSL bus comp 及其复刻 Waves/UAD/Plugin Alliance; 混响: Valhalla/Lexicon/Bricasti; 调音: Auto-Tune/Melodyne; 限制器 limiter: Pro-L 2/Ozone); 硬件 (监听音箱 monitors: Yamaha NS-10/Genelec; 声学处理 acoustic treatment; 转换器 converters: Apollo/RME; 话筒 mics: U47/SM7B/57); 采样/音色 (Splice/sample packs/Kontakt/Serum 合成器); (d) 知识正典 — Mixing Secrets for the Small Studio (Mike Senior)、The Mixing Engineer's Handbook / Recording Engineer's Handbook (Bobby Owsinski)、Zen and the Art of Mixing (Mixerman)、The Art of Mixing (David Gibson 可视化)、Modern Recording Techniques、Sound on Sound 杂志、Mix With The Masters 大师课、Pensado's Place; (e) figures/流派 — 混音大师 (Chris Lord-Alge CLA 摇滚/Andrew Scheps 'Stadium' 3-bus/Tony Maserati/Manny Marroquin/Serban Ghenea 流行隐形混音/Michael Brauer multing); 制作人 (Rick Rubin 减法/氛围、Quincy Jones、Dr. Dre 完美主义、Max Martin 流行结构、Jack Antonoff、Finneas bedroom→Grammy、Metro Boomin/trap、Timbaland、Pharrell); 母带 (Bob Katz K-system/响度战争批判、Bob Ludwig、Greg Calbi); 教育者 (Mike Senior、Pensado、Warren Huart Produce Like A Pro、Dan Worrall 技术深挖); (f) 行业话术/黑话 — gain staging/headroom/LUFS/true peak/comping/bouncing/printing/stems/DI/reamp/sidechain/parallel compression 并行压缩/mid-side/bus/aux/send-return/dry-wet/transient/sibilance/de-ess/pumping/mud 浑浊/harsh 刺耳/boxy/muddy/in the pocket/the pocket/quantize/swing/groove/vibe/mojo/reference track/A/B/recall/print/glue 胶水; (g) 争议/批判 — 响度战争 loudness war (Bob Katz/Loudness Penalty/streaming 归一化 LUFS 终结了吗)、修音/Auto-Tune 之争 (artistic vs cheating)、ITB vs 模拟玄学 (硬件 'warmth' 是否安慰剂、null test 盲测)、preset/AI 混音 (iZotope/LANDR/sample-based 是否毁了 craft)、bedroom producer 民主化 vs 录音棚消亡、'loudness'/over-compression、plugin 复刻 vs 真硬件、Spotify normalization 对母带的影响、过度依赖 reference/抄袭; (h) 创意 vs 技术张力是本行业 deep tacit 知识的核心 — 大量隐性 '听感' 知识难以言传,靠 reference/学徒/千小时积累。不含: 现场扩声 live sound/PA、音乐理论/作曲 composition (虽相关但聚焦录音棚后期制作)、配乐/film scoring (虽相关但聚焦歌曲制作)、纯硬件电子工程/合成器 DIY、音乐商业/版权/发行 (虽相关但聚焦制作技艺本身)。) Master OS — automated mastery of 音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it i
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☆ 1582026年9月6日 更新
