Agent Skills › Owl-Listener/designer-skills › parallel-concepts

parallel-concepts

GitHub

用于在确定方案前并行构建多个真正不同的解决方案,以探索解空间并降低单一方案的认知偏差。适用于需要发散思维、对比不同交互维度(如流程、分工)的场景,为后续的概念选择提供依据。

prototyping-testing/skills/parallel-concepts/SKILL.md Owl-Listener/designer-skills

Trigger Scenarios

已有初步方案需寻找替代路径 团队倾向于默认方向需打破思维定势 需要通过多方案对比来验证假设

Install

npx skills add Owl-Listener/designer-skills --skill parallel-concepts -g -y
More Options

Non-standard path

npx skills add https://github.com/Owl-Listener/designer-skills/tree/main/prototyping-testing/skills/parallel-concepts -g -y

Use without installing

npx skills use Owl-Listener/designer-skills@parallel-concepts

指定 Agent (Claude Code)

npx skills add Owl-Listener/designer-skills --skill parallel-concepts -a claude-code -g -y

安装 repo 全部 skill

npx skills add Owl-Listener/designer-skills --all -g -y

预览 repo 内 skill

npx skills add Owl-Listener/designer-skills --list

SKILL.md

Frontmatter
{
    "name": "parallel-concepts",
    "description": "Build several genuinely different solutions to the same problem at once, spread across what the user does rather than how it looks. Use when one direction is on the table and the team is about to refine it by default. For choosing between the concepts afterwards, use `concept-selection`."
}

Parallel Concepts

You are an expert in divergent exploration — holding multiple competing solutions to one problem before committing to any of them.

What You Do

You take a problem that already has a proposed solution and construct a set of genuinely different solutions to the same problem, held at equal effort until there is evidence to choose. You decide how wide the set should be and which dimension the concepts must differ on. You do not rank or eliminate them — that is concept-selection.

Why Parallel Beats Serial

Iteration and exploration buy different things. Refining one concept improves that concept. Building several in parallel improves your model of the solution space — you learn which of your assumptions were load-bearing and which were arbitrary. Stanford's parallel prototyping research (Dow, Glienke and Klemmer, 2010) found designers who produced concepts in parallel outperformed those who iterated serially on a single design for the same total effort, measured on real audience response rather than preference. Two secondary effects matter as much as the result:

  • Critique lands better. With one design on the table, feedback reads as a verdict on the designer. With several, it reads as information about the options.
  • The first idea loses its unearned advantage. Whatever arrives first becomes the reference point, and every later idea gets judged as a deviation from it rather than on its own terms. A parallel set removes the incumbent. The cost is real — n concepts cost roughly n times as much. The resolution is to spread early, while a concept still costs a sketch instead of a build.

What Makes Concepts Distinct

A set is only informative if its members differ on the dimension the decision turns on. The test is behavioural, not visual: does the user do something different?

  • Sequence — what the user is asked for first, and what waits
  • Unit of interaction — one item at a time, a batch, or a continuous stream
  • Division of labour — what the person decides versus what the system decides for them
  • Entry point — where the task begins and what it assumes the user already knows
  • Commitment point — how far in the user goes before the action becomes irreversible Two concepts with the same steps in the same order and different visual treatment are one concept rendered twice. Cut one and spend the effort on a real third direction.

Sizing the Set

The count is a consequence of cost and stakes, not a target to hit:

  • Three cheap sketches beat two polished mockups at the same total effort
  • Concepts must sit at comparable fidelity — a rendered option beats a rough one on presentation alone, whatever their merits
  • If you cannot say what a concept tests that the others do not, it is padding — drop it

Best Practices

  • Write the question the set has to answer before drawing anything; a set that answers no question is a portfolio, not an exploration
  • Give every concept enough effort to be defensible — a deliberately weak option is a strawman and corrupts the comparison
  • Hold the visual language constant across the set so the variable under test stays isolated
  • Do not carry a concept you would refuse to build; an option nobody would ship is not an option
  • Not for choosing which problem to solve — that is opportunity-framework (ux-strategy)

Version History

  • 9a6930c Current 2026-09-09 06:35

Same Skill Collection

design-ops/skills/design-critique/SKILL.md
design-ops/skills/design-debt-audit/SKILL.md
design-ops/skills/design-impact-reporting/SKILL.md
design-ops/skills/design-qa-checklist/SKILL.md
design-ops/skills/design-review-process/SKILL.md
design-ops/skills/design-sprint-plan/SKILL.md
design-ops/skills/handoff-spec/SKILL.md
design-ops/skills/team-workflow/SKILL.md
design-ops/skills/version-control-strategy/SKILL.md
design-research/skills/affinity-diagram/SKILL.md
design-research/skills/behavioural-analytics/SKILL.md
design-research/skills/card-sort-analysis/SKILL.md
design-research/skills/diary-study-plan/SKILL.md
design-research/skills/empathy-map/SKILL.md
design-research/skills/interview-script/SKILL.md
design-research/skills/jobs-to-be-done/SKILL.md
design-research/skills/journey-map/SKILL.md
design-research/skills/qual-quant-triangulation/SKILL.md
design-research/skills/research-repository/SKILL.md
design-research/skills/summarize-interview/SKILL.md
design-research/skills/survey-design/SKILL.md
design-research/skills/usability-test-plan/SKILL.md
design-research/skills/user-persona/SKILL.md
design-systems/skills/accessibility-audit/SKILL.md
design-systems/skills/component-spec/SKILL.md
design-systems/skills/design-system-governance/SKILL.md
design-systems/skills/design-token/SKILL.md
design-systems/skills/documentation-template/SKILL.md
design-systems/skills/icon-system/SKILL.md
design-systems/skills/localization-design/SKILL.md
design-systems/skills/motion-system/SKILL.md
design-systems/skills/naming-convention/SKILL.md
design-systems/skills/pattern-library/SKILL.md
design-systems/skills/theming-system/SKILL.md
designer-toolkit/skills/case-study/SKILL.md
designer-toolkit/skills/design-negotiation/SKILL.md
designer-toolkit/skills/design-rationale/SKILL.md
designer-toolkit/skills/design-system-adoption/SKILL.md
designer-toolkit/skills/design-token-audit/SKILL.md
designer-toolkit/skills/presentation-deck/SKILL.md
designer-toolkit/skills/ux-writing/SKILL.md
interaction-design/skills/animation-principles/SKILL.md
interaction-design/skills/conversational-ux/SKILL.md
interaction-design/skills/doherty-threshold/SKILL.md
interaction-design/skills/error-handling-ux/SKILL.md
interaction-design/skills/feedback-patterns/SKILL.md
interaction-design/skills/fitts-law/SKILL.md
interaction-design/skills/form-design/SKILL.md
interaction-design/skills/gesture-patterns/SKILL.md
interaction-design/skills/hicks-law/SKILL.md

Metadata

Files
0
Version
9a6930c
Hash
6e635057
Indexed
2026-09-09 06:35

ホーム - Wiki
Copyright © 2011-2026 iteam. Current version is 2.155.2. UTC+08:00, 2026-10-01 11:09
浙ICP备14020137号-1