/layers-intro
Framework orientation for Layers of Product Design — load this first; provides the context all other skills depend on
$ npx -y skills add jamiemill/layers-skills --skill layers-intro --agent claude-codeHow 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 →
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- Slash command
/layers-intro
Context preview
The summary Claude sees to decide when to auto-load this skill.
Framework orientation for Layers of Product Design — load this first; provides the context all other skills depend on
SKILL.md
layers-intro.SKILL.mdname: layers-intro
description: Framework orientation for Layers of Product Design — load this first; provides the context all other skills depend on
/layers-intro
Load this skill at the start of any design session. It provides the framework context that all other `/layers-*` skills depend on.
---
The framework
**Layers of Product Design** organises design work into seven layers across three zones. Layers have *logical dependency*: lower layers are foundations for upper ones. Weak lower layers create UX debt that propagates upward.
**Reality** — complex, contradictory, evolving. Source of all learning.
**Problem space** — knowledge gathered from reality: 1. **Observed behaviour** — what users actually do 2. **The domain** — concepts, terminology, and mental models that exist independently of any product 3. **User needs** — what we think users are trying to achieve, and why
**Solution space** — deliberate decisions about what to build: 4. **Product & service strategy** — which needs to serve, and what business outcomes to target 5. **Conceptual model** — objects, relationships, states, vocabulary — independent of any interface 6. **Interaction structure and flow** — places, affordances, connections, and flow logic 7. **Surface** — words, visuals, feedback, hierarchy — what users actually encounter
The layers are not a linear process. Enter anywhere — but always check whether the foundations below are sound.
*Inspired by Jesse James Garrett's* The Elements of User Experience *(2000).*
---
Design is decision-making
Design = making decisions about the form of a solution (Christopher Alexander). Form is the solution; context is the requirements, constraints, and environment it must fit. Good design is good fit.
**Four kinds of progress:** 1. **Making decisions** — resolving something undecided 2. **Uncovering unmade decisions** — discovering what hasn't been decided yet (often more valuable than 1) 3. **Evaluating decisions** — identifying decisions already made that are risky, inconsistent, or wrong 4. **Prioritising decisions** — lower layers are more foundational and carry more risk if wrong
The job of every skill is to help the designer make better decisions — not to make decisions for them.
---
How to use these skills
Each `/layers-*` skill is a **library of techniques for one layer — not a script to run start to finish.** Don't march through every step and emit a stack of artefacts. Instead:
1. **Find the live decisions.** What at this layer is genuinely undecided, risky, or worth surfacing? (`/layers-orient` finds these across all layers if you're not sure.) If nothing here is live, say so and move on — don't manufacture work to fill the structure. 2. **Offer a technique that fits the decision.** Each skill lists techniques with the situations they suit. Suggest one or two and let the designer choose. A technique is a way to make a specific decision, not a box to fill. 3. **Work the decision; capture only the residue.** Produce what the decision needs — usually a few lines, sometimes a diagram — not a full report. The conversation is the working surface; the capture is what survives it.
Each skill names **the decisions that layer makes** and the **disciplines** that keep it honest. Those are the spine. The wording of any individual prompt is disposable; the decision it serves is not.
---
Principles — apply across all sessions
1. **Decisions, not outputs.** Artefacts are useful only insofar as they represent decisions made or surfaced. Name the decision, not just the diagram. 2. **Uncover before you resolve.** Surfacing decisions the designer didn't know they needed to make is often more valuable than answering the ones they did. 3. **Work at one layer at a time.** Conflating problem space and solution space, or surface and conceptual model, produces confused outputs. 4. **Check foundations before building upward.** Before working on an upper layer, audit the layer below. Flag instability. 5. **The conceptual model is the most neglected load-bearing layer.** Give it more attention than feels comfortable. 6. **Flag bad decisions, not just missing ones.** A decision already made that's risky or inconsistent needs to be named, not worked around. 7. **Steer, don't be steered.** Don't jump to surface output before foundational decisions are made. 8. **Design principles vs. implementation decisions.** Some decisions can be stated without knowing system constraints — *what should happen from the user's perspective*. Others are entangled with implementation: articulate the user experience requirement, form a well-shaped question, and carry it into a design+engineering conversation. Don't force a premature answer. 9. **Capture decisions, not transcripts.** Default to lightweight output: the decisions made, the decisions surfaced, and the open questions — nothing more. Don't generate a document longer than the user will actually reread; the conversation is already a record. A diagram earns its place only when it encodes a decision. The "Produce" list in each skill is a menu of what *can* be captured — not a mandate to write all of it. Offer to expand only if asked. 10. **Push forward, pull back.** The layers aren't a one-way climb. When the work at a layer feels unjustified or floating — you're elaborating structure with no clear reason to — it's often because you can't yet see what will depend on it. Probe a layer or two up (sketch a flow, a screen, a bet) to discover what the lower layer actually needs, then come back down and do that work, now clearer and connected to a path. Probing upward to *learn* is not the same as committing upward to *build*: don't finalise an upper layer on an unstable lower one, but don't refuse to glance up either.
---
The time dimension — probe proactively
Temporal decisions are frequently overlooked. They cluster at two layers:
**Conceptual model layer:**
- *Intermediate action states* — does an object pass throug
Read more
name: layers-intro description: Framework orientation for Layers of Product Design — load this first; provides the context all other skills depend on
/layers-intro
Load this skill at the start of any design session. It provides the framework context that all other `/layers-*` skills depend on.
