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Product Psychology Craft

skill-jmadriano2-claude-skills-product-psychology-craft · by jmadriano2

Use when reviewing or designing user-facing moments — first-screen impressions, onboarding timing, rating/upgrade prompt placement, emotional-design decisions, or diagnosing "why does our app feel dead/cold/flat." Triggers "fix this first impression", "where should the rating prompt go", "app feels dead", "what should the user feel here", "review this onboarding", "50ms trust", "peak-end", "emoti…

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$ agentstack add skill-jmadriano2-claude-skills-product-psychology-craft

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Product Psychology Craft

When to use

Open this skill when the question is what should the user feel and remember rather than how should this look or behave. A first-screen impression test. A flow where you need to place an ask. An app that is functionally complete but feels dead. A moment you want to amplify.

Users form a trust decision in 50ms based on visual signal, and they remember experiences by their peak moment and their ending — not the average. Craft psychology is the discipline of designing around these facts — treating emotional moments as strategic, not decorative.

Do not use this skill for visual fundamentals — that is frontend-visual-foundations. Do not use it for interaction patterns or state design — that is frontend-interaction-craft. Do not use it for long-term retention architecture like streaks, leaderboards, or loss-aversion systems — that is product-psychology-retention.

The five principles

Every craft-psychology problem decomposes into these five. Diagnose by naming which one is in play.

1. Three-layer diagnostic

Every craft problem lives in one of three layers. Naming the layer determines what to fix and in what order.

| Layer | What it is | When it's the issue | |---|---|---| | 1. Experience foundation | Core UX works — the user gets the job done quickly and cleanly | Users complete tasks but with effort or confusion | | 2. Interface boosting | The 50ms trust judgment — visual fundamentals signal competence | Users bounce before using it; "looks cheap" | | 3. Emotional design integration | The aliveness layer — feedback, celebration, personality in the right moments | Users complete tasks but feel nothing; "works but feels dead" |

Fix layers bottom-up. A beautifully animated layer-3 fix will not save a layer-1 problem — if a user cannot place an order in under a minute, no confetti will save you. Once the foundation is good, interface boosting earns its trust; once that is trusted, emotional design earns its loyalty.

A common symptom-misread: "users say the app feels clunky and dead." These are two layers, not one. "Clunky" is layer 1 (friction on core tasks). "Dead" is layer 3 (no emotional feedback). The fix order matters — clunky kills usage, dead kills loyalty, and layer-3 work is wasted on a broken foundation.

Deep dive: see references/three-layer-diagnostic.md for full layer definitions, example diagnoses, and what to do when a symptom spans layers.

2. First-impression psychology

Users form a trust decision about your product in 50ms — almost entirely from visual signal — and refine it within the first few seconds. This is not a design-polish fact; it is a psychological fact about how humans judge strangers.

The practical consequence: the first screen any user sees carries disproportionate psychological weight. Post-install welcome, landing page hero, app-store screenshots, first onboarding screen. These are not ordinary review targets. A mediocre dashboard buried three screens into the app is forgivable. A mediocre first screen is a 20–30% churn drop at the top of the funnel.

When reviewing a first-screen, reshape priorities around trust, not generic design hygiene:

  • Does it answer "what is this, and is it for me?" within a few seconds?
  • Does the hero copy communicate an outcome, not a mechanic? (Users do not buy "envelope budgeting" — they buy "know where every peso goes.")
  • Is the imagery professional and meaningful, or cheap and random? Cheap imagery kills trust faster than layout problems.
  • Is the primary action literal and obvious? "Get started" is ambiguous. "Set up my first envelope" is not.

A first-screen review is not the same job as a regular-screen review. Budget the 50ms psychology into every choice.

3. Peak-end memory

Kahneman's peak-end rule: people judge an experience by the peak moment and the ending, not the average. Two practical consequences:

  • Where peaks happen, design matters most. If an allocation flow has a moment where the bars visibly fill and lock in, that is the peak — the dopamine of "I did the thing." Amplify it. If there is no peak, the flow is memorable as a flatline even when it works.
  • Where you place asks matters more than what you ask. Upgrade prompts, rating prompts, share prompts, referral invites — all of them convert based on when they fire. The best moment is the afterglow immediately following a peak, when the user feels competent. The worst moments are during frustration or mid-task.

