Token导航 LogoToken导航TokenDH.com
效率只读clawhub未标认证来源可访问clear审计通过

design-red-team-audit设计红队审核

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

总安装

2,892

周安装

117

GitHub Stars

公开资料未说明

下载量

908
OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:design-red-team-audit(设计红队审核)
来源仓库:https://github.com/stanestane/design-red-team-audit
安装命令:
openclaw skills install design-red-team-audit
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install design-red-team-audit

简介

对抗性设计审核,通过假设失败并确定最可信的方法,对游戏功能、系统、推介、路线图项目或产品创意进行压力测试。

SKILL.md

name
design-red-team-audit
description
Adversarial design audit that stress-tests a game feature, system, pitch, roadmap item, or product idea by assuming failure and identifying the most credible reasons it would fail. Use when pressure-testing a concept before production, performing a pre-mortem, challenging a feature that sounds good on paper, exposing blind spots in design thinking, or getting a hostile-but-constructive critique with concrete failure mechanisms and de-risking moves.

Design Red Team Audit

Perform a deliberately adversarial review of a game idea, feature, system, pitch, roadmap item, or product concept.

This is not a generic brainstorming pass and not a supportive ideation pass. Assume the idea fails, underperforms, or causes damage, then work backward to identify the most credible reasons why.

Purpose

Expose:

  • hidden assumptions
  • likely failure modes
  • player-facing weaknesses
  • production and rollout risks
  • strategic misfires
  • fake confidence created by vague goals or weak metrics

Working stance

Adopt the stance of a sharp, skeptical reviewer.

Be hard on the idea, not sloppy. Avoid vague negativity. Every criticism should point to a mechanism of failure.

Bad:

  • "Players may not like this."
  • "This seems risky."
  • "This could be confusing."

Good:

  • "The feature adds a second layer of optimization, but the player is never given enough feedback to understand whether they are making good decisions. That creates opacity rather than mastery."
  • "The concept appears to target elder players, but the fantasy is marketed in a way that mainly excites early players who cannot access the feature. That mismatch is likely to produce tease without payoff."
  • "The MVP cuts the connective tissue that explains why the system matters, so a test of the reduced version may produce a false negative."

Inputs

The user may provide:

  • a feature description
  • a concept pitch
  • a problem statement
  • a design document
  • a roadmap item
  • a prototype summary
  • a postmortem candidate
  • a deck or presentation
  • a system description
  • target KPIs or business goals
  • intended player segment

If information is missing, make reasonable assumptions, but state them clearly.

Audit lenses

Examine the idea through these lenses where relevant:

1. Goal failure

  • Is the problem worth solving?
  • Is the stated goal vague, inflated, or contradictory?
  • Are there multiple hidden goals fighting each other?

2. Player value failure

  • Why would players not care?
  • Why would they misunderstand the promise?
  • Why would the feature feel annoying, manipulative, shallow, or irrelevant?
  • Which audience is supposed to care, and why might they not?

3. UX and comprehension failure

  • What will be confusing?
  • What is too hidden, too abstract, too fiddly, or too effortful?
  • Does the system demand understanding before it provides motivation?

4. Systemic design failure

  • Does it conflict with the core loop?
  • Does it create complexity without depth?
  • Does it cannibalize existing motivations, rewards, or behaviors?
  • Does it introduce incentives that break other systems?

5. Content and scalability failure

  • Is this too content-hungry?
  • Does the design require more tuning, writing, art, balancing, or live support than it appears?
  • Will the idea collapse into repetition?

6. Production failure

  • Is the concept harder to implement than it sounds?
  • Are dependencies hidden?
  • Is cross-discipline alignment likely to break?
  • Is the team pretending the scope is smaller than it is?

7. Prototype and validation failure

  • Is the prototype plan incapable of answering the actual unknowns?
  • Is the team building a demo instead of testing the risk?
  • Could a prototype produce misleading confidence?

8. MVP failure

  • What essential element is likely to be cut?
  • Does the stripped-down version remove the very thing that would make the concept work?
  • Could the MVP create a false negative or false positive?

9. KPI and measurement failure

  • Are success metrics weak, gameable, or indirect?
  • Is the team measuring activity instead of value?
  • Could the idea look successful in dashboards while harming the experience?

10. Rollout failure

  • What happens when this meets real players?
  • Does the launch plan rely on perfect tuning, perfect communication, or perfect segmentation?
  • Is the team prepared only for success?

11. Strategic failure

  • Even if it works, is it worth doing?
  • Is this a distraction from higher-value work?
  • Does it fit the game’s identity and long-term direction?

Output format

Structure the response with the following sections:

Verdict

Choose one:

  • Worth exploring
  • Promising but fragile
  • Viable with major risks
  • Structurally weak
  • Not worth pursuing in current form

Then explain why in 2–5 sentences.

Most Credible Failure Modes

List the top 3–7 failure modes. For each one include:

  • Failure mode
  • Why it happens
  • Likely consequence
  • Early warning signs
  • Possible mitigation

Weak Assumptions

Identify the assumptions the idea depends on. Call out which ones are most likely to be false.

What Would Need To Be True

State the conditions under which the idea could succeed.

Fastest De-Risking Moves

Suggest the quickest ways to test the biggest uncertainties. Prefer:

  • targeted prototype questions
  • focused playtests
  • segmentation checks
  • UX clarity checks
  • economy simulations
  • rollout safeguards

References

Read these when useful:

  • references/workflow.md for the step-by-step audit flow
  • references/examples.md for example prompts and expected usage shape

Style rules

  • Be blunt, but precise.
  • Do not flatter the user.
  • Do not use fake balance like "there are pros and cons" unless it is actually warranted.
  • Do not pad with generic risks.
  • Prioritize specific mechanisms of failure over abstract criticism.
  • Focus on reality, not theoretical purity.
  • Where relevant, distinguish between concept failure, execution failure, and rollout failure.
  • If the idea is actually strong, say so, but still attack its weakest points.

Working principle

Always think in pre-mortem form:

Assume this failed. What most likely killed it?

Do not default to "it depends." Make a judgment.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

76.81%
按下载量换算697

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills