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cccskills

「design」の検索結果

1.2万 件 ・ 関連度順

概要と使いどころ

Manages Rule 30(b)(6) corporate representative deposition workflows — drafting notice topics with reasonable particularity, building examination outlines, defending designees, handling objections, and preserving binding admissions for summary judgment or trial. Use when drafting or responding to 30(b)(6) notices, selecting and preparing designees, building topic-by-topic outlines, or triaging scope and privilege disputes. Trigger keywords: 30(b)(6), corporate representative deposition, topic list, designee, notice analysis, deposition objections, corporate admissions.

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。

CSlawyer1985/legal-skillhub172026年9月23日 更新

Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss odds, time-to-X targets, and currency velocities. Triggers on "balance pass", "tune the economy", "progression curve", "difficulty curve", "drop rate", "XP curve", "TTK", "time-to-content", "balance the economy", "spreadsheet model", "economy sim", or a system spec from game-systems-designer with `TBD` placeholders. Produces an economy spreadsheet, balance pass plan, sim outputs, and per-system balance tables. Stops at the numbers — does not change system rules or pricing. For systems design see game-systems-designer; for store catalog see iap-manager.

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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Use when designing and operating the in-app purchase catalog of a game — SKU design, price-tier ladder, bundles, starter packs, battle pass tiering, A/B price tests, store config (App Store / Google Play / Steam DLC / web / web3), and per-region price localization. Triggers on "IAP catalog", "store SKUs", "pricing tiers", "starter pack", "bundle design", "battle pass tiering", "price test", "price localization", "App Store Connect", "Google Play Console", "Steam DLC", or when handed a monetization strategy with the catalog still open. Produces a catalog spec, per-region price tables, bundle compositions, and a price-test plan. For in-game economy curves see game-balancer.

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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.

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。

Jannael/Glinter162026年8月11日 更新

Create museum-quality visual art through design philosophy. Generate original visual designs, posters, and artwork as PDFs or PNGs using sophisticated aesthetic movements and expert-level craftsmanship.

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/zskills162026年7月24日 更新

Design robust, scalable database schemas for SQL and NoSQL databases. Provides normalization guidelines, indexing strategies, migration patterns, constraint design, and performance optimization. Ensures data integrity, query performance, and maintainable data models.

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/zskills162026年7月24日 更新

Guides stable API and interface design. Use when designing APIs, module boundaries, or any public interface. Use when creating REST or GraphQL endpoints, defining type contracts between modules, or establishing boundaries between frontend and backend.

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/zskills162026年7月24日 更新

Diagnose and eliminate the GraphQL N+1 resolver explosion using Facebook DataLoader's per-request batching, plus the second-order defenses (persisted queries, depth limits, cost analysis). Use when a GraphQL query that returns N items in a list triggers N+1 database round trips, when designing nested resolvers that load associations, when a list query times out under load, or when you need to budget query cost before resolvers run. NOT for REST-style endpoint design (use api-versioning-strategy), generic database query optimization (use database-query-optimizer), or schema design (use graphql-server-architect).

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-skills162026年10月14日 更新

Applies Gestalt psychology principles to web layout, spacing, grouping, and visual hierarchy. Proximity, similarity, closure, continuity, figure-ground, common fate, Pragnanz — translated into CSS, component structure, and information architecture. Activate on 'gestalt', 'visual grouping', 'proximity spacing', 'visual hierarchy', 'perceptual organization', 'layout psychology', 'whitespace strategy'. NOT for color theory (use color-theory-palette-harmony-expert), not for accessibility auditing (use design-accessibility-auditor).

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-skills162026年10月14日 更新

Benchmark multi-agent coordination systems with experiment design, power analysis, human rating protocols, bootstrap confidence intervals, and reproducible reporting. Use for salvage latency, recovery fidelity, coordination overhead, and protocol comparison studies. NOT for ML model benchmarking, web-product A/B testing, survey design, or general-purpose data science.

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-skills162026年10月14日 更新

Generates production-ready design tokens from natural language descriptions. Outputs Tailwind configs, CSS custom properties, and DTCG W3C tokens from 24 trends + 31 AI-ready styles with 2800+ component examples.

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-skills162026年10月14日 更新

Creates comprehensive documentation for design systems - token tables, usage guidelines, component examples, and accessibility notes. Use after generating tokens to create developer-friendly docs.