Win mapping is the practical exercise: walk every core flow, mark where peaks live, and place interventions (animation, copy, ask-placement) around those peaks. Distributing interventions evenly across a flow is the mistake.

4. Strategic emotional design

Most functional apps have no emotional layer. That is the moat your competitors will exploit. But the fix is not to add emotion everywhere — it is to pinpoint one or two strategic moments and make those moments great.

The discipline:

  • Tie each emotional moment to a business outcome. Retention (give users a reason to come back), referral (make them want to share), upgrade (amplify success right before an ask), trust (front-load confidence for a skeptical audience).
  • Pick the moment that is used daily. An AI note-taking app picked its transcription waveform — the one interaction users see every day — and designed that to feel alive. A low-traffic settings screen is not where emotional work pays off.
  • Do not spread thinly. A plan that adds emotion to empty states, milestones, a mascot, and haptics all at once is a plan to ship nothing well. One great emotional moment beats four mediocre ones.

The instinct to add "delight" across the product is a misread of what emotional design does. It is not decoration — it is a high-leverage placement at the moment that matters most.

Deep dive: see references/emotional-moments-playbook.md for peak-finding, moment selection, and outcome-tied design.

5. Feelings-first intent

Before designing any user-facing moment, name the feeling the user should have when they leave it. Not the action — the feeling.

  • "After opening the app, the user should feel clarity — they know instantly what to do with their money today."
  • "After logging income, the user should feel competent — they just put their money to work."
  • "After hitting a savings milestone, the user should feel proud — like they earned this."

This is the planning principle that makes strategic emotional design possible. Without a named feeling, "emotional design" becomes random decoration — an animation here, a message there, no coherence. With a named feeling, every craft decision can be checked against it: does this reinforce clarity, competence, pride — or compete with it?

The test: can you state in one sentence the feeling you want for the moment you are designing? If not, the moment is not yet designed — it is only described.

Quick checklist

Run this on any user-facing moment or flow in under a minute:

  1. Layer — which of the three layers (experience / interface / emotional) is the task in? Is there a lower layer that should be fixed first?
  2. First impression — is this screen load-bearing for trust? If yes, does it earn the 50ms judgment?
  3. Peak-end — where is the peak in this flow? Where is the ending? Are interventions placed there?
  4. Strategic emotion — if emotion is the fix, which one or two moments are chosen, and what business outcome does each tie to?
  5. Feeling — can I state in one sentence the feeling the user should have after this moment?

Final question, after the five: what does the user feel when they close the app? If you cannot answer, the craft is not yet done.

If any answer is "no" or "I'm not sure," that is the issue to fix.

Before / after patterns

Layer misdiagnosis

  • Before: A founder gets feedback that the app "feels clunky and dead" and reaches for a design refresh — new palette, animations, a mascot. Weeks of work, no meaningful change.
  • After: Two layers, two fixes. "Clunky" is layer 1 — shorten core flows, reduce taps, remove friction from the most-used path. "Dead" is layer 3 — pick one daily moment and make it feel alive. Layer 1 sequences first; layer-3 work would be wasted on a broken foundation.

First-screen flatline

  • Before: Welcome screen — logo, a headline naming the feature category, off-white background, a "Get started" CTA, no imagery. Treated as a standard onboarding screen to iterate later.
  • After: Hero copy leads with outcome, not mechanics. One meaningful piece of warmth — a culturally-rooted illustration, not stock art. A literal, specific CTA. A single trust signal. Review priorities reshape around the 50ms judgment — trust, clarity, outcome — before any other criterion.

Distributed emotion

  • Before: A "fix the dead feeling" plan covering empty states, milestone confetti, a mascot, haptics across the app, sound, and rewritten loading animations. Six weeks, four surfaces, nothing great.
  • After: One moment, one outcome. An AI transcription app picked its waveform — the interaction users see every day — and designed that one moment to feel alive. That single moment differentiated the product. Everything else stayed precise and neutral.

When to read the references

  • references/three-layer-diagnostic.md — when you cannot tell which layer a symptom belongs in, or when a symptom seems to span layers. Includes example diagnoses for common user-feedback patterns.
  • references/emotional-moments-playbook.md — when deciding which moment to amplify, how to find the peak in an existing flow, and how to tie an emotional moment to a specific business outcome.

If the checklist above answers the question, you do not need the references.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.