improve-app
Guided journey from a shipped app that works but feels rough to a product that fits the job, flows without friction, reads clearly, and persuades honestly. Orchestrates nine skills phase by phase - jobs-to-be-done, ux-heuristics, design-everyday-things, refactoring-ui, microinteractions, made-to-stick, influence-psychology, high-perf-browser, steve-jobs-design-review - asking the user questions at every decision point and recording results in the project docs/ folder (CUSTOMER.md, DESIGN.md, POSITIONING.md, IMPROVE-APP-PLAN.md) so the journey resumes across sessions. Use when the user wants to fix a clunky product, cut UX friction, sharpen in-app copy, or says ''the app works but feels rough''. Not for code, tests, or hardening - use improve-code-quality (fresh prototype) or remove-technical-debt (aged); no app yet, create-app; needs growth loops, grow-app; marketing-site friction, improve-website; one leaking flow, conversion-optimization. For one framework in isolation, invoke that skill directly.
git clone --depth 1 https://github.com/wondelai/skills /tmp/improve-app && cp -r /tmp/improve-app/plugins/metaskills/skills/improve-app ~/.claude/skills/improve-appSKILL.md
# Improve an App
The app already ships and works — users, screens, a real flow — but the experience feels rough where it
should feel effortless. Across nine phases this journey fixes what users feel, in evidence order: re-anchor
on the job, remove friction, polish the look and the moments, sharpen the words, persuade honestly, and end
with a review brutal enough to cut. It is interactive (the agent asks before deciding) and resumable (state
lives in `docs/`). Code-level causes route out to the code journeys — this pass fixes the product experience.
## Core Principle
**Fix what users feel, in evidence order: re-anchor on the job the app is hired for, remove friction before
polish, sharpen the words, persuade honestly, and end with a review brutal enough to cut.** A prettier
screen on a confusing flow loses users at the same rate — the order of the phases is the whole game.
This skill sequences the phases, asks the decision questions, and records what you decide. The nine
constituent skills carry the method — invoke them rather than improvising their frameworks.
## Journey Map
| Phase | Skill | Question it answers | Artifact |
|---|---|---|---|
| 1 | jobs-to-be-done | What job is the app hired for, and where does it underdeliver? | Extends docs/CUSTOMER.md — GATE |
| 2 | ux-heuristics | Where does the interface make users stop and think? | Extends docs/DESIGN.md, docs/EXPERIMENTS.md |
| 3 | design-everyday-things | Where do users act wrong because the design misled them? | Extends docs/DESIGN.md, docs/EXPERIMENTS.md |
| 4 | refactoring-ui | Does the app look as clear as it works? | Extends docs/DESIGN.md, docs/EXPERIMENTS.md |
| 5 | microinteractions | Does every action feel alive, or dead? | Extends docs/DESIGN.md, docs/EXPERIMENTS.md |
| 6 | made-to-stick | Do the in-app words land, or read as jargon? | Extends docs/POSITIONING.md, docs/EXPERIMENTS.md |
| 7 | influence-psychology | Do the paywall and upgrade moments persuade honestly? | Extends docs/POSITIONING.md, docs/EXPERIMENTS.md |
| 8 | high-perf-browser | Does the app feel fast where users touch it? | Extends docs/DESIGN.md, docs/EXPERIMENTS.md |
| 9 | steve-jobs-design-review | Is the whole experience insanely great, or just better? | Extends docs/PRODUCT.md, docs/DESIGN.md, docs/EXPERIMENTS.md |
## Operating Rules
1. **Resume first.** Before anything else, read `docs/IMPROVE-APP-PLAN.md` and every artifact in the Journey Map. If the tracker exists, summarize the journey state in 3-5 lines and ask which phase to enter. Done when the user has confirmed an entry point. A journey with a tracker is resumed, never restarted.
2. **Intake on first run only.** No tracker: run the Intake below, then create `docs/IMPROVE-APP-PLAN.md` with every phase statused `pending | in-progress | awaiting-evidence | done | deferred: reason | skipped: reason`. Done when the tracker exists and the user has confirmed the phase plan.
3. **Phase entry.** Announce: what the phase does, the decision it forces, the artifact it produces, rough effort. Offer proceed / skip / defer — phases marked GATE may be deferred, never skipped. Mark the phase `in-progress` on proceed. Done when the user chose.
4. **Skill invocation and fallback.** Load the phase's skill and use it: each phase's Invoke line names the skill by slug — use that skill to run the phase. If it is not available, offer: `npx skills add wondelai/skills/<slug> --global`. If the user declines, run the phase from its Brief — the minimum viable method. State which mode you are in.
5. **In-phase decisions.** Ask every question under "Decide with the user" — with concrete options and your recommendation. Record the choice in the tracker's Key Decisions. A decision made silently is a defect.
6. **Phase exit.** Present the draft artifact content for sign-off before writing. On approval: write or extend the docs/ files, update the tracker (status, Key Decisions, Next Actions). Done when the files are written and the phase row shows `done`.
7. **Artifact discipline.** Read before writing; create a file only if missing, otherwise extend — add or update your sections, preserve everyone else's. Files are UPPERCASE in `docs/`. Every recommendation lands as a checkbox or a table row with owner and priority. See [references/artifact-templates.md](references/artifact-templates.md) when creating a docs/ file for the first time — create it from the full skeleton (all section headings), then fill the sections your phase names.
8. **Evidence before redesign; persuasion stays honest.** No UI or copy change ships without an audit or evidence row from Phases 1-3 behind it — a change with no finding behind it goes back to the audits. Every shipped change lands in docs/EXPERIMENTS.md with a pre-committed metric. Every in-app scarcity cue, social-proof claim, and upgrade promise must be true — replace any tactic that needs invented evidence with one that uses evidence you have.
## Intake
Ask these before creating the tracker:
1. **What is the app, and what job did users hire it to do — in their words?** (Anchors Phase 1; gates every later phase.)
2. **Where does it feel roughest** — confusing screens, dead interactions, amateur UI, weak copy, pushy upgrade prompts, or sluggishness? (Sets the entry phase and front-loads a fix phase.)
3. **What evidence do you have** — recordings, support tickets, reviews, funnel drop-off, usage analytics? ("None" routes to the optional continuous-discovery phase.)
4. **What platform(s) does the app run on** — web, native iOS, both? (Gates Phase 8 and optional ios-hig-design; no browser surface with smooth native perf skips Phase 8.)
5. **Which in-app surfaces sell or upsell** — paywall, upgrade prompt, trial nudge, badges — and are the scarcity and social-proof claims true today? (Scopes Phase 7 and the honesty guardrail.)
6. **Which flow leaks the most users or draws the most tickets?** (Targets Phases 2-3, 5, and 8.)
7. **Do you already have positioning, design, or customer docs**Build lean, opinionated products using the 37signals philosophy from "Getting Real", "Rework", and "Shape Up". Use when the user mentions "Getting Real", "Rework", "Shape Up", "37signals", "Basecamp method", "six-week cycles", "fixed time variable scope", "appetite vs estimates", "betting table", "breadboarding", "fat marker sketch", "build less", "underdo the competition", "opinionated software", "we have too many meetings", "how do we ship faster", or "stop overbuilding". Also trigger when cutting scope to ship sooner, running a small team, or avoiding long-term roadmaps. Covers shaping, betting, building, and the art of saying no. For MVP validation, see lean-startup. For design sprints, see design-sprint.
Create uncontested market space using value innovation instead of competing head-to-head. Use when the user mentions "blue ocean", "red ocean", "strategy canvas", "ERRC framework", "value innovation", "non-customers", "buyer utility map", "the market is too crowded", "how do we stand out", or "escape the price war". Also trigger when exploring a new market category, or finding underserved or non-customers. Covers the Four Actions Framework, Six Paths, buyer utility map, and value-cost trade-offs. For real strategy formulation and bad-strategy detection, see good-strategy-bad-strategy. For tech adoption strategy, see crossing-the-chasm. For product positioning, see obviously-awesome.
Structure software around the Dependency Rule: source code dependencies point inward from frameworks to use cases to entities. Use when the user mentions "architecture layers", "dependency rule", "ports and adapters (hexagonal)", "onion architecture", "screaming architecture", "where should business logic go", "decouple from the database", "swap the framework without a rewrite", or "keep business rules independent". Also trigger when deciding which layer code belongs in, isolating core logic from infrastructure, defining module boundaries, or debating whether the framework should call your code or the reverse. Covers component principles, boundaries, and SOLID. For code-level quality, see clean-code. For domain modeling, see domain-driven-design.
Write readable, maintainable code through disciplined naming, small functions, and clean error handling. Use when the user mentions "clean up this code", "this function is too long", "code smells", "naming conventions", "boy scout rule", "single responsibility", or "unit test quality". Also trigger when reviewing a pull request for readability, untangling a messy function, debating comment styles, or improving error-handling patterns. Covers SRP, comment discipline, formatting, and unit testing. For refactoring techniques, see refactoring-patterns. For architecture and dependency rules, see clean-architecture.
Engineer word-of-mouth and virality using the STEPPS framework (Social Currency, Triggers, Emotion, Public, Practical Value, Stories). Use when the user mentions "go viral", "word of mouth", "shareable content", "social currency", "why people share", "referral program", "nobody is sharing it", or "make this spread". Also trigger when designing shareable features, crafting social campaigns, or building products that spread through peer recommendation. Covers environmental triggers and high-arousal emotional content. For sticky messaging, see made-to-stick. For persuasion tactics, see influence-psychology.
Build a weekly cadence of customer touchpoints using Opportunity Solution Trees, assumption mapping, and interview snapshots. Use when the user mentions "continuous discovery", "opportunity solution tree", "weekly interviews", "assumption testing", "discovery habits", "product trio", "outcome-based roadmap", "how do I talk to customers regularly", "we keep building things nobody uses", or "connect research to the roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or tying discovery insights to delivery work. Covers experience mapping, co-creation, and prioritizing opportunities. For interview technique, see mom-test. For team structure, see inspired-product.
Audit websites and landing pages for conversion issues and design evidence-based A/B tests. Use when the user mentions "landing page isnt converting", "conversion rate", "A/B test", "why visitors leave", "objection handling", "bounce rate", "conversion funnel", "increase signups", or "people add to cart but dont buy". Also trigger when diagnosing why signups are low, designing experiment hypotheses, or auditing checkout flows for friction points. Covers funnel mapping, persuasion assets, and objection/counter-objection frameworks. For overall marketing strategy, see one-page-marketing. For usability issues, see ux-heuristics.
Navigate the technology adoption lifecycle from early adopters to mainstream market. Use when the user mentions "crossing the chasm", "beachhead segment", "whole product", "early adopters vs mainstream", "tech go-to-market", "bowling pin strategy", "technology adoption lifecycle", "pragmatist buyers", "growth stalled after early adopters", or "our go-to-market plan". Also trigger when planning go-to-market for a technical product. Covers the D-Day analogy, bowling-pin strategy, the tornado, and positioning against incumbents. For product positioning, see obviously-awesome. For new market creation, see blue-ocean-strategy.