本文へ移動
cccskills

「prototyping」の検索結果

77 件 ・ 関連度順

概要と使いどころ

Experiment design reference for problem-class framing, Minimum Viable Experiment coaching, hypothesis formation, vetting and red flags, and experiment readiness. Use when translating a stated business outcome into candidate data-science problem classes, or when framing, vetting, scoping, or evaluating an experiment of any kind, including data feasibility, architecture, LLM, performance, use-case, UX, prototyping, and hardware experiments.

日本語の概要は準備中です。原文の説明を表示しています。

microsoft/hve-core1,5192026年10月12日 更新

Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4452026年10月9日 更新

Help users build functional product prototypes from natural language or visual mocks using AI coding tools. This skill enables product leaders to bypass engineering bottlenecks and validate ideas through hands-on building.

日本語の概要は準備中です。原文の説明を表示しています。

RefoundAI/lenny-skills1,3852026年7月17日 更新

digikey

無料

Search DigiKey for electronic components and download datasheets — primary source for prototype orders and the preferred API method for fetching datasheets. Find parts by keyword or MPN, check pricing/stock, download datasheets via API, analyze specifications. Sync and maintain a local datasheets directory — extract components from schematics, download missing datasheets, keep them up to date. Also supports batch MPN-list seeding (`--mpn-list`) for bulk workflows without a KiCad project. Use when the user asks about electronic components, part specs, datasheets, pricing, stock, footprints, or needs to download a datasheet — even without mentioning "DigiKey". Also for "sync datasheets", "download datasheets for my board/project", or mentions a datasheets directory. DigiKey is the default distributor for prototyping. For BOM workflows, see the bom skill.

日本語の概要は準備中です。原文の説明を表示しています。

aklofas/kicad-happy1,3772026年10月6日 更新

digikey

無料

Search DigiKey for electronic components and download datasheets — primary source for prototype orders and the preferred API method for fetching datasheets. Find parts by keyword or MPN, check pricing/stock, download datasheets via API, analyze specifications. Sync and maintain a local datasheets directory — extract components from schematics, download missing datasheets, keep them up to date. Also supports batch MPN-list seeding (`--mpn-list`) for bulk workflows without a KiCad project. Use when the user asks about electronic components, part specs, datasheets, pricing, stock, footprints, or needs to download a datasheet — even without mentioning "DigiKey". Also for "sync datasheets", "download datasheets for my board/project", or mentions a datasheets directory. DigiKey is the default distributor for prototyping. For BOM workflows, see the bom skill.

日本語の概要は準備中です。原文の説明を表示しています。

hashgraph-online/awesome-codex-plugins1,2842026年10月12日 更新

Browser-based 3D design tool with visual editor, animation, and web export. Use this skill when creating 3D scenes without code, designing interactive web experiences, prototyping 3D UI, exporting to React/web, or building designer-friendly 3D content. Triggers on tasks involving Spline, no-code 3D, visual 3D editor, 3D animation, state-based interactions, React Spline integration, or scene export. Alternative to Three.js for designers who prefer visual tools over code.

日本語の概要は準備中です。原文の説明を表示しています。

freshtechbro/claudedesignskills1,0352025年11月20日 更新

Use when generating 3D assets with Rodin Hyper3D models on Scenario via MCP: image-to-3D from up to five multiview stills, text-to-3D from a prompt, fast prototyping versus full quality tiers, quad or triangle topology, PBR materials, HighPack 4K textures, T-pose or A-pose characters for rigging, or splitting a finished mesh into parts and retexturing it with Bang!. Keywords: Rodin Gen-2.5, Hyper3D, Deemos, image to 3D, text to 3D, part segmentation, texture delight.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9792026年10月12日 更新

prototype

無料

Quick concept validation prototyping

日本語の概要は準備中です。原文の説明を表示しています。

paperclipai/companies9192026年3月24日 更新

Explore multiple *divergent* UI directions for a screen as named Swift

日本語の概要は準備中です。原文の説明を表示しています。

rshankras/claude-code-apple-skills7912026年7月24日 更新

design

無料

Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, and typography. Use when implementing design language features, adding juice/feedback, writing interface copy, or choosing type and iconography.

日本語の概要は準備中です。原文の説明を表示しています。

rshankras/claude-code-apple-skills7912026年7月24日 更新

Use the Gemini CLI to consult Gemini and delegate coding tasks for prototyping, debugging, and code review. Supports multi-turn sessions via SESSION_ID. Optimized for low-token, file/line-based handoff.

日本語の概要は準備中です。原文の説明を表示しています。

appautomaton/latex-arxiv-SKILL4632026年9月14日 更新

Use the Claude Code CLI to consult Claude and delegate coding tasks for prototyping, debugging, and code review. Supports multi-turn sessions via SESSION_ID. Optimized for low-token, file/line-based handoff.

