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game-design-zeigarnik-effect-audit游戏设计蔡加尼克效应审核

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。

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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

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请帮我安装这个 Agent Skill:game-design-zeigarnik-effect-audit(游戏设计蔡加尼克效应审核)
来源仓库:https://github.com/stanestane/game-design-zeigarnik-effect-audit
安装命令:
openclaw skills install game-design-zeigarnik-effect-audit
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openclaw skills install game-design-zeigarnik-effect-audit

简介

利用蔡加尼克效应优化任务链与中断恢复设计。

  • 适用于任务系统、谜题链或进度保存的体验分析。
  • 评估未完成事项的记忆强化效果。
  • 输出为心理学应用建议,需结合具体流程实现。
  • game-design-zeigarnik-effect-audit 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

name
game-design-zeigarnik-effect-audit
description
Audit a game, feature, task system, quest flow, event track, puzzle chain, progression layer, or return loop through the lens of the Zeigarnik effect: the tension created by incomplete, interrupted, or unresolved tasks. Use when evaluating whether a design creates healthy return motivation through open loops, whether it leaves players with productive unfinished business, or whether it turns incompletion into anxiety, clutter, guilt, or manipulative pressure.

Game Design Zeigarnik Effect Audit

Audit a design by asking how it uses unfinished business and whether that unfinishedness creates useful tension or just psychic clutter.

Use this skill when a feature depends on incomplete tasks, suspended goals, unresolved quests, unfinished collections, interrupted runs, dangling mysteries, near-complete progress bars, or other forms of cognitive open-loop tension. The goal is to evaluate whether the design creates healthy return pull, curiosity, and momentum, or whether it produces guilt, overwhelm, clutter, and coercive pressure.

Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.

Core principle

Unfinished things stick in the mind.

In games, that can be powerful. An incomplete task can create:

  • return motivation
  • curiosity
  • anticipation
  • desire for closure
  • mental continuity between sessions

But open loops become toxic when they create:

  • obligation without excitement
  • clutter without priority
  • anxiety without clarity
  • guilt without meaningful choice
  • manipulative pressure to return

The point is not merely to leave things unfinished. The point is to leave the right things unfinished in the right way.

What to produce

Generate:

  1. Open-loop profile - what unresolved elements the design leaves active in the player's mind
  2. Return-tension diagnosis - whether incompletion creates healthy pull or unhealthy pressure
  3. Clarity and prioritization diagnosis - whether the player knows what is unfinished and why it matters
  4. Clutter and coercion risks - where open loops become noise, guilt, or manipulative burden
  5. Design actions - what to sharpen, resolve, stage, reduce, or frame differently

Process

1. Define the audit target

Clarify:

  • what exact system, flow, or experience slice is being audited
  • what unresolved elements matter most
  • whether the concern is retention, curiosity, task load, or psychological pressure

Write:

  • Audit target
  • Open-loop type
  • Primary concern

2. Identify the unresolved loops

Look for things like:

  • incomplete quests
  • partial event tracks
  • nearly finished collections
  • dangling narrative mysteries
  • interrupted crafting or building goals
  • unresolved social obligations
  • suspended runs or puzzle attempts
  • pending claim states
  • visible near-misses

Ask:

  • what remains unfinished?
  • what keeps that unfinishedness mentally active?
  • is the loop explicit, implied, or ambient?

3. Classify the kind of tension being created

Useful categories include:

  • curiosity tension
  • completion tension
  • competence tension
  • social obligation tension
  • reward anticipation tension
  • scarcity/FOMO tension
  • guilt/maintenance tension

Not all tension is equally healthy.

4. Audit clarity and closure path

Ask:

  • does the player understand what is unresolved?
  • do they know how to resume or resolve it?
  • is the next step obvious enough to act on?
  • is there one clean open loop or a pile of competing ones?
  • does the system preserve meaningful stopping points, or does it always leave the player hanging messily?

5. Diagnose healthy versus unhealthy open loops

Healthy open loops tend to be:

  • legible
  • meaningful
  • self-directed
  • motivating
  • finite enough to imagine closure

Unhealthy open loops tend to be:

  • noisy
  • coercive
  • low-value
  • ambiguous
  • too numerous
  • attached to shame or maintenance burden

Ask:

  • does the player return because they want closure, or because they feel nagged?
  • is the unfinishedness energizing or depleting?
  • is the pressure chosen or imposed?

6. Check interaction with session structure

Ask:

  • does the system give players safe stopping points?
  • does it create a clear "one more thing" pull?
  • does it overload session endings with too many unresolved hooks?
  • does it preserve continuity between sessions without creating dread?

This is especially important for retention design and return loops.

7. Diagnose Zeigarnik failure patterns

Look for:

  • too many simultaneous unfinished tasks
  • near-completion bait with weak actual payoff
  • open loops that matter only because the UI keeps nagging about them
  • unresolved states with poor re-entry clarity
  • social obligations that convert return into guilt
  • cliffhangers without enough meaning to justify the tension
  • retention loops that feel manipulative rather than naturally compelling

8. Check audience sensitivity

Ask whether:

  • completionists are energized while casual players are overwhelmed
  • new players feel buried under unresolved systems
  • lapsed players return to a wall of unfinished business and bounce
  • high-engagement players enjoy layered open loops that would suffocate lighter audiences

9. Convert findings into design changes

For each issue, specify:

  • Open-loop problem
  • Why it creates the wrong kind of tension
  • Suggested change
  • Expected effect on return motivation or psychological load

Examples:

  • reduce simultaneous unfinished objectives -> lowers clutter and increases focus
  • improve resume clarity -> turns vague guilt into actionable momentum
  • sharpen payoff framing -> makes incompletion feel worth resolving
  • add cleaner stopping points -> preserves return tension without making the session feel messy
  • reduce nagging visibility for low-value loops -> lowers manipulative pressure

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Open-Loop Profile

  • ...

Tension Type and Quality

  • ...

Clarity and Resume Path

  • ...

Clutter and Coercion Risks

  • ...

Audience Sensitivity

  • ...

Recommendations

  1. ...
  2. ...
  3. ...

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • What is being left unfinished?
  • Does that create curiosity, momentum, guilt, or clutter?
  • Does the player know how to resume it?
  • Are there too many open loops at once?
  • What one change would make the unfinished tension healthier?

Usage notes

This audit is especially useful for:

  • quest logs
  • event tracks
  • collection systems
  • cliffhanger-driven retention loops
  • city-building and crafting goals
  • return-player re-entry
  • social obligation systems
  • progression dashboards
  • puzzle chains and interrupted runs

Common patterns to watch for:

  • many retention systems misuse open loops and create obligation instead of desire
  • incomplete tasks are powerful only when they are legible and meaningful
  • too many open loops destroy the benefit of any single one
  • a strong unresolved hook can improve return motivation, but a junk drawer of unresolved hooks kills it
  • if the player leaves thinking "I should go back," that may be good; if they leave thinking "ugh, I have chores waiting," that is not

Working principle

Unfinishedness is a tool, not a virtue.

Use this skill to test whether the design leaves players with compelling momentum or just a backpack full of psychological clutter.

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