explore-unknowns
Guide the user through a quadrant walk that maps the unknowns of a task — open by listing the known knowns, then work through known unknowns, unknown knowns, and unknown unknowns one stage at a time, ending with a complete four-quadrant map in the user's hands. Use when a request
Install
npx skills add https://github.com/dzhng/skills/tree/main/skills/engineering/explore-unknowns
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install dzhng-skills@llmmart
git clone https://github.com/dzhng/skills.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole dzhng/skills collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
Explore Unknowns
The map is not the territory. The prompt, the plan, and the context window are the map; the codebase, the domain, and the user's actual intent are the territory. The gap between them is the unknowns — and an unknown found before code is written costs minutes, while the same unknown found three PRs later costs the three PRs.
This skill is a guided conversation: the quadrant walk. Together with the user you fill in a four-quadrant map of the task, one quadrant per stage, and the user walks away holding the completed map. The map is the deliverable; implementation is a different task that starts only after the map is handed over.
Two moves apply at every stage:
- Reacting beats imagining. Never ask the user to describe what they want when you can hand them something concrete to react to — a rendered option, a clickable mock, a decisions table. Reacting extracts knowledge the user has but cannot articulate unprompted.
- Every artifact assembles the reply. End each artifact with the user's next message pre-drafted: steal/skip chips, resonate checkboxes, a decisions table, a copyable sharpened prompt — so their reaction becomes their next message with near-zero typing.
The Quadrant Walk
Five stages, walked in order, one at a time. When you enter a stage, read its reference file and follow it. Name the current quadrant as you go — the user should always know where they stand on the map — and finish the stage in front of you before opening the next.
- Known knowns — scan the territory, then open with the settled ground.
- Known unknowns — the questions you can name; resolve them one at a time.
- Unknown knowns — extract the taste and tacit context nobody has put into words.
- Unknown unknowns — sweep the territory for landmines.
- Hand over the map — the completed four-quadrant map, the walk's only done-condition.
When the user moves on to build, review, or merge what the walk mapped, read after the walk — the map lives on past planning.
Preference Checkpoint — Offer to Answer on Their Behalf
Count questions the user has answered across the walk, not turns or answers found in the territory. After about five or six, if their preferences form a clear pattern and questions remain, pause the interview for this checkpoint. If the pattern is still unclear, continue targeted questions and offer once it becomes clear; do not manufacture questions just to reach the count.
- List the preferences you have inferred, grounded in their answers, and invite corrections. Ask whether it would help for you to answer matching questions on their behalf: confirm or edit these preferences and opt in, or keep answering yourself. This replaces the next interview question.
- Wait for explicit opt-in. Confirming the preferences alone is not consent to delegate; silence is not consent either. If they only confirm the preferences, clarify the delegation choice once, then default to the interview if it remains unanswered. If they decline, continue without repeatedly offering.
- Once opted in, answer questions whose answers follow clearly from the confirmed preferences, within the scope they delegated. Ask the user when preferences conflict or a new tradeoff falls outside that scope. Investigate missing facts in the territory first; ask only when it cannot resolve them. Preferences cannot substitute for facts about the territory.
- Disclose every delegated answer as you make it: question → answer → preference and reason, labeled Answered by the agent on your behalf. Small batches are fine; never collapse distinct questions into a hidden decision. Carry each entry into the map with that attribution, rather than implying the user personally answered it. Invite corrections without requiring approval of every answer.
- Honor corrections and withdrawal immediately. Corrections update the preference summary and reopen decisions they invalidate. Withdrawal stops future delegated answers; keep earlier answers attributed unless the user asks to revisit them. Delegation lasts for this walk and does not authorize implementation or skip the remaining quadrants.
Done when the user has chosen whether to delegate and, if opted in, the confirmed preferences and delegation scope are recorded alongside the map's decision ledger.
Rules
- Walk the quadrants in order, one stage at a time, naming the current quadrant. The walk ends with the map in the user's hands — no map, not done.
- Stages order the walk; they never embargo information. A finding that materially bears on a decision in flight is disclosed the moment you have it, then filed on the map under its quadrant — never held back for its stage's scheduled turn.
- Nothing closes off-screen. Any question or judgment call the map records as closed must have been shown to the user first — including ones the territory answered.
- Close items as decisions, not discussions. Each resolved unknown ends as a one-line decision plus its why, phrased so the spec can carry it verbatim as a given. Every choice a builder later invents unsupervised is an unknown this walk missed — a map that leaves the implementer deciding is incomplete.
- Claims about the territory cite real files actually read; invented data is labeled as such. A fabricated specific destroys the map's authority.
- HTML artifacts are self-contained single files: inline CSS/JS, no external requests, plausible fake data over lorem ipsum.
- Stop at every stage boundary that needs the user's reaction. Never barrel into implementation on unconfirmed guesses — implementing is a separate task that begins after the map is delivered.
Files (skills)
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references
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after-the-walk.md 1007 B
# After the Walk The map lives on past planning. Three moves for the phases that follow. - **Implementation notes** (during the build) — keep a running log; every time the code forces a deviation from the plan, record what the plan said, what the code revealed, and the conservative call made, then keep going. Tag entries that need the user's judgment. Each deviation is an unknown unknown that escaped the walk — fold it back into the map for attempt #2. - **The buy-in doc** (before shipping) — other people inherit your unknowns; package prototype, spec, and notes into one skimmable pitch that leads with a demo, pre-answers each reviewer's objections with evidence, and names who signs off on what. - **Quiz before merge** (before merging someone else's or a long diff) — a merge-readiness report — mental model, non-obvious behaviors introduced, what to watch after deploy — ending in a quiz the user must pass; wrong answers point back to the section they skimmed. -
stage-1-known-knowns.md 1.5 KB
# Stage 1 — Known Knowns: Open with the Settled Ground Your first reply shows the map as it stands: what is already settled, so the rest of the walk only spends the user's attention on what isn't. ## Scan first (silent) Before saying anything about the code, walk the territory. Use subagents in parallel — split the code the task touches among them and collect what they pin down — so the opening lands fast instead of after a long serial read. Gather: what already exists for this task (including half-built or reverted prior attempts), the data shapes and conventions the code enforces, and anything that smells load-bearing for the request. ## The opening reply - List the settled ground: the request as you understand it, the facts the territory pins down (cite files), constraints and decisions already made. Distinguish what is locked from what you are merely assuming — flag assumptions as "settled unless you say otherwise." - Name the three quadrants you will walk next, one line each, so the user sees the shape of the conversation. - If the scan already surfaced a load-bearing finding — a landmine that changes what the task even is — disclose it in this opening and file it under its quadrant. Do not save it for its stage. - The first stage-2 question may ride along in this same message; nothing else jumps ahead. **Done when** the user has the settled ground with citations, knows which assumptions you are treating as settled, and can see the three stages ahead. -
stage-2-known-unknowns.md 2.1 KB
# Stage 2 — Known Unknowns: The Questions You Can Name The questions that must be answered but aren't yet. You know the question; the answer lives with the user or in the territory. ## Procedure 1. Inventory the questions the task cannot proceed without, and disclose the queue ("still queued after this: …") so the user sees how much walk remains. 2. Before asking another question, apply the main skill's preference checkpoint when due. Otherwise resolve them **one at a time, highest architectural blast radius first** — never a wