notification-design

Dragoon0xDragoon0x

Communicate without annoying. Patterns for in-app alerts, email triggers, push notification copy, and frequency capping. Use when designing notification systems or any touchpoint that competes for attention.

194 days ago

cross-domain-seeing

Dragoon0xDragoon0x

Pull design principles from architecture, fashion, film, industrial design, and physical spaces into screen-based design. Use when seeking inspiration beyond digital, expanding creative range, or building cross-disciplinary design vocabulary.

194 days ago

type-as-signal

Dragoon0xDragoon0x

Read a designer's taste through their typography decisions alone. Type is the fastest taste signal in any design. Use when evaluating design maturity, assessing portfolio quality, or understanding what typography reveals about design thinking.

194 days ago

empty-states

Dragoon0xDragoon0x

Turn dead ends into moments that build trust and guide action. Covers zero-data screens, error recovery, loading states, and retention micro-copy. Use when handling empty dashboards, failed searches, or moments where users hit a wall.

194 days ago

product-narrative

Dragoon0xDragoon0x

Tell the product story in a way that sticks. Structures origin stories, problem narratives, and transformation arcs. Use when building about pages, launch announcements, or pitch decks.

194 days ago

launch-planning

Dragoon0xDragoon0x

Plan and execute product launches that actually drive adoption, not just announcements. Covers launch tiers, cross-functional coordination, rollout strategy, and post-launch monitoring. Use when preparing a feature or product launch, coordinating across teams, or when past launches haven't moved the needle.

194 days ago

motion-design

Dragoon0xDragoon0x

Animation as communication. Feedback, orientation, emphasis, delight. If motion doesn't serve one of these four purposes, it shouldn't exist. Use when evaluating animation quality, designing transitions, or deciding whether motion adds or subtracts.

194 days ago

taste-gap

Dragoon0xDragoon0x

Navigate the gap between what you can see and what you can make. The Ira Glass gap. Use when a designer is frustrated by the distance between their taste and their output, when mentoring someone through a creative plateau, or when someone is considering quitting because their work doesn't match their vision.

194 days ago

working-with-design

Dragoon0xDragoon0x

Partner with design to create better products, not just prettier ones. Covers when to involve design, how to give useful feedback, and respecting the design process. Use when PM-design handoffs feel clunky, design feedback conversations are unproductive, or design is brought in too late.

194 days ago

competitive-framing

Dragoon0xDragoon0x

Position against alternatives without being negative. Maps competitive landscape, identifies differentiation axes, and generates comparison frameworks. Use when building comparison pages, handling objections, or differentiating from existing solutions.

194 days ago

constraint-evaluation

Dragoon0xDragoon0x

Understand the constraints a design was built under and evaluate quality within that context. Use when reviewing work that had limited time, budget, or team size, or when assessing whether constraints were handled well.

194 days ago

retention-patterns

Dragoon0xDragoon0x

Design for the second visit, not just the first. Habit loops, re-engagement triggers, and value reinforcement without dark patterns. Use when retention is low, when building engagement features, or when people stop coming back.

194 days ago

zero-to-one

Dragoon0xDragoon0x

First principles decisions for products that don't exist yet. Helps reason about market gaps, user needs, MVP scope, and what to build first. Use when starting from scratch, scoping an MVP, or when the agent needs to think before it builds.

194 days ago

self-assessment

Dragoon0xDragoon0x

Diagnose your taste gaps across six skill areas. Know what to practice. Use when starting a taste development program, checking progress, or identifying specific areas to improve.

194 days ago

pricing-page

Dragoon0xDragoon0x

Present pricing in ways that reduce friction and increase clarity. Handles tier naming, feature comparison, anchor pricing, and plan selection psychology. Use when designing pricing pages, plan selectors, or upgrade prompts.

194 days ago

visual-audit

Dragoon0xDragoon0x

The 10-second design audit. Look at any design and name what's working and what's not within seconds. Trains rapid pattern recognition for hierarchy, spacing, type, and color. Use when evaluating designs quickly, giving first-impression feedback, or building perception speed.

