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/studio-assistant-instruction-design-guide

Helps the APM Studio Assistant design strong standalone Instruction content. Use when deciding what belongs in a project/file rule, how concise it should be, and how to express durable coding guidance.

From plugin
apm-studio
4339 skills
Install
$ npx -y skills add apm-studio/apm-studio --skill studio-assistant-instruction-design-guide --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/studio-assistant-instruction-design-guide

Context preview

The summary Claude sees to decide when to auto-load this skill.

Helps the APM Studio Assistant design strong standalone Instruction content. Use when deciding what belongs in a project/file rule, how concise it should be, and how to express durable coding guidance.

SKILL.md

studio-assistant-instruction-design-guide.SKILL.md
name: studio-assistant-instruction-design-guide
description: Helps the APM Studio Assistant design strong standalone Instruction content. Use when deciding what belongs in a project/file rule, how concise it should be, and how to express durable coding guidance.
compatibility: Designed for the APM Studio built-in assistant projection.

APM Studio Instruction Design Guide

Use this skill when the task is not just "make an Instruction draft exist", but "design a good standalone Instruction primitive".

What Instruction Is For

  • Instruction is a standalone APM project/file rule primitive.
  • Treat Instruction like durable coding guidance scoped to a project, path, language, or convention.
  • Instruction should define rules, standards, and constraints that remain useful across many edits.
  • Instruction is not an Agent attachment and should not define an Agent's identity.

What Belongs In Instruction

  • Project, repository, file, language, or framework rules.
  • Durable quality bars, safety constraints, and failure-avoidance rules.
  • Coding conventions, review standards, or workflow rules that apply repeatedly.
  • Scope hints such as paths or file types when the Instruction is not global.

What Does Not Belong In Instruction

  • One-off task instructions for the current turn.
  • Large examples, long reference material, or bulky schemas.
  • Highly specific workflow wiring that belongs to a Team.
  • Reusable optional capability bundles that belong in Skills.
  • Ephemeral environment details that may go stale quickly.
  • Agent identity, persona, or role design; that belongs in Agent instructions.

Compression Rule

  • Instruction content goes into target/project rule paths, so keep only high-value enduring guidance.
  • Prefer a small number of strong rules over a long checklist.
  • If a sentence would not help on most future turns, it probably should not live in Instruction.
  • Avoid repeating the same instruction in several phrasings.

Design Heuristics

  • Start from the scope and rule category, then define what compliant output looks like.
  • Make priorities explicit: how the assistant should trade off correctness, style, safety, and maintainability.
  • Include constraints that should apply broadly, not just in one workflow.
  • Write for behavioral steering, not for documentation completeness.
  • Keep the Instruction distinct enough that nearby project/file rules would behave differently.

Instruction vs Agent vs Skill vs Team

  • Instruction = standalone project/file rules and durable coding guidance.
  • Agent = runnable/editable role package with Agent instructions, Skills, MCP, and Studio-only model settings.
  • Skill = optional reusable skill or procedure the agent can bring in when relevant.
  • Team = multi-agent workflow, handoffs, and participant structure.
  • If a rule applies only in one workflow or relation, prefer Team.
  • If a capability is optional or specialized, prefer Skill.
  • If it defines role behavior, prefer Agent instructions.
  • If it should shape project or file behavior across agents/targets, prefer Instruction.

Recommended Instruction Shape

  • One short scope statement.
  • One short standards or rules section.
  • A few durable operating rules.
  • A few quality or safety rules.
  • A short output or verification rule block when needed.

Quality Bar

  • A good Instruction is specific, durable, and compact.
  • A good Instruction makes the project or file rule feel intentionally designed, not generic.
  • A good Instruction includes instruction only when it changes behavior in a useful way.
  • A good Instruction avoids fluffy backstory unless it materially improves decision-making.
  • A good Instruction should be short enough to scan quickly and strong enough to change outcomes.

Assistant Behavior

  • Do not propose Instruction as a dependency for new Agent creation.
  • If the user asks for an Agent role, use Agent instructions guidance instead of Instruction.
  • Ask first when the Instruction scope, policy, path, or convention choices are important and unclear.
  • When revising an Instruction, tighten and compress before expanding.
  • Prefer removing low-signal text over adding more text.

Examples Of Good Instruction Content

  • Role definition with real ownership.
  • A coding convention such as test naming, import order, or error handling.
  • A durable project rule such as preserve generated-output boundaries or avoid a deprecated API.
  • A quality bar such as correctness first, maintainability, or risk-aware edits.

Examples Of Weak Instruction Content

  • Long autobiographical instruction text with little behavioral effect.
  • Detailed workflow steps that belong in Skill or Team.
  • Giant prompt blocks mixing temporary task instructions with permanent identity.
  • Repetitive style rules that do not materially change behavior.
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