日本語の概要は準備中です。原文の説明を表示しています。

appautomaton/latex-arxiv-SKILL4632026年9月14日 更新

andrew-ng

無料

Applies the reasoning, principles, and frameworks of Andrew Ng (machine learning pioneer, co-founder of Coursera and DeepLearning.AI, Stanford University, and former Google Brain lead). Use this skill whenever the user is navigating AI application development, agentic workflows, automation strategy, AI-native software engineering, or rapid prototyping. Trigger this skill when discussing career advice in the AI era, evaluating AI regulations, structuring machine learning projects, or deciding how to integrate AI into a business. It emphasizes task-based automation, data-centric ML, and driving the cost of proof-of-concepts to zero.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/mimeo2832026年9月3日 更新

Elite indie game developer for rapid prototyping and solo quick-flow development. Use when the user asks to talk to Indie or requests the Game Solo Dev.

日本語の概要は準備中です。原文の説明を表示しています。

bmad-code-org/bmad-module-game-dev-studio2502026年9月25日 更新

Proteina-Complexa flow-based protein backbone generation with fold-conditioned sampling guidance. Use this skill when: (1) Generating de novo protein backbones with hierarchical fold conditioning, (2) Exploring long-chain backbone generation beyond standard diffusion baselines, (3) Using NVIDIA Proteina-style flow matching workflows for controllable backbone design, (4) Comparing flow-based backbone generation against RFdiffusion or BoltzGen, (5) Prototyping fold-guided backbone campaigns before sequence design. This skill is based on the public NVIDIA Digital Bio Proteina project and uses "Proteina-Complexa" as the BioClaw-facing skill label. For sequence design after backbone generation, use proteinmpnn or solublempnn. For QC thresholds, use protein-design-qc.

日本語の概要は準備中です。原文の説明を表示しています。

BioTender-max/awesome-bio-agent-skills2012026年7月2日 更新

Local and self-hosted text-to-speech with Kokoro, the ~82M-parameter open-weight (Apache 2.0) model by hexgrad. Use when synthesizing speech offline, on-device, in the browser, or on your own server without per-character API cost — for high-volume narration, audiobooks, privacy-constrained pipelines, and prototyping. Covers running Kokoro via the Python `kokoro` package, ONNX / kokoro-js in the browser, and the OpenAI-compatible Kokoro-FastAPI wrapper; picking voices and language codes; blending voices; chunking long text; controlling pronunciation via misaki/espeak-ng; and judging when Kokoro is the right tool versus when its lack of voice cloning, narrow emotional range, and weaker non-English quality mean you should reach for a hosted or larger model instead. Not for voice cloning, expressive/emotional character performance, or high-fidelity multilingual work — say so and route elsewhere.

日本語の概要は準備中です。原文の説明を表示しています。

calesthio/generative-media-skills1992026年7月14日 更新

Expert in building custom tools that solve your own problems first. The best products often start as personal tools - scratch your own itch, build for yourself, then discover others have the same itch. Covers rapid prototyping, local-first apps, CLI tools, scripts that grow into products, and the art of dogfooding. Use when "build a tool, personal tool, scratch my itch, solve my problem, CLI tool, local app, automate my, build for myself, " mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Comprehensive guide to using LLMs throughout the game development lifecycle - from design to implementation to testingUse when "ai game development, llm game dev, claude game, gpt game, ai coding games, vibe coding game, prompt game development, llm, ai, game-development, workflow, prompting, coding, prototyping, claude, gpt, cursor" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Master the AI tools that accelerate design work. From UI generation to image editing, create professional designs faster. Use when "design, UI, graphics, image editing, prototyping, design, ui, graphics, creative, visual" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Designing tabletop games - from core mechanics to manufacturing, from prototyping to KickstarterUse when "board game, tabletop, card game, worker placement, deck building, area control, playtesting, rulebook, kickstarter game, game balance, asymmetric factions, euro game, ameritrash, party game, dice game, prototype, game publisher, crowdfunding game, board-games, tabletop, game-design, mechanics, playtesting, kickstarter, manufacturing, rulebook, components, balance, player-interaction" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

bolt

無料

You are an expert in Bolt.new by StackBlitz, the AI-powered full-stack development environment that runs entirely in the browser. You help developers go from idea to deployed app in minutes using natural language prompts — Bolt generates complete applications with frontend, backend, database, and deployment, all running in a WebContainer without local setup.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1652026年10月4日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

日本語の概要は準備中です。原文の説明を表示しています。

swaylq/master-skill1492026年9月6日 更新

Choose the right prototyping fidelity and method for the design question.

日本語の概要は準備中です。原文の説明を表示しています。

Infrasity-Labs/dev-gtm-claude-skills1362026年6月29日 更新

andrew-ng

無料

Applies the reasoning, principles, and frameworks of Andrew Ng (machine learning pioneer, co-founder of Coursera and DeepLearning.AI, Stanford University, and former Google Brain lead). Use this skill whenever the user is navigating AI application development, agentic workflows, automation strategy, AI-native software engineering, or rapid prototyping. Trigger this skill when discussing career advice in the AI era, evaluating AI regulations, structuring machine learning projects, or deciding how to integrate AI into a business. It emphasizes task-based automation, data-centric ML, and driving the cost of proof-of-concepts to zero.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/mimeographs1302026年8月19日 更新