194 days ago

landing-structure

Dragoon0xDragoon0x

Information architecture that guides visitors from curiosity to commitment. Enforces section order, content hierarchy, and scroll-depth logic. Use when building landing pages, product pages, or any conversion surface.

194 days ago

competitive-battlecard

Dragoon0xDragoon0x

Create structured competitive battlecards for sales, product, and strategy conversations. Covers positioning, objection handling, competitive landmines, and knowing when to walk away. Use when preparing for competitive deals, losing to a specific competitor, or entering a market with established players.

194 days ago

learning-by-making

Dragoon0xDragoon0x

Build taste through volume of output, deliberate failure, and speed. Taste cannot be developed by watching. It's sharpened by making, failing, and making again. Use when designing practice routines, breaking through creative blocks, or helping someone move from analysis to execution.

194 days ago

ux-intuition

Dragoon0xDragoon0x

Develop the instinct for what makes a product feel right, beyond what data can tell you. Covers quality evaluation, interaction judgment, and knowing when something is off even if you can't articulate why. Use when evaluating designs, reviewing prototypes, or when metrics say it's fine but something feels wrong.

194 days ago

backlog-management

Dragoon0xDragoon0x

Keep the backlog useful instead of letting it become a graveyard of ideas nobody will build. Covers backlog hygiene, grooming practices, and knowing when to kill items. Use when the backlog has hundreds of stale items, sprint planning takes forever, or the team doesn't trust the backlog.

194 days ago

user-research-integration

Dragoon0xDragoon0x

Turn user research into product decisions, not just reports. Covers when to research, what methods to use, and how to act on findings. Use when product direction feels disconnected from users, research exists but isn't informing decisions, or you're building on assumptions.

194 days ago

prd-writing

Dragoon0xDragoon0x

Write product requirement documents that engineers want to read and can actually build from. Covers structure, scope discipline, and the balance between clarity and over-specification. Use when writing PRDs, reviewing spec quality, or when engineering keeps asking clarifying questions.

194 days ago

communicating-decisions

Dragoon0xDragoon0x

Communicate product decisions so teams understand not just what was decided but why. Covers framing, transparency about trade-offs, and handling disagreement gracefully. Use when decisions aren't sticking, teams are relitigating past calls, or when stakeholders feel left out.

194 days ago

cta-patterns

Dragoon0xDragoon0x

Design calls-to-action that people actually click. Covers button copy, placement logic, urgency without manipulation, and progressive commitment. Use when reviewing pages for conversion potential or when CTA copy feels generic.

194 days ago

persona-mapping

Dragoon0xDragoon0x

Build user models that actually inform decisions. Maps motivations, friction points, and decision triggers beyond demographic templates. Use when building for multiple user types or when the agent needs to reason about different users.

194 days ago

field-notes

Dragoon0xDragoon0x

Structured taste breakdowns of real products. The format for making taste observations legible and shareable. Use when analyzing products, writing case studies, documenting design observations, or teaching through example.

194 days ago

feedback-synthesis

Dragoon0xDragoon0x

Turn raw customer feedback from multiple sources into clear product insights and priorities. Covers feedback collection, pattern recognition, and separating signal from noise. Use when feedback feels overwhelming, contradictory, or when the team can't agree on what users actually want.

194 days ago

feature-adoption-diagnosis

Dragoon0xDragoon0x

Diagnose why a feature isn't getting adopted. Most features fail not because they're bad ideas but because of discoverability, onboarding, or positioning problems. Use when a shipped feature has low usage, a popular feature is declining, or deciding whether to kill, improve, or reposition something.

194 days ago

managing-up

Dragoon0xDragoon0x

Build a productive relationship with leadership by communicating effectively, managing expectations, and knowing when to push back. Use when navigating executive relationships, seeking alignment on direction, or when leadership requests conflict with team capacity.

194 days ago

teaching-taste

Dragoon0xDragoon0x

Help other designers develop judgment without imposing your style. Use when mentoring designers, running design education, or building team-wide quality standards.

194 days ago

market-validation

Dragoon0xDragoon0x

Test assumptions before committing resources. Generates lean validation plans, fake door tests, and interview scripts. Use before building anything expensive or when there's no evidence anyone wants what's being built.

