pm-persona-stress-tester — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited pm-persona-stress-tester (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Walks a persona through a design, in character, and reports what breaks.
Most usability failures are obvious in retrospect. Half of them would have been obvious in advance if the team had walked through the design as the actual target user, not as themselves. This skill does that walkthrough. The persona is named, the design is parsed into steps, and the simulation goes through each step asking: what does this user see, what do they expect, what do they do, and where does the design lose them?
Doesn't replace real user research. Filters out the embarrassing failures before you put a real user in front of the design.
Adapted from the practice of using AI as a "Persona Agent" to stress-test flows pre-launch, surfaced by design leaders at enterprise products where the cost of putting a broken flow in front of an enterprise admin is high.
Use this when:
pm-design-critic for a complete review (principles + simulation)Don't use when:
pm-context-loaderLoad you.md, the active project, and stakeholders. If the user has named a persona that matches an entry in pm-state/projects/<name>/stakeholders.md or pm-state/stakeholders.md, use that file as the source of truth for the persona's goals, constraints, and prior context.
What's being stress-tested:
If the artifact is too vague to walk through step by step, surface that and ask for a tighter description before proceeding.
Three ways to source the persona:
For each persona, capture before starting:
Break the design into discrete user-facing moments. A moment is anywhere the user has to decide, act, or absorb information. Typical moments: landing on a screen, seeing a notification, encountering an empty state, hitting a decision point, completing an action, seeing the result.
Cap the walkthrough at 8 to 12 moments. More than that and the simulation loses focus. Less than 3 and the design is probably too small to stress-test.
For each moment, produce four things:
Stay in character. The persona has their vocabulary, their patience level, their tolerance for friction. If they would not read the tooltip, they would not read the tooltip. If they would skim the modal and click Continue, that's what they do.
Across the walkthrough, name the first moment the persona would bounce, get confused, or escalate to support. The first failure mode matters more than later ones because most users do not reach later moments.
The bar: would the persona, in real life, give up here? Or would they push through? If they would push through, name the cost (cognitive load, frustration, lost trust) and continue.
Not every moment is a failure. Name two or three moments where the design genuinely serves this persona well. Calibration matters: a walkthrough that's all complaints either describes a uniformly broken design (rare) or a biased simulation (common). Acknowledging what works keeps the critique honest.
For each surfaced failure mode, propose a specific design change. Not "rethink the onboarding" — "replace the three-icon sidebar with one labeled button on the first action, defer the secondary affordances to a second visit."
The recommendation should be something a designer can implement without re-asking what was meant.
If the design is meant to serve multiple user types, run the walkthrough a second time with a different persona and surface where the two diverge. This catches designs that serve one persona at the expense of another.
# Persona stress test: [Design name]
## Persona
**Name, role**
- Goals at this moment: [...]
- Constraints: [...]
- Vocabulary: [...]
- Confidence in this persona: high (from stakeholders.md) / medium (from inline description) / low (synthesized)
## TL;DR
[One paragraph honest take. Does this design work for this persona? What's the first thing to fix?]
## Walkthrough
### Moment 1: [name of the step]
- What they see: [...]
- What they think: [...]
- What they expect: [...]
- What they do: [...]
[Repeat for each moment, capped at 8-12.]
## First failure mode
**[The specific moment the persona would lose patience]**
- What happens: [...]
- Why it fails for this persona: [...]
- What would they do in real life: [bounce / escalate to support / push through with reduced trust]
## What works for this persona
[Two or three moments where the design genuinely serves them. Be specific.]
## Recommended changes
For each failure mode, a specific design change a designer can implement:
1. [Where in the design] [the specific change] — [why it would work for this persona]
2. ...
## Comparison with [alternate persona]
[Optional. Where do the two personas diverge in their walkthrough? What design choice serves one at the expense of the other?]
---
*Run `pm-design-critic` for principle-based critique on the same artifact. Schedule real user research for the failure modes that matter most.*pm-state/projects/<name>/stakeholders.md, reference it so the user can update the persona file if the simulation surfaces gaps in the persona definition.Common invocation patterns:
If the user doesn't name a persona, ask: "Which persona should I walk through this as? Options from your stakeholders.md: [...]. Or describe one inline."
If the artifact is too vague, ask: "I need a step-by-step description of what the user encounters. Walk me through the design moment by moment, and I'll run the simulation against it."
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.