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Skill Authoring
Skill

/brainstorm-prototypes

Generate several genuinely different throwaway variations (designs, approaches, drafts) for the user to react to. Use when the user can only recognize what they want by seeing it — visual design, UX flows, naming, tone — or asks to brainstorm or prototype before building.

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finding-unknowns
35214 skills
Install
$ npx -y skills add Neeeophytee/finding-unknowns-skills --skill brainstorm-prototypes --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/brainstorm-prototypes

Context preview

The summary Claude sees to decide when to auto-load this skill.

Generate several genuinely different throwaway variations (designs, approaches, drafts) for the user to react to. Use when the user can only recognize what they want by seeing it — visual design, UX flows, naming, tone — or asks to brainstorm or prototype before building.

SKILL.md

brainstorm-prototypes.SKILL.md
name: brainstorm-prototypes
description: Generate several genuinely different throwaway variations (designs, approaches, drafts) for the user to react to. Use when the user can only recognize what they want by seeing it — visual design, UX flows, naming, tone — or asks to brainstorm or prototype before building.

Brainstorm and prototypes

The user has unknown knowns: criteria they can't verbalize but will recognize on sight. Finding those during prototyping is cheap; finding them mid-implementation is expensive, because small spec changes can mean drastically different code. Give them things to react to.

Steps

1. Establish scope first: what is being decided (layout? approach? data model? tone?) and what is explicitly out of scope. One decision per round. 2. Produce 3-5 variations that are **wildly different, not shades of the same idea**. If two variations would get the same reaction, replace one. 3. Make them cheap and disposable:

  • Visual/UX → a single self-contained HTML file with fake data, no backend, no state.
  • Approaches → a one-screen sketch of each: the idea, what it optimizes for, its sharpest tradeoff.
  • Ranked lists → order from cheapest to most ambitious so the user can draw their line.

4. Label each variation with the belief it bets on ("this one assumes density beats whitespace"), so the user's reaction reveals the underlying criterion, not just a preference. 5. Collect reactions, then verbalize what was learned: "you consistently rejected X, which suggests the real requirement is Y." That sentence is the deliverable — it becomes part of the spec.

Guardrails

  • Nothing produced here is production code. Say so, and don't wire prototypes into the real app.
  • Do not converge early to the variation you'd pick. The point is spanning the space.
  • If the user reacts to none of them, that's signal too: the decision space was framed wrong. Reframe and rerun rather than generating more of the same.
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Ships withfinding-unknowns

14 installable skills that help your coding agent find what you don't know — before it gets expensive to fix. The map is not the territory. Your prompt is a map; the codebase and the real world are the territory.

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