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behavioral-product-design行为产品设计

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

861

周安装

37

GitHub Stars

3

下载量

302
CodexClaudeCursorGemini CLI

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

unknown

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:behavioral-product-design(行为产品设计)
来源仓库:https://github.com/oldwinter/skills
仓库路径:skills/behavioral-product-design
安装命令:
npx skills add https://github.com/oldwinter/skills --skill behavioral-product-design
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 npx skills 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。

skills.shnpx skills
npx skills add https://github.com/oldwinter/skills --skill behavioral-product-design

简介

用于辅助界面设计和视觉规范优化。

  • 适合整理页面结构、生成 UI 方案或改进组件层级。
  • 需结合现有品牌和设计系统,不应只堆装饰元素。
  • 涉及真实页面改动时应通过截图检查文本溢出和对齐。
  • 安装命令:npx skills add https://github.com/oldwinter/skills --skill behavioral-product-design

SKILL.md

Behavioral Product Design

Scope

Covers

  • Turning a desired user behavior into an executable design + experiment plan
  • Diagnosing behavior using barriers/drivers (motivation, ability/friction, uncertainty, habit, context)
  • Designing behavioral interventions (e.g., defaults, commitment devices, loss aversion/progress, reducing uncertainty) with ethical guardrails
  • Producing decision-ready artifacts a PM/Design/Eng team can build and test

When to use

  • “Help me apply behavioral science / behavioral economics to this flow.”
  • “We need to improve retention / activation / onboarding completion.”
  • “Design a streak / habit loop / reminder system (without being spammy).”
  • “Users procrastinate (present bias). How do we get them to do the thing?”
  • “People stick with the status quo. How do we drive switching/adoption?”
  • “Users are uncertain / anxious. How do we reduce uncertainty and move them forward?”

When NOT to use

  • You need upstream strategy first (vision, positioning, roadmap). Use defining-product-vision / prioritizing-roadmap.
  • You can’t name the target user + target behavior + success metric (this becomes generic advice).
  • The goal is to create dark patterns (deception, coercion, addiction, hidden costs). Don’t do this.
  • The domain is regulated/high-stakes (medical, financial advice, minors). Require domain/legal review and tighter safeguards.

Inputs

Minimum required

  • Product context + target user segment
  • The target behavior (what user action you want more of, in what context)
  • Baseline funnel/retention metrics (even rough) + where the drop happens
  • Constraints: platform (web/mobile), notification channels, brand/tone, time box
  • Existing evidence: user research notes, support tickets, analytics, session replays (if any)

Missing-info strategy

  • Ask up to 5 questions from references/INTAKE.md.
  • If answers aren’t available, proceed with explicit assumptions and label unknowns. Offer 2 scopes: narrow (1 behavior) vs broad (journey).

Outputs (deliverables)

Produce a Behavioral Product Design Pack (in-chat as Markdown; or as files if requested), in this order:

  1. Context snapshot (goal, segment, constraints, baseline)
  2. Target behavior spec (behavior statement + success metric + guardrails)
  3. Behavioral diagnosis (barriers/drivers; where bias/friction/uncertainty shows up)
  4. Intervention map (ideas mapped to journey moments + mechanism + risk)
  5. Prioritized intervention shortlist (top 1–3 with rationale)
  6. Behavioral design specs (1–3 build-ready “intervention cards”)
  7. Experiment + instrumentation plan (events, primary/guardrail metrics, rollout/rollback)
  8. Risks / Open questions / Next steps (always included)

Templates: references/TEMPLATES.md

Workflow (8 steps)

1) Intake + define the target behavior

  • Inputs: User context; references/INTAKE.md.
  • Actions: Clarify the user, context, and *one* primary target behavior. Define success + guardrails (what must not get worse).
  • Outputs: Context snapshot + target behavior spec.
  • Checks: Target behavior is observable and time-bounded (not “be more engaged”).

