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Agent Skill · 研究检索

game-design-zeigarnik-effect-audit(游戏设计蔡加尼克效应审核)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design-zeigarnik-effect-audit 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为只读;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 38,175。

总安装 1,599周安装 68GitHub Stars 公开资料未说明下载 560核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-zeigarnik-effect-audit(游戏设计蔡加尼克效应审核)
来源仓库:https://github.com/stanestane/game-design-zeigarnik-effect-audit
安装命令:
openclaw skills install game-design-zeigarnik-effect-audit
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-zeigarnik-effect-audit

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

利用蔡加尼克效应优化任务链与中断恢复设计。适用于任务系统、谜题链或进度保存的体验分析。评估未完成事项的记忆强化效果。输出为心理学应用建议,需结合具体流程实现。game-design-zeigarnik-effect-audit 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-zeigarnik-effect-audit;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

game-design-zeigarnik-effect-audit 怎么安装?

在终端执行 openclaw skills install game-design-zeigarnik-effect-audit。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-zeigarnik-effect-audit 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-zeigarnik-effect-audit 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

game-design-zeigarnik-effect-audit 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-zeigarnik-effect-audit 用的人多吗?

公开数据是累计安装 1,599 次,近一周安装 68 次,下载 560 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-zeigarnik-effect-audit 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-design-zeigarnik-effect-audit

游戏设计蔡加尼克效应审核 · 本页

1,599—只读MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
game-design-zeigarnik-effect-audit
description
Audit a game, feature, task system, quest flow, event track, puzzle chain, progression layer, or return loop through the lens of the Zeigarnik effect: the tension created by incomplete, interrupted, or unresolved tasks. Use when evaluating whether a design creates healthy return motivation through open loops, whether it leaves players with productive unfinished business, or whether it turns incompletion into anxiety, clutter, guilt, or manipulative pressure.

Game Design Zeigarnik Effect Audit

Audit a design by asking how it uses unfinished business and whether that unfinishedness creates useful tension or just psychic clutter.

Use this skill when a feature depends on incomplete tasks, suspended goals, unresolved quests, unfinished collections, interrupted runs, dangling mysteries, near-complete progress bars, or other forms of cognitive open-loop tension. The goal is to evaluate whether the design creates healthy return pull, curiosity, and momentum, or whether it produces guilt, overwhelm, clutter, and coercive pressure.

Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.

Core principle

Unfinished things stick in the mind.

In games, that can be powerful. An incomplete task can create:

  • return motivation
  • curiosity
  • anticipation
  • desire for closure
  • mental continuity between sessions

But open loops become toxic when they create:

  • obligation without excitement
  • clutter without priority
  • anxiety without clarity
  • guilt without meaningful choice
  • manipulative pressure to return

The point is not merely to leave things unfinished. The point is to leave the right things unfinished in the right way.

What to produce

Generate:

  1. Open-loop profile - what unresolved elements the design leaves active in the player's mind
  2. Return-tension diagnosis - whether incompletion creates healthy pull or unhealthy pressure
  3. Clarity and prioritization diagnosis - whether the player knows what is unfinished and why it matters
  4. Clutter and coercion risks - where open loops become noise, guilt, or manipulative burden
  5. Design actions - what to sharpen, resolve, stage, reduce, or frame differently

Process

1. Define the audit target

Clarify:

  • what exact system, flow, or experience slice is being audited
  • what unresolved elements matter most
  • whether the concern is retention, curiosity, task load, or psychological pressure

Write:

  • Audit target
  • Open-loop type
  • Primary concern

2. Identify the unresolved loops

Look for things like:

  • incomplete quests
  • partial event tracks
  • nearly finished collections
  • dangling narrative mysteries
  • interrupted crafting or building goals
  • unresolved social obligations
  • suspended runs or puzzle attempts
  • pending claim states
  • visible near-misses

Ask:

  • what remains unfinished?
  • what keeps that unfinishedness mentally active?
  • is the loop explicit, implied, or ambient?