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-skills162026年10月14日 更新

Design modern, intuitive DAG/workflow visual editors that feel like LEGO, not LabView

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-skills162026年10月14日 更新

Cognitive Systems Engineering design methodology for joint cognitive systems and human-centered 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。

curiositech/windags-skills162026年10月14日 更新

Design patterns for BDI agents using the MORA methodology for practical multi-agent system development

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-skills162026年10月14日 更新

Application architecture patterns and code organization — clean architecture, hexagonal architecture, feature-based structure, dependency inversion, module boundaries, SOLID principles at module scale. Activate on "clean architecture", "hexagonal architecture", "feature-based structure", "dependency inversion", "module boundaries", "architecture pattern", "folder structure", "fat controller", "circular dependency", "IoC container". NOT for microservice decomposition (use microservices-patterns) or database schema design (use database-design-patterns).

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-skills162026年10月14日 更新

Design multi-tier caching architectures for web applications — cache-aside vs write-through vs write-behind, TTL design, cache invalidation, Redis patterns, CDN configuration, browser caching, and stampede prevention. Use when choosing a caching pattern, designing cache invalidation strategies, implementing Redis caching, configuring Cache-Control headers, or preventing cache stampedes. Activate on "cache invalidation", "cache-aside", "write-through", "TTL", "Redis cache", "CDN caching", "cache stampede", "stale data", "browser cache". NOT for database query caching within an ORM, memoization of pure functions, or CPU-level caching.

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-skills162026年10月14日 更新

Architecture and systems design for building always-on AI agents with episodic memory. Covers the memory hierarchy (core/recall/archival), persistence layers, agent server infrastructure, vector stores, and framework selection. Provides concrete deployment patterns for agents that maintain identity and learn across sessions. Activate on: "always-on agent", "persistent agent architecture", "episodic memory system", "agent memory design", "long-running agent", "stateful agent", "agent that remembers", "MemGPT architecture", "Letta deployment", "/always-on-agent-architecture". NOT for: choosing what data to feed the agent (use always-on-agent-inputs), brainstorming applications (use always-on-agent-applications), safety and privacy concerns (use always-on-agent-safety), general agentic patterns (use agentic-patterns).

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-skills162026年10月14日 更新

Meta-agent for creating new custom agents, skills, and MCP integrations. Expert in agent design, MCP development, skill architecture, and rapid prototyping. Activate on 'create agent', 'new skill', 'MCP server', 'custom tool', 'agent design'. NOT for using existing agents (invoke them directly), general coding (use language-specific skills), or infrastructure setup (use deployment-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-skills162026年10月14日 更新

How to design contextual inputs for an always-on AI agent with episodic memory. Covers what data to feed the agent, how to structure observations and triggers, ambient context capture (screen, audio, calendar), context window budgeting, and retrieval strategies that keep the agent grounded in what's actually happening. Activate on: "what should the agent observe", "context inputs for agent", "ambient context capture", "agent triggers", "agent input design", "screenpipe integration", "context window budget", "what data to feed my agent", "/always-on-agent-inputs". NOT for: memory architecture and storage (use always-on-agent-architecture), application ideas (use always-on-agent-applications), safety concerns (use always-on-agent-safety).

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-skills162026年10月14日 更新

Interactive logo & brand design strategist. Runs a strategy workshop, narrows a creative direction, lands a single centralized concept, then outputs a condensed branding table plus 10+ logo ideas with rationale. Use when the user wants to design a logo, develop a brand identity, write a logo brief, brainstorm logo concepts, or run brand strategy before sketching. Triggers include "design a logo", "logo ideas", "brand identity", "help me with my logo", "logo brief", "what should my logo be".

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。

posva/dotfiles162026年10月15日 更新

Design randomized controlled trials for causal inference. Use when user mentions: randomized evaluation, RCT, field experiment, randomized experiment, treatment assignment, causal impact, experimental design, control group, intervention evaluation.

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。

sshtomar/claude-code-skills-social-science162026年3月15日 更新

Audita una vista o componente frente al design system en lo que un script no puede comprobar — estados de interacción, los cuatro estados de datos, primitivas nativas frente a componentes reinventados y jerarquía visual. Úsalo cuando la persona pida revisar el cumplimiento del design system o si un componente sigue las guías (p. ej. "¿esta tarjeta sigue nuestro sistema?", "audita la vista de ajustes").

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。

brayandiazc/project-starter-template-es-ai152026年9月23日 更新