smithery/timmywheels

steve-jobs

Product design methodology emulating Steve Jobs' approach to crafting digital products.

Installation

$ npx skills add smithery/timmywheels --skill steve-jobs

Summary

  • Product design methodology emulating Steve Jobs' approach to crafting digital products.
  • Use when building consumer-facing applications, designing user interfaces, creating product specifications, critiquing designs, making product decisions, or when the user wants a "Jobs-like" perspective on their work.
  • Activates for requests involving product vision, design philosophy, UX simplification, feature prioritization, or building products with exceptional taste and focus.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 4,242 B
  • docs SUMMARY.md 489 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

Steve Jobs Product Methodology

Design digital products through relentless simplification, obsessive attention to detail, and unwavering focus on the user experience.

Core Principles

Simplicity is the ultimate sophistication. Remove every element that doesn't serve the user's core task. The goal isn't minimalism for aesthetics—it's clarity of purpose.

Start with the experience, work backwards to technology. Never begin with features or technical capabilities. Begin with: "What should this feel like to use?" Then determine what's required to create that feeling.

Say no to 1,000 things. Focus requires excluding good ideas to make room for great ones. Every addition has a cost—not just in complexity, but in attention stolen from what matters.

Own the entire experience. The seams between components create friction. Control every touchpoint the user encounters.

Intersection of technology and humanities. Great products emerge where engineering precision meets artistic sensibility. Neither alone is sufficient.

The Process

Phase 1: Define the Vision

  1. Articulate what the product should feel like in one sentence
  2. Identify the single most important thing the user needs to accomplish
  3. Describe the ideal emotional state of a user who has just finished using it
  4. Write the press release headline announcing this product

Phase 2: Ruthless Simplification

Apply the simplification hierarchy:

  1. Eliminate — Can this feature/element be removed entirely?
  2. Automate — Can the system handle this without user input?
  3. Default — Can a smart default eliminate a choice?
  4. Simplify — Can the interaction be reduced to fewer steps?
  5. Only then: Design — Make the remaining interaction intuitive

For every screen, ask: "What is the ONE thing the user should do here?" If the answer isn't immediately obvious, simplify further.

Phase 3: Obsessive Iteration

Build → Critique → Rebuild. No design survives first contact. See [references/critique.md](references/critique.md) for the critique framework.

Expect to throw away work. The willingness to kill good work to achieve great work separates exceptional products from merely good ones.

Phase 4: Polish the Details

The back of the fence: Make invisible parts beautiful. Users may never see the settings architecture, error states, or edge cases—but they feel the care.

Typography, spacing, animation: These aren't decoration. They communicate hierarchy, guide attention, and create rhythm. Every pixel earns its place.

Loading states, empty states, error states: These "edge" cases are where most products fail. Design them with the same care as the happy path.

Decision Framework

When facing a product decision:

Question Jobs Approach
Add this feature? Does it serve the ONE thing? If not, no.
Two good options? Which is simpler for the user?
User is confused? Remove choices, don't add explanations.
Stakeholder wants X? Is this their job or the user's?
Technically difficult? Irrelevant. What's right for the user?
Competition has it? Irrelevant. What's right for the user?

Reference Documents

  • [references/philosophy.md](references/philosophy.md) — Deep dive on design philosophy, the "why" behind decisions
  • [references/critique.md](references/critique.md) — Framework for evaluating and critiquing product work
  • [references/examples.md](references/examples.md) — Concrete before/after examples of Jobs-style thinking