摄影 (摄影 (Photography) — 以静态影像为产出的视觉创作 + 服务行业:从看见 → 用光 → 构图 → 拍摄 → 后期 → 交付的认知操作系统,覆盖商业摄影 (commercial: 产品/广告/电商/美食)、人像摄影 (portrait: 影楼/写真/婚礼/时尚/环境人像)、纪实与街头摄影 (documentary/photojournalism/street),以及与之贯通的风光、新闻、艺术摄影。面向职业摄影师 / 助理 / 修图师 / 想转职业的资深爱好者 / 服务这行的人 (器材厂商、图库、后期外包、影楼运营)。覆盖: (a) 第一性张力 — **光 (light is the craft — 看光、控光、塑光:硬光/柔光、方向、色温、光比、布光是摄影第一性) ⇄ 器材 (gear — 相机/镜头/灯具迷信, 'GAS' gear-acquisition-syndrome, 'the best camera is the one you have with you' — 器材不是摄影)**; **决定性瞬间/抓取 (decisive moment, Cartier-Bresson, 等待与预判, 纪实/街头不可重来) ⇄ 构建/导演 (constructed/directed, 商业与人像是布光摆姿造光的'制造'而非'捕获')**; **前期/拍对 (get it right in camera, 曝光/白平衡/构图当场拍对) ⇄ 后期/暗房 (post/darkroom, Ansel Adams 'negative is the score, print is the performance' — RAW 冲洗/调色/修图是创作一半)**; **作者性/艺术表达 (vision, personal voice, 'photograph what you feel not what you see') ⇄ 服务性/商业交付 (client brief, 影楼标准化出片, 'shoot the brief not your ego', 摄影是生意)**; **真实/未操纵 (truth, photojournalism ethics, 不过度 PS, 新闻摄影伦理) ⇄ 修饰/理想化 (retouch, 商业人像液化磨皮, 广告的'谎言')**; **决定性技术参数 (曝光三角 aperture/shutter/ISO, 景深, 互易律) ⇄ 看见/眼力 (seeing, 'photography is about seeing not cameras', 构图/光感是 tacit 眼力)**; **胶片/慢/不可见 (film, 慢工, 不可即时回看, 暗房) ⇄ 数码/即时/海量 (digital, chimping, 连拍, 后期无限)**; AI 对摄影的冲击 ('是不是摄影'、生成式填充/换天/AI 修图、真实性危机); (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — 通用链: 看光选光 → 曝光三角决策 (光圈定景深/快门定动静/ISO 兜底) → 测光与曝光 (评价/点测光, 向右曝光 ETTR, 直方图, 区域系统) → 构图 (三分法/引导线/框架/负空间/前景) → 对焦 → 拍摄 → 选片 culling → RAW 后期 (Lightroom/Capture One: 曝光/白平衡/色调曲线/HSL/局部) → 精修 retouch (Photoshop: 频率分离/液化/D&B) → 调色 grading → 输出交付 (色彩管理/sRGB/打印/图库上传); 子流派 SOP: 影棚商业布光 (主光/辅光/轮廓光/背景光, 三点布光, 光质修饰器 softbox/beauty-dish/grid)、婚礼/纪实一天流程、街头扫街、产品/电商台面、人像引导摆姿 posing & direction; (c) 工具栈 — 相机系统 (无反主导: Sony A 系 / Canon R / Nikon Z / 富士 X&GFX / 徕卡 M; 中画幅 Phase One/Hasselblad/GFX 商业; 残幅 vs 全幅 vs 中幅)、镜头 (大三元, 定焦 vs 变焦, 35/50/85 人像三剑客, 微距, 移轴)、灯具 (机顶闪 Godox/Profoto, 影室灯, 常亮 LED, 持续光 vs 闪光)、修饰器 (柔光箱/反光伞/束光筒/雷达罩/旗板)、测光/附件 (测光表, 灰卡, 三脚架, 滤镜 ND/CPL/渐变)、后期软件 (Adobe Lightroom Classic/CC 主导, Capture One 商业/影室, Photoshop 精修, DxO PhotoLab/PureRAW 降噪, Capture One vs Lightroom 之争, 国产: 醒图/泼辣 Polarr/Snapseed 移动端, RawTherapee/Darktable 开源, AI: Lightroom 生成式/Photoshop Generative Fill/Topaz Photo AI/Gigapixel/Luminar Neo)、色彩管理 (X-Rite/Calibrite 校色仪, ICC, 显示器)、图库/交付 (Pixieset/图虫/500px/视觉中国/Getty/Adobe Stock, 客片在线选片); (d) 知识正典 — Ansel Adams 'The Camera / The Negative / The Print' 三部曲 + 区域系统 (Zone System)、Henri Cartier-Bresson 'The Decisive Moment'、Michael Freeman 'The Photographer's Eye' (构图) 'The Photographer's Mind'、Bryan Peterson 'Understanding Exposure' (曝光入门圣经)、Scott Kelby 'Digital Photography Book' 系列 + Lightroom/Photoshop 书、Joe McNally 'The Hot Shoe Diaries / Sketching Light' (闪光灯)、Light Science & Magic (布光科学经典教材)、Roland Barthes 'Camera Lucida' (摄影哲学)、Susan Sontag 'On Photography'、John Szarkowski 'The Photographer's Eye'、National Geographic 摄影指南、Robert Capa / Sebastião Salgado / Steve McCurry (纪实)、Annie Leibovitz / Richard Avedon / Peter Lindbergh (人像/时尚)、Galen Rowell / Ansel Adams (风光); (e) figures/流派 — 风光/系统派 (Ansel Adams 区域系统奠基、Galen Rowell 探险风光、Marc Adamus); 决定性瞬间/纪实街头派 (Henri Cartier-Bresson 奠基、Robert Capa 战地、Sebastião Salgado 社会纪实、Steve McCurry、Vivian Maier、Daido Moriyama、森山大道/荒木经惟 日本派、Vivian Maier); 人像/时尚派 (Richard Avedon、Annie Leibovitz、Peter Lindbergh、Platon、Joey L、Lindsay Adler 时尚布光); 布光/教育派 (Joe McNally、Zack Arias 'one light'、Profoto/strobist David Hobby 'Strobist' 闪光灯启蒙博客、Karl Taylor 商业布光教学); 商业/广告派 (Chase Jarvis 'CreativeLive'创办+'best camera'、Joel Grimes、Tim Wallace 汽车); 后期/修图派 (Pratik Naik、Aaron Nace 'Phlearn'); 街头当代派 (Eric Kim 街头博客、Joel Meyerowitz、Saul Leiter 色彩街头); 中文圈 (李涛 'photoshop教学'、宁思潇潇 器材评测、thomas 'Thomas看看世界' 风光后期、阿刘 风光、668 人像); 哲学/批评 (Susan Sontag、Roland Barthes、John Szarkowski MoMA); (f) 行业话术/黑话 — 曝光三角 exposure triangle / 光圈 aperture f-stop / 快门 shutter speed / 感光度 ISO / 景深 DoF depth of field / 焦段 focal length / 等效 / 全画幅 full-frame vs 残幅 crop / 大三元 / 定焦 prime / 互易律 reciprocity / 向右曝光 ETTR / 直方图 histogram / 高光溢出 clipping / 动态范围 dynamic range / 宽容度 / 白平衡 WB
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☆ 1582026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☆ 1582026年9月6日 更新
加密链上交易 (加密 / 链上交易 (Crypto & On-chain Trading) — 以加密资产为标的、强调链上活动的主动交易认知操作系统:从「看叙事/选赛道 → 找标的 → 链上尽调与风控 → 选场所(DEX/CEX/链上合约) → 建仓与仓位管理 → 监控链上流向与情绪 → 退出与复盘」的完整决策链。覆盖 (a) 第一性张力 — **链上 on-chain (DEX 现货/AMM、钱包追踪 wallet tracking、资金流向 flow、MEV、memecoin、链上衍生品 Hyperliquid/GMX、自托管 self-custody, 'not your keys not your coins') ⇄ 链下 CEX (中心化交易所现货/合约 Binance/OKX/Bybit、订单簿、托管、出入金法币)**; **合约/杠杆/衍生品 (perps 永续、资金费率 funding、清算 liquidation、爆仓、做多做空、高频/择时) ⇄ 现货/价值/长持 (spot、HODL、定投 DCA、基本面/估值、'time in market > timing the market')**; **价值/基本面派 (协议收入、TVL、代币经济学 tokenomics、真实使用、估值模型) ⇄ meme/叙事/情绪派 (memecoin、narrative rotation 叙事轮动、attention is the asset、纯博弈/PvP、Ponzinomics)**; **链上数据/量化/客观 (on-chain analytics, Nansen/Arkham/Dune、聪明钱 smart money、链上指标、系统化/机械化) ⇄ 直觉/盘感/叙事阅读 (narrative、KOL alpha、社群情绪、tape reading)**; **自托管/去中心化/抗审查 (DeFi、自托管钱包、抗审查、'be your own bank') ⇄ 便利/合规/中心化 (CEX、合规出入金、KYC、托管、ETF)**; **主动交易/择时/高换手 (trading、波段、合约、撸毛/空投 airdrop farming、套利 arbitrage) ⇄ 被动配置/低换手 (配置 BTC/ETH、ETF、长期叙事 beta)**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量 + CLI 化) — 通用链: 叙事/赛道判断 (宏观周期/减半/流动性/板块轮动) → 标的发现 (链上扫链/聪明钱跟单/新币/叙事映射) → 尽调 due diligence (代币经济学/解锁 unlock/团队/合约审计/honeypot 检测/流动性与持仓分布) → 风控前置 (仓位 sizing/最大回撤/止损/相关性) → 场所与执行 (CEX vs DEX、滑点/MEV/gas、限价 vs 市价、TWAP) → 持仓监控 (链上流向/巨鲸/资金费率/解锁日历/情绪指标) → 退出与复盘 (止盈分批/再平衡/记录交易日志); 子流派 SOP: 链上 degen 打新与 memecoin 流程、合约交易者的资金费率与清算地图、空投/撸毛 farming、套利与 MEV、被动配置与定投; (c) 工具栈 — 链上分析 (Nansen 聪明钱/Arkham 实体标注/Dune 自建仪表盘/Dexscreener & DEX Screener 新币/GMGN & Photon & BullX memecoin 终端/Etherscan & Solscan 区块浏览器/DeBank 钱包总览/Token Terminal 协议基本面/DefiLlama TVL/Glassnode & CryptoQuant 链上指标)、交易场所 (CEX: Binance/OKX/Bybit/Coinbase; 链上现货 DEX: Uniswap/Jupiter/Raydium/Aerodrome; 链上衍生品: Hyperliquid/GMX/dYdX)、钱包与安全 (MetaMask/Rabby/Phantom 热钱包、Ledger/Trezor 硬件冷钱包、Revoke.cash 授权管理、honeypot/合约扫描)、行情与图表 (TradingView、CoinGecko/CoinMarketCap)、信息与聚合 (Twitter/X、Telegram、DeFiLlama、RootData/ICO 日历、解锁日历 Token Unlocks)、自动化 (交易机器人、链上 bot/sniper、Telegram trading bot); (d) 知识正典 — 注意加密交易 canon 偏少且新: 通用交易/风控经典 (Edwin Lefèvre 'Reminiscences of a Stock Operator'、Van Tharp 'Trade Your Way to Financial Freedom' 仓位管理、Mark Douglas 'Trading in the Zone' 交易心理、Michael Mauboussin、Nassim Taleb 'Fooled by Randomness/Antifragile')、加密原生 (Bitcoin whitepaper 中本聪、'The Bitcoin Standard' Saifedean、Vitalik 博客与 Ethereum whitepaper、'DeFi and the Future of Finance'、Lyn Alden 宏观、a16z crypto 文章、Messari/Delphi/Bankless 研报)、链上分析方法 (Glassnode/CryptoQuant 教程、Nansen/Arkham/Dune 文档、Dune Analytics SQL)、交易方法论散见于 podcast/Substack/Twitter thread 而非书; (e) figures/流派 — 价值/基本面派 (Vitalik Buterin 以太坊、Hasu/Su Zhu(争议)、Arthur Hayes BitMEX 创始人/宏观+衍生品、Raoul Pal、Lyn Alden 宏观、Cobie/Jordan Fish UpOnly podcast、DeFi 研究 Bankless Ryan Adams/David Hoffman); 链上分析派 (Nansen Alex Svanevik、Arkham、Adam Cochran、Ansem(blknoiz06) 链上交易、Murad memecoin supercycle、链上侦探 ZachXBT 反诈); 合约/衍生品派 (Arthur Hayes、GCR(GiganticRebirth) 传奇合约、Pentoshi、CryptoCred 技术分析、Tyler Durden); meme/叙事派 (Ansem、Murad、Cobie、各 Solana memecoin KOL); 宏观/周期派 (Raoul Pal、Lyn Alden、PlanB stock-to-flow(争议)、Benjamin Cowen 数据/周期); 量化/系统化 (各匿名量化、Hyperliquid 生态); 中文圈 (链上分析/合约 KOL、币圈大 V、播客如 '无人之境'/'Web3 佛学院'、研究机构如 Foresight/PANews/律动 BlockBeats); 反诈/安全 (ZachXBT、SlowMist 慢雾、go+ 安全); (f) 行业话术/黑话 — 现货 spot / 合约 perps 永续 / 杠杆 leverage / 多空 long-short / 爆仓 liquidation 清算 / 资金费率 funding rate / 开多开空 / 止损 SL 止盈 TP / 仓位 position sizing / 满仓梭哈 ape in / 梭 / FOMO / FUD / 钻石手 diamond hands / 纸手 paper hands / 韭菜 / 镰刀 / 庄 / 出货 / 拉盘砸盘 / 插针 wick / 针 / 上车下车 / 埋伏 / 潜伏 / 链上 on-chain / 钱包 wallet / 地址 / 聪明钱 smart money / 巨鲸 whale / 跟单 copy-trade / 老鼠仓 / 貔貅盘 honeypot / 貔貅 / rug 跑路 rug-pull / 归零 / 土狗 (memecoin/小币) / 金狗 (暴涨百倍) / meme 币 / 叙事 narrative / 赛道 / 板块轮动 / 撸毛 撸空投 airdrop / 女巫 sybil / 交互 / 解锁 unlock / 砸盘解锁 / 代币经济学 tomomics / TVL / APY APR / 无常损失 IL / 滑点 slippage / MEV / 三明治 sandwich / gas / 抢跑 frontrun / 貔貅检测 / 授权 approve / 撤销授权 revoke / 私钥 助记词 seed phrase / 冷钱包 热钱包 / 自托管 / 减半 halving / 牛熊 / 山寨季 altseason / 比特币市占率 BTC.D / 山寨 alt / 主流币 / DeFi 暑期 / GM / WAGMI / NGMI / 归零归零 / PvP / Ponzi 庞氏; (g) 争议/批
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☆ 1582026年9月6日 更新
Use when text must be easy for its intended reader to find, understand, and act on — reports, emails, documentation, UI text, announcements, explanations, AI output that reads as dense or bureaucratic. Applies ISO 24495-1 plain language principles with dedicated technique layers for English and Traditional Chinese. Triggers: plain language rewrite, apply ISO 24495, make this clearer for readers, de-jargon this, 淺白改寫, 白話改寫, 去公文腔, 讓讀者一次看懂. Not for creative or literary writing.
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。
danyuchn/iso-24495-skill☆ 1542026年8月14日 更新
Symbol-level navigation of a local checkout using tree-sitter ASTs. Answers where a symbol is defined, what lines it spans, which symbols a file exposes, what a directory holds, and where a name is referenced — every answer carries exact line ranges to feed straight into a scoped read. Use for "where is X defined", "who calls X", "find the function/class named", "what's in this file", "give me the line range for", "show me the source of", "list the symbols in", or before editing a file you have not read. Each invocation auto-scans and is self-contained. Not for first-encounter repo orientation (use exploring-codebases), for what a codebase DOES rather than what it contains (featuring), for binding-resolved Python caller sets (searching-codebases), or for literal text and regex matching (plain ripgrep).
