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GitHub リポジトリ

thinking-toolkit

thinking-toolkit には flpbalada から収集した 27 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。

収集済み skills
27
Stars
24
更新
2026-01-06
Forks
4
職業カバレッジ
11 件の職業カテゴリ · 100% 分類済み
リポジトリエクスプローラー

このリポジトリの skills

social-proof-psychology
グラフィックデザイナー

Leverage social proof principles to build trust and influence user behavior. Use when designing landing pages, adding testimonials, displaying user stats, or optimizing conversion elements with social validation.

2026-01-06
status-quo-bias
グラフィックデザイナー

Understand and design for users' preference for current state over change. Use when planning migrations, introducing new features, designing defaults, or overcoming resistance to product adoption.

2026-01-06
theme-epic-story
マーケティングマネージャー

Structure product work hierarchically using themes, epics, and stories. Use when organizing backlogs, planning releases, communicating with stakeholders, or breaking down large initiatives into manageable work.

2026-01-06
trust-psychology
グラフィックデザイナー

Build trust signals that reduce perceived risk and enable user action. Use when designing landing pages, checkout flows, onboarding experiences, or any conversion point where user hesitation is a barrier.

2026-01-06
user-story-fundamentals
コンピュータ・情報システムマネージャー

Capture requirements from user perspective with structured user stories. Use when writing backlog items, defining acceptance criteria, prioritizing features, or communicating requirements between product and development.

2026-01-06
visual-cues-cta-psychology
グラフィックデザイナー

Design effective CTAs using visual attention and gaze psychology principles. Use when designing landing pages, button hierarchies, conversion elements, or optimizing user attention flow through interfaces.

2026-01-06
what-not-to-do-as-product-manager
マーケティングマネージャー

Anti-patterns and mistakes to avoid as a product manager. Use when evaluating leadership behaviors, improving team dynamics, reflecting on management practices, or onboarding new product managers.

2026-01-06
halo-effect-psychology
グラフィックデザイナー

Apply the halo effect in product design and UX. Use when designing first impressions, brand perception, feature presentation, or understanding how one positive attribute influences perception of others.

2026-01-06
hicks-law
グラフィックデザイナーコンピュータ・情報システムマネージャー

Optimize decision-making speed by managing choice quantity. Use when designing navigation, menus, feature sets, onboarding flows, or any interface where users must choose between options.

2026-01-06
hooked-model
マーケティングマネージャー

Design habit-forming products using the Hook cycle. Use when building engagement loops, improving retention, designing notifications, or creating products users return to without external prompting.

2026-01-06
hypothesis-tree
マーケティングマネージャー

Structure complex questions into testable hypotheses. Use when validating product ideas, debugging problems, planning experiments, or breaking down ambiguous challenges into actionable research.

2026-01-06
jobs-to-be-done
マーケティングマネージャー

Understand customer motivations through job theory. Use when defining product strategy, conducting user research, identifying competitors, writing user stories, or reframing features around customer progress.

2026-01-06
kanban
ゼネラル・オペレーションズマネージャー

Visualize and optimize workflow with Kanban boards. Use when managing team work, identifying bottlenecks, improving delivery flow, or implementing continuous improvement in product development.

2026-01-06
loss-aversion-psychology
市場調査アナリスト・マーケティングスペシャリスト

Leverage loss aversion in product design and messaging. Use when designing retention features, pricing strategies, onboarding flows, or any experience where framing around potential loss can drive behavior.

2026-01-06
making-product-decisions
マーケティングマネージャー

Framework for structured product decision-making. Use when facing complex tradeoffs, aligning stakeholders, documenting decisions, or choosing between multiple valid approaches.

2026-01-06
progressive-disclosure
グラフィックデザイナー

Reduce complexity by revealing information progressively. Use when designing onboarding, complex forms, feature-rich interfaces, or any experience where showing everything at once would overwhelm users.

2026-01-06
self-initiated-triggers
マーケティングマネージャー広告・プロモーションマネージャー

Design internal triggers for sustained user engagement. Use when building habit-forming features, improving retention without notifications, or transitioning users from external prompts to self-motivated engagement.

2026-01-06
business-model-canvas
ゼネラル・オペレーションズマネージャー

Design and analyze business models using the Business Model Canvas framework. Use when evaluating startups, planning new products, pivoting existing businesses, or understanding how companies create and capture value.

2026-01-06
cognitive-biases
グラフィックデザイナー

Apply cognitive bias knowledge to product design and decision-making. Use when designing user experiences, analyzing user behavior, improving conversions, or ensuring ethical design practices.

2026-01-06
cognitive-fluency-psychology
作家・著者

Apply cognitive fluency principles to improve clarity, trust, and conversion. Use when designing landing pages, writing copy, creating interfaces, or optimizing any content for better user comprehension and engagement.

2026-01-06
cognitive-load
マーケティングマネージャー

Design experiences that optimize mental resources using Cognitive Load Theory. Use when designing interfaces, creating onboarding flows, planning information architecture, or improving task completion rates.

2026-01-06
curiosity-gap
作家・著者

Create engagement through strategic information gaps that drive user action. Use when designing notifications, writing headlines, planning onboarding flows, or creating content that needs to capture and hold attention.

2026-01-06
fogg-behavior-model
マーケティングマネージャー

Design behavior change using the B=MAP framework. Use when designing onboarding flows, improving conversion, building habits, increasing feature adoption, or understanding why users don't take desired actions.

2026-01-06
game-theory-tit-for-tat
プロジェクト管理専門家オペレーションズリサーチアナリスト

Apply Tit for Tat strategy for negotiations, relationships, and repeated interactions. Use when navigating workplace dynamics, building partnerships, handling conflicts, or designing systems with reciprocal interactions.

2026-01-06
graph-thinking
ソフトウェア開発者

Apply graph-based thinking to visualize complex relationships and solve problems non-linearly. Use when mapping dependencies, analyzing systems, exploring interconnected concepts, or designing architectures.

2026-01-06
skill-creator
ソフトウェア開発者

Create Claude Code custom skills with proper structure and metadata. Use when building new skills, setting up skill directories, or packaging skills for distribution.

2026-01-05
five-whys
マネジメントアナリスト

Conduct root cause analysis using the Five Whys technique. Use when investigating problems, debugging issues, understanding failures, analyzing churn, or finding the underlying cause of any issue.

2026-01-04