Apply Wayfinder patterns to design or improve AI onboarding, discoverability, and first-interaction flows in any product. Use this skill whenever the user wants to add AI to a product surface, reduce blank-slate anxiety, help users discover what the AI can do, improve an initial CTA or prompt input, add suggestions or templates, design a gallery, add nudges, or generally reduce friction at the start of an AI interaction. Trigger even on vague requests like "make it easier to get started with AI", "users don't know what to type", "how do we show what the AI can do", "add some example prompts", or "improve onboarding to our AI feature". Wayfinders are: Initial CTA, Example Gallery, Suggestions, Templates, Nudges, Follow-ups, Prompt Details, and Randomize.
Wayfinders help users discover what the AI can do, get started without fear, and progressively build confidence. They solve the blank-slate problem — the moment a user faces an empty input and has no idea what to type.
Use this skill to recommend, design, or critique any product surface where users interact with AI for the first time or need guidance about what's possible.
What it is: The primary entry point — usually a prominent input box — where users first engage with the AI.
The problem it solves: A bare text box puts the full burden of prompt engineering on the user. Most people don't know how to phrase what they want; a short prompt rarely captures real intent.
How to strengthen it:
Key principle: Don't surface an empty AI box on an empty state. The most reliable path is to keep the input at the center but surround it with scaffolding that shifts the work from prompt engineering toward selection and refinement.
What it is: A curated or community collection of sample generations that shows users what the product can do.
Variants:
Key traits of effective galleries:
Key principle: A gallery should both inspire and instruct. Make every tile an entry point, not just a showcase.
What it is: 3–5 pre-written prompts that appear near the input and can be clicked to pre-fill or trigger the interaction.
Three forms:
Design rules:
Key principle: Suggestions are most effective when contextual. A suggestion tied to the current content is far more useful than a generic "Ask me anything" starter.
What it is: Pre-built prompt structures with fillable fields (variables, dropdowns, @-mentions) that let users construct complex prompts without writing them from scratch.
Why they matter: Some tasks require long, specific prompts to produce reliable output. Templates replace that burden with a short form — fill in a few fields, not a paragraph.
Design rules:
Key principle: Templates work best when the task has a predictable shape. Any tool that requires a long and specific prompt to get a reliable outcome is a strong candidate.
What it is: Contextual hints, buttons, or banners that surface AI capabilities at the moment they're most relevant — without requiring the user to seek them out.
Three use cases:
Design rules:
Key principle: A good nudge is tied to user intent and content state. Too many nudges crowd the surface and reduce trust. Prioritize the actions most likely to be relevant right now.
What it is: Prompts, questions, or inline actions that help users refine or extend their initial interaction — picking up where the first generation left off.
When to use:
Forms:
Design rules:
Key principle: A well-timed follow-up communicates that the AI is working alongside the user rather than making them start over.
What it is: Making the prompt (and parameters) that produced a result visible alongside the output — in galleries, feeds, or shared views.
Why it matters: Users can learn by reverse-engineering what worked. They can remix, copy, and build on prompts rather than starting from scratch.
What to expose:
Design rules:
Key principle: In a generative setting, prompt details can be action triggers themselves, not just informational. Visibility accelerates learning and reduces the "I don't know what to type" problem for new users.
What it is: A one-click action (often a dice icon) that fills the input with a random prompt, seed, or style — lowering the bar to entry through play.
When it's useful:
Design rules:
Key principle: Delight can be scaffolding too. Randomize turns curiosity into confident iteration without requiring the user to know anything about prompt engineering.
| Situation | Recommended patterns | |---|---| | Empty state, user has nothing yet | Initial CTA + Suggestions + Gallery | | User has content/data but hasn't used AI | Nudges (contextual) + Follow-ups | | Complex task requiring structured input | Templates | | User doesn't know what's possible | Gallery + Prompt Details + Nudges | | After first AI output | Follow-ups + Suggestions | | Onboarding a new user | Suggestions (static → contextual) + Templates | | Creative or exploratory tool | Randomize + Gallery + Prompt Details | | Returning power user | Adaptive Suggestions + Follow-ups |
Wait for context. Don't surface AI on an empty state. Let it emerge when there's something to act on — content, data, a document, a selection.
Prefer contextual over static. Wayfinders tied to what's currently on screen are always more useful than generic starters.
Reduce, don't overwhelm. Show fewer, more targeted options — not a menu of every capability. Cognitive load is the enemy of first use.
Teach through doing. Every nudge and suggestion should model what a good prompt looks like so users build their own prompting intuition over time.
Expose the reasoning. Prompt details and follow-up context help users trust outputs by understanding how they were produced.
Spend compute wisely. Structure the input and scaffolding so the system isn't forced to guess at vague intent — compute should refine, not search.
When applying this skill, produce:
Audit UI designs, flows, copy, and layouts to reduce cognitive load and maximize conversion. Apply this skill whenever a user shares a screen, mockup, flow, form, landing page, onboarding step, or any UI element and asks how to improve it — even if they don't say "cognitive load" or "conversion". Trigger on phrases like "why aren't users converting", "improve this flow", "reduce friction", "simplify this", "make this easier to use", "review this UI", "why do users drop off", "improve this form", "critique this design", "make this clearer", or any open-ended "improve this" request about a product surface. Always use this skill before giving UX or conversion improvement advice.
Guide teams and individuals through the Double Diamond design thinking framework (Discover, Define, Develop, Deliver). Use this skill whenever someone mentions design process, product discovery, problem framing, ideation, prototyping, or user research — even without saying "Double Diamond". Trigger on: "where do I start with this design problem", "how do we approach building X", "help me structure our design process", "we need to do discovery", "we're in the ideation phase", "how do we validate our solution", "I have a design challenge", "I'm not sure what problem we're solving", "walk me through the design process", "help me run a design sprint". Also trigger when a non-designer or stakeholder wants to understand the design process or where they fit in. If someone describes a product problem without knowing how to approach it, proactively offer to guide them through this framework.
Create, facilitate, and critique empathy maps for UX research and design thinking. Use this skill whenever a user wants to build an empathy map, understand their users more deeply, synthesize qualitative research into a shared team artifact, or translate user interviews into structured insights. Trigger on phrases like "create an empathy map", "map out what users think and feel", "help me understand my users", "synthesize these interviews", "what do my users say vs think", "build user empathy", or any request to structure user research into Says/Thinks/Does/Feels quadrants. Also trigger when users share raw interview transcripts, survey responses, or user research notes and want to make sense of them. Always use this skill before attempting to create any empathy map content from scratch.
My name is Tommy. Im a Product designer and developer from Copenhagen, Denmark.
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