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。
oaustegard/claude-skills☆ 1532026年10月15日 更新
Exhaustive problem space exploration using the MIT Synthetic Neurobiology "tiling tree" method. Partitions a problem into MECE (Mutually Exclusive, Collectively Exhaustive) subsets recursively via parallel subagents, then evaluates leaf ideas against specified criteria. Use when users say "tiling tree", "tile the solution space", "exhaustively explore approaches to", "what are all the ways to", or request a MECE breakdown of a problem. Requires orchestrating-chat-agents skill.
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。
oaustegard/claude-skills☆ 1532026年10月15日 更新
Assign items to a CLOSED label vocabulary that is too large to put in a prompt — product taxonomies, category hierarchies, tag vocabularies, routing tables, ICD/SIC-style code lists. A cheap model writes the label it thinks the vocabulary would use, and an embedder snaps that writing onto the nearest legal value, so the schema is never transmitted and the output is always in-vocabulary. Use for "classify these into our taxonomy", "tag these against the existing tag list", "map these queries to categories", "the enum is too big to send", or a Literal/enum that hits a provider cap. NOT for a vocabulary that fits in a prompt — structured output measured 0.701 acc@1 there against this pattern's 0.564. NOT for open-ended labelling with no fixed vocabulary, and not for ranked retrieval over documents (bm25).
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。
oaustegard/claude-skills☆ 1532026年10月15日 更新
Ranked content search over a text corpus you point it at, using BM25 (via xhluca/bm25s). Corpus-agnostic: cloned repos, project knowledge stores, uploaded files and archives, any local directory. In-memory BM25 index per invocation, with a session-local disk cache for repeat runs against the same corpus. Use for "rank these documents", "search this corpus", "which files are most about X", "find content about Y", or any multi-word concept query against a known body of text where grep would return everything or nothing. Needs a corpus on disk. Not for searching stored memories or prior-session decisions (remembering), not for a named symbol or a file's structure (tree-sitting), and not for a literal string you could grep.
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。
oaustegard/claude-skills☆ 1532026年10月15日 更新
Find tests that enumerate a domain by copying it, and declare the invariants a codebase depends on. Reports where a parametrize list, for-loop, or it.each iterates a hand-written subset of a dict/set/tuple/Enum that exists in the source, and names the members nothing covers. Use when reviewing tests, when a module gains a name-to-thing table, registry, enum, or dispatch map, before trusting a green suite as evidence a domain is covered, or when asked "is this test actually total", "does anything cover X", "what does this repo guarantee", "which invariants do we declare". Also for vacuous tests that pass over an empty collection, for a domain that has silently NARROWED (an enumeration cannot see that), and for recording the refutation that proves a claim can fail.
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。
oaustegard/claude-skills☆ 1532026年10月15日 更新
Break out of a locked problem frame by picking one disciplined move — reframe, provocation (Po), random stimulus, SCAMPER, inversion, structured analogy, constraint play, or family traversal — and committing to it before evaluating. Use when stuck, when options feel narrow or obvious, when iterations produce variations of the same idea, or when the user says "widen this", "break out of", "think differently", "I'm stuck", "feels too obvious", "stress-test the framing", "what am I missing", or holds two related examples and asks what lies between or beyond them. Complements challenging (which evaluates) and convening-experts (which synthesizes viewpoints); this skill generates distance, not judgment.
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。
oaustegard/claude-skills☆ 1532026年10月15日 更新
Generates structured usability test scenarios with realistic tasks, success criteria, and facilitation notes — ready to run with real participants or in a moderated session.
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☆ 1412026年6月29日 更新
Design a usability test plan with tasks, success metrics, participant criteria, and facilitation guide. Use when planning moderated or unmoderated usability testing sessions.
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☆ 1412026年6月29日 更新
Build a structured PRD that connects problem, users, solution, and success criteria. Use when turning discovery notes into an engineering-ready document for a major initiative.
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☆ 1412026年6月29日 更新
Identify, evaluate, and prioritize design opportunities using impact-effort frameworks and strategic criteria.
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☆ 1412026年6月29日 更新