Design e Frontend
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research-methods-psych
Research methodology in psychology. Covers experimental design (independent/dependent variables, random assignment, control conditions, between/within-subjects designs), research ethics (informed consent, deception, debriefing, IRB review, APA ethical principles), statistical methods in psychology (null hypothesis significance testing, p-values, effect sizes, confidence intervals, power analysis),
prototyping-fabrication
CAD fundamentals, 3D printing (FDM/SLA/SLS), CNC machining, workshop skills, rapid prototyping methodology, and testing of physical prototypes. Covers fidelity levels, material selection for prototypes, dimensional tolerancing, assembly planning, and the iterate-test loop. Use when building prototypes, selecting fabrication methods, planning physical tests, or choosing between prototyping technolo
accessibility-patterns
Provides web accessibility best practices for semantic HTML, ARIA, keyboard navigation, color contrast, and screen reader patterns. Use when building UI components, reviewing accessibility, or when user mentions 'a11y', 'accessibility', 'ARIA', 'screen reader', 'keyboard navigation', 'WCAG'.
naked-eye-observing
Practical naked-eye and binocular sky observing. Covers dark adaptation, limiting magnitude, constellation recognition, star hopping, the messier and Caldwell catalogs accessible without a telescope, the Moon, planets, meteor showers, aurorae, and the ethics and habits of observing under light-polluted and dark skies. Use when teaching someone to find their way around the sky, planning a naked-eye
aminet-scanner
Multi-layer virus scanning for Aminet packages. Signature-based detection, heuristic hunk analysis, boot block scanning, quarantine management, and scan orchestration. Use when scanning packages, checking virus status, or managing quarantine.
mathematical-problem-solving
Polya's four-phase method applied to mathematical problems, extended with Schoenfeld's control/monitoring layer. Covers understand, devise plan, carry out, look back. Includes heuristics specific to math (specialize, generalize, vary the problem, introduce auxiliary elements) and the metacognitive discipline that separates routine computation from genuine problem solving.
drawing-observation
Observational drawing and visual perception techniques for art education. Covers contour drawing, gesture drawing, negative space, proportion and measurement, value mapping, spatial depth cues, and the cognitive shift from symbolic to perceptual seeing. Use when teaching drawing fundamentals, analyzing observational accuracy, or developing visual literacy in any medium.
continuity-change
Analyzing patterns of continuity and change over time in historical contexts. Covers periodization (how and why we divide history into eras), identifying turning points, measuring rates of change, and recognizing long-term patterns and trends. Use when analyzing temporal structure in history, debating period boundaries, or assessing whether a moment represents genuine transformation or surface-lev
kp-quality-review
Reviews knowledge pack quality: educational accuracy, grade-level appropriateness, accessibility compliance, learning pathway coherence, assessment alignment, and parallel instruction pattern conformance. Use when reviewing pack content after validation.
decision-framework-invoker
Triggers for automatically invoking the decision-framework skill before irreversible or high-blast-radius operations. Use as a checkpoint: when a proposed action matches a trigger pattern, pause and run the appropriate framework (first-principles, inversion, decision matrix, second-order thinking) before proceeding. Prevents ad-hoc calls from becoming regret.
embodied-computing-and-constructionism
Embodied computing and constructionist pedagogy for spatial computing education. Covers Papert's constructionism, Logo's turtle geometry, body-scale learning, Krueger's responsive environments, microworlds, and the translation between physical action and abstract reasoning. Includes heuristics for designing exercises where learners build meaningful artifacts in spatial systems, treat errors as dis
commit-style
Crafts and generates professional conventional commit messages following Angular/Conventional Commits format. Use when committing changes, writing git commit messages, or when user mentions commit message.