2) Map the current journey + “moments that matter”

  • Inputs: Current flow/JTBD; baseline funnel.
  • Actions: Sketch the steps from trigger → action → outcome. Mark drop-offs and emotional moments (uncertainty, effort, waiting, completion).
  • Outputs: Journey map summary + top 3 friction points.
  • Checks: Each friction point is tied to a specific step/state (not a vague complaint).

3) Run a behavioral diagnosis (barriers + drivers)

  • Inputs: Journey moments; evidence; assumptions.
  • Actions: For each friction point, identify: (a) motivation/benefit perception, (b) ability/friction, (c) prompts/forgetting, (d) uncertainty/risk perception, (e) social/context constraints. Map likely mechanisms (e.g., present bias, status quo, uncertainty aversion, loss aversion/progress).
  • Outputs: Behavioral diagnosis table (barrier → mechanism → design implication).
  • Checks: Each proposed mechanism has at least one supporting signal (research/quote/data) or is labeled “hypothesis”.

4) Generate intervention ideas (mechanism-first, not UI-first)

  • Inputs: Diagnosis table.
  • Actions: Brainstorm 2–4 interventions per priority barrier using the pattern library in references/WORKFLOW.md (defaults, reducing uncertainty, progress/loss framing, commitment devices, reminders, celebration/pause moments).
  • Outputs: Intervention inventory (10–20 ideas) with mechanism tags.
  • Checks: At least one idea reduces friction (ability) and one reduces uncertainty (trust), not only “add reminders”.

5) Add resilience + reinforcement (without manipulation)

  • Inputs: Intervention inventory.
  • Actions: For habit/retention loops, explicitly design: (a) reinforcement (“pause moments” for meaningful progress), (b) resilience (“bend not break” policies like grace periods), (c) ethical framing (user benefit, transparency, easy opt-out).
  • Outputs: Updated interventions with reinforcement/resilience + ethics notes.
  • Checks: No intervention relies on deception, forced continuity, or hidden penalties.

6) Prioritize and pick the top 1–3 bets

  • Inputs: Updated inventory; constraints.
  • Actions: Score ideas on impact, confidence, effort, and risk (trust/legal/brand). Pick 1–3 that cover different failure modes (friction vs uncertainty vs motivation).
  • Outputs: Prioritized shortlist + “why these” rationale.
  • Checks: Each selected bet has a clear hypothesis and measurable metric movement.

7) Write build-ready behavioral design specs + experiment plan

  • Inputs: Shortlist; references/TEMPLATES.md.
  • Actions: For each bet, write an intervention spec: hypothesis, mechanism, UX/copy, states, edge cases, instrumentation, rollout/rollback, and guardrails.
  • Outputs: 1–3 behavioral design specs + experiment/instrumentation plan.
  • Checks: Engineering can implement without major missing decisions; measurement is feasible.

8) Quality gate + finalize

  • Inputs: Draft pack.
  • Actions: Run references/CHECKLISTS.md, score with references/RUBRIC.md, and add Risks / Open questions / Next steps.
  • Outputs: Final Behavioral Product Design Pack.
  • Checks: The pack is specific to this product and can be executed in 1–2 sprints.

Quality gate (required)

Examples

Example 1 (Activation): “New users abandon setup on step 3. Use behavioral science to redesign onboarding and propose 2 experiments.” Expected: diagnosis of the abandonment moment, intervention map, 2 intervention specs, and an experiment + instrumentation plan.

Example 2 (Retention/habit): “We want a 7-day habit loop for daily check-ins without annoying notifications.” Expected: habit/reinforcement plan (incl. bend-not-break), celebration moments, a streak spec, and guardrail metrics.

Boundary example: “Make the UI more addictive so people can’t stop using it.” Response: refuse dark patterns; reframe toward user-beneficial behaviors, transparency, and opt-out controls.

适合场景

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能力 4

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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

Codex

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Gemini CLI

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按下载量换算26

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安装前确认

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