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user-story-maplisted

Build an interactive, drag-and-drop user story map so the user can re-slice work across release phases. Use when the user wants a story map, a phased roadmap, release slicing, a backbone/activities journey map, or to decide "which stories go in which phase" and move them around.
Cavalry-Collective/visual-stack · ★ 11 · AI & Automation · score 72
Install: claude install-skill Cavalry-Collective/visual-stack
Produce a **self-contained, interactive** user story map the user can operate: drag story cards between cells to re-slice which phase (and activity) each belongs to, reorder phases/activities/stories by dragging, edit inline, add/remove cards, phases, activities and tags, and export the result. It runs in a real browser — served live from this session by default, published as an Artifact when it needs to travel. ## The three axes (get these right) A story map has exactly three dimensions — clarify or infer all three before building: 1. **Activities (backbone)** — the columns, left→right, the user's journey / the sequence of high-level things they do (e.g. *Set up the role → Bring in candidates → Screen → …*). Order carries meaning; the user can re-drag it. 2. **Phases (swimlanes)** — the rows, top→bottom = release order (Phase 1 = first / MVP). Each has a name and a one-line goal. The user can re-drag the order. 3. **Stories** — the cards. Each belongs to exactly **one activity + one phase**; order within a cell is its rank (top = first). Each has a `status` — `open` (default) / `progress` / `review` / `done` — and the card's left border accent is coloured by status (cells are tinted by phase; a legend above the grid explains the colours — status never renders as a pill, pills are for tags). Omit `status` unless the context clearly says work has started. Keep the text short and recognizable to a user (what they can do), not implementation detail. **Tags are cross-cutting