194 days ago

flow-patterns

Dragoon0xDragoon0x

Task sequences, progressive disclosure, and the pacing of an experience over time. Use when designing multi-step flows, evaluating onboarding, or diagnosing why users get lost.

194 days ago

referral-mechanics

Dragoon0xDragoon0x

Build sharing into the product without it feeling forced. Viral loops, invite flows, referral incentives, and the moments where asking users to share feels natural. Use when building invite systems or when organic growth needs structure.

194 days ago

prioritization-frameworks

Dragoon0xDragoon0x

Score and rank product initiatives using RICE, ICE, and value-effort frameworks. Makes prioritization transparent and defensible while acknowledging that math doesn't remove all judgment. Use when the backlog is growing, stakeholders disagree on priorities, or you need to justify decisions to leadership.

194 days ago

willingness-to-pay

Dragoon0xDragoon0x

Determine what customers will actually pay using structured pricing research frameworks. Covers Van Westendorp, Gabor-Granger, competitive anchoring, and practical approaches for teams without formal research budgets. Use when setting initial pricing, considering a price increase, or entering a new segment.

194 days ago

audience-translation

Dragoon0xDragoon0x

Explain the same design observation to a designer, a developer, and a non-technical stakeholder. Same insight, three languages. Use when working cross-functionally or presenting design decisions to mixed audiences.

194 days ago

outcome-thinking

Dragoon0xDragoon0x

Focus product work on outcomes rather than output. Covers defining success, connecting features to results, and knowing the difference between shipping and impact. Use when the team ships lots of features but metrics don't move, when success is defined by delivery dates, or when nobody can say what a feature accomplished.

194 days ago

working-with-engineering

Dragoon0xDragoon0x

Partner with engineering as a collaborator, not a ticket-writer. Covers communication norms, technical empathy, scope negotiation, and building mutual trust. Use when PM-engineering relationships feel transactional, technical decisions are made without product input, or scope conversations become adversarial.

194 days ago

critique-vocabulary

Dragoon0xDragoon0x

Precise language for design feedback. Ban vague words. Name what you actually see. Use when giving design feedback, running critiques, or training teams to communicate about quality.

194 days ago

spatial-rhythm

Dragoon0xDragoon0x

Density, whitespace, rhythm, and how space communicates relationships between elements. Use when building layouts, evaluating spacing consistency, or diagnosing why a design feels cramped or empty.

194 days ago

north-star-setting

Dragoon0xDragoon0x

Define a north star metric and product vision that aligns the team and guides daily decisions. Covers metric selection, vision articulation, and connecting daily work to long-term direction. Use when the team lacks clear direction, metrics feel arbitrary, or people can't explain what success looks like.

194 days ago

design-rationale

Dragoon0xDragoon0x

Defend a design decision to skeptical stakeholders with structure and evidence. Use when presenting design work, writing design documentation, or pushing back on requests to change something.

194 days ago

stakeholder-updates

Dragoon0xDragoon0x

Write status updates that executives actually read and act on. Covers structure, signal-to-noise ratio, and knowing what to escalate versus what to summarize. Use when writing weekly updates, project status reports, or board-level summaries.

194 days ago

freemium-vs-paid-gate

Dragoon0xDragoon0x

Decide whether a product should offer a free tier, free trial, or go straight to paid. Structured decision framework based on economics, distribution model, and competitive landscape. Use when launching a new product or reconsidering your pricing model.

194 days ago

design-ranking

Dragoon0xDragoon0x

Rank multiple design solutions and explain why. Separate personal preference from quality judgment. Use when comparing design options, evaluating competing approaches, or making design decisions with clear reasoning.

194 days ago

daily-routines

Dragoon0xDragoon0x

15-minute daily taste exercises. Monday through Friday. Compound effect over time. Use when building personal practice habits, training a team's design eye, or adding structure to professional development.

194 days ago

color-systems

Dragoon0xDragoon0x

Palette roles, restraint, semantic consistency, and when fewer colors means better design. Use when building color palettes, evaluating color usage, or diagnosing color-related design problems.

194 days ago