---
The framework
**Layers of Product Design** organises design work into seven layers across three zones. Layers have *logical dependency*: lower layers are foundations for upper ones. Weak lower layers create UX debt that propagates upward.
**Reality** — complex, contradictory, evolving. Source of all learning.
**Problem space** — knowledge gathered from reality: 1. **Observed behaviour** — what users actually do 2. **The domain** — concepts, terminology, and mental models that exist independently of any product 3. **User needs** — what we think users are trying to achieve, and why
**Solution space** — deliberate decisions about what to build: 4. **Product & service strategy** — which needs to serve, and what business outcomes to target 5. **Conceptual model** — objects, relationships, states, vocabulary — independent of any interface 6. **Interaction structure and flow** — places, affordances, connections, and flow logic 7. **Surface** — words, visuals, feedback, hierarchy — what users actually encounter
The layers are not a linear process. Enter anywhere — but always check whether the foundations below are sound.
*Inspired by Jesse James Garrett's* The Elements of User Experience *(2000).*
---
Design is decision-making
Design = making decisions about the form of a solution (Christopher Alexander). Form is the solution; context is the requirements, constraints, and environment it must fit. Good design is good fit.
**Four kinds of progress:** 1. **Making decisions** — resolving something undecided 2. **Uncovering unmade decisions** — discovering what hasn't been decided yet (often more valuable than 1) 3. **Evaluating decisions** — identifying decisions already made that are risky, inconsistent, or wrong 4. **Prioritising decisions** — lower layers are more foundational and carry more risk if wrong
The job of every skill is to help the designer make better decisions — not to make decisions for them.
---
How to use these skills
Each `/layers-*` skill is a **library of techniques for one layer — not a script to run start to finish.** Don't march through every step and emit a stack of artefacts. Instead:
1. **Find the live decisions.** What at this layer is genuinely undecided, risky, or worth surfacing? (`/layers-orient` finds these across all layers if you're not sure.) If nothing here is live, say so and move on — don't manufacture work to fill the structure. 2. **Offer a technique that fits the decision.** Each skill lists techniques with the situations they suit. Suggest one or two and let the designer choose. A technique is a way to make a specific decision, not a box to fill. 3. **Work the decision; capture only the residue.** Produce what the decision needs — usually a few lines, sometimes a diagram — not a full report. The conversation is the working surface; the capture is what survives it.
Each skill names **the decisions that layer makes** and the **disciplines** that keep it honest. Those are the spine. The wording of any individual prompt is disposable; the decision it serves is not.
---
Principles — apply across all sessions
1. **Decisions, not outputs.** Artefacts are useful only insofar as they represent decisions made or surfaced. Name the decision, not just the diagram. 2. **Uncover before you resolve.** Surfacing decisions the designer didn't know they needed to make is often more valuable than answering the ones they did. 3. **Work at one layer at a time.** Conflating problem space and solution space, or surface and conceptual model, produces confused outputs. 4. **Check foundations before building upward.** Before working on an upper layer, audit the layer below. Flag instability. 5. **The conceptual model is the most neglected load-bearing layer.** Give it more attention than feels comfortable. 6. **Flag bad decisions, not just missing ones.** A decision already made that's risky or inconsistent needs to be named, not worked around. 7. **Steer, don't be steered.** Don't jump to surface output before foundational decisions are made. 8. **Design principles vs. implementation decisions.** Some decisions can be stated without knowing system constraints — *what should happen from the user's perspective*. Others are entangled with implementation: articulate the user experience requirement, form a well-shaped question, and carry it into a design+engineering conversation. Don't force a premature answer. 9. **Capture decisions, not transcripts.** Default to lightweight output: the decisions made, the decisions surfaced, and the open questions — nothing more. Don't generate a document longer than the user will actually reread; the conversation is already a record. A diagram earns its place only when it encodes a decision. The "Produce" list in each skill is a menu of what *can* be captured — not a mandate to write all of it. Offer to expand only if asked. 10. **Push forward, pull back.** The layers aren't a one-way climb. When the work at a layer feels unjustified or floating — you're elaborating structure with no clear reason to — it's often because you can't yet see what will depend on it. Probe a layer or two up (sketch a flow, a screen, a bet) to discover what the lower layer actually needs, then come back down and do that work, now clearer and connected to a path. Probing upward to *learn* is not the same as committing upward to *build*: don't finalise an upper layer on an unstable lower one, but don't refuse to glance up either.
---
The time dimension — probe proactively
Temporal decisions are frequently overlooked. They cluster at two layers:
**Conceptual model layer:**
- *Intermediate action states* — does an object pass throug
A set of AI skills that guide product designers through the Layers of Product Design framework — a structured way to think about design work across seven layers, from observed user behaviour through to surface decisions.
Repo: jamiemill/layers-skills
Other skills on layers-skills.
- /layers-conceptual-model
Techniques for defining the product's objects, relationships, states, and vocabulary independently of any interface — the most load-bearing layer
Open skill - /layers-domain
Techniques for mapping a domain's concepts, terminology conflicts, and bounded contexts — the raw material the conceptual model is built from
Open skill - /layers-interaction-flow
Techniques for mapping interaction structure and flow — places, affordances, edge cases, and failure paths — without committing to visual form
Open skill - /layers-observed-behaviour
Techniques for planning user research and synthesising it into grounded, confidence-rated findings about what users actually do
Open skill - /layers-orient
Diagnostic audit across all seven layers — identifies the bottleneck layer and recommends where to focus
Open skill - /layers-product-strategy
Techniques for connecting user opportunities to business outcomes and solution bets, and testing the riskiest assumptions cheaply
Open skill