3. Classify the kind of tension being created

Useful categories include:

  • curiosity tension
  • completion tension
  • competence tension
  • social obligation tension
  • reward anticipation tension
  • scarcity/FOMO tension
  • guilt/maintenance tension

Not all tension is equally healthy.

4. Audit clarity and closure path

Ask:

  • does the player understand what is unresolved?
  • do they know how to resume or resolve it?
  • is the next step obvious enough to act on?
  • is there one clean open loop or a pile of competing ones?
  • does the system preserve meaningful stopping points, or does it always leave the player hanging messily?

5. Diagnose healthy versus unhealthy open loops

Healthy open loops tend to be:

  • legible
  • meaningful
  • self-directed
  • motivating
  • finite enough to imagine closure

Unhealthy open loops tend to be:

  • noisy
  • coercive
  • low-value
  • ambiguous
  • too numerous
  • attached to shame or maintenance burden

Ask:

  • does the player return because they want closure, or because they feel nagged?
  • is the unfinishedness energizing or depleting?
  • is the pressure chosen or imposed?

6. Check interaction with session structure

Ask:

  • does the system give players safe stopping points?
  • does it create a clear "one more thing" pull?
  • does it overload session endings with too many unresolved hooks?
  • does it preserve continuity between sessions without creating dread?

This is especially important for retention design and return loops.

7. Diagnose Zeigarnik failure patterns

Look for:

  • too many simultaneous unfinished tasks
  • near-completion bait with weak actual payoff
  • open loops that matter only because the UI keeps nagging about them
  • unresolved states with poor re-entry clarity
  • social obligations that convert return into guilt
  • cliffhangers without enough meaning to justify the tension
  • retention loops that feel manipulative rather than naturally compelling

8. Check audience sensitivity

Ask whether:

  • completionists are energized while casual players are overwhelmed
  • new players feel buried under unresolved systems
  • lapsed players return to a wall of unfinished business and bounce
  • high-engagement players enjoy layered open loops that would suffocate lighter audiences

9. Convert findings into design changes

For each issue, specify:

  • Open-loop problem
  • Why it creates the wrong kind of tension
  • Suggested change
  • Expected effect on return motivation or psychological load

Examples:

  • reduce simultaneous unfinished objectives -> lowers clutter and increases focus
  • improve resume clarity -> turns vague guilt into actionable momentum
  • sharpen payoff framing -> makes incompletion feel worth resolving
  • add cleaner stopping points -> preserves return tension without making the session feel messy
  • reduce nagging visibility for low-value loops -> lowers manipulative pressure

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Open-Loop Profile

  • ...

Tension Type and Quality

  • ...

Clarity and Resume Path

  • ...

Clutter and Coercion Risks

  • ...

Audience Sensitivity

  • ...

Recommendations

  1. ...
  2. ...
  3. ...

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • What is being left unfinished?
  • Does that create curiosity, momentum, guilt, or clutter?
  • Does the player know how to resume it?
  • Are there too many open loops at once?
  • What one change would make the unfinished tension healthier?

Usage notes

This audit is especially useful for:

  • quest logs
  • event tracks
  • collection systems
  • cliffhanger-driven retention loops
  • city-building and crafting goals
  • return-player re-entry
  • social obligation systems
  • progression dashboards
  • puzzle chains and interrupted runs

Common patterns to watch for:

  • many retention systems misuse open loops and create obligation instead of desire
  • incomplete tasks are powerful only when they are legible and meaningful
  • too many open loops destroy the benefit of any single one
  • a strong unresolved hook can improve return motivation, but a junk drawer of unresolved hooks kills it
  • if the player leaves thinking "I should go back," that may be good; if they leave thinking "ugh, I have chores waiting," that is not

Working principle

Unfinishedness is a tool, not a virtue.

Use this skill to test whether the design leaves players with compelling momentum or just a backpack full of psychological clutter.

平台分布

OpenClaw

79.21%
按下载量换算444

安全审计

VirusTotal

通过

ClawScan

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Static analysis

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权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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