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GitHub 저장소

thinking-toolkit

thinking-toolkit에는 flpbalada에서 수집한 skills 27개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.

수집된 skills
27
Stars
24
업데이트
2026-01-06
Forks
4
직업 범위
직업 카테고리 11개 · 100% 분류됨
저장소 탐색

이 저장소의 skills

social-proof-psychology
그래픽 디자이너

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
그래픽 디자이너

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
마케팅 관리자

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
그래픽 디자이너

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
컴퓨터·정보 시스템 관리자

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
그래픽 디자이너

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
마케팅 관리자

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
그래픽 디자이너

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
그래픽 디자이너컴퓨터·정보 시스템 관리자

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
마케팅 관리자

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
마케팅 관리자

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
마케팅 관리자

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
총괄·운영 관리자

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
시장조사 분석가·마케팅 전문가

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
마케팅 관리자

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
그래픽 디자이너

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
마케팅 관리자광고 및 판촉 관리자

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
총괄·운영 관리자

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
그래픽 디자이너

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
작가·저자

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
마케팅 관리자

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
작가·저자

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
마케팅 관리자

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
프로젝트 관리 전문가운용 연구 분석가

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
소프트웨어 개발자

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
소프트웨어 개발자

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
경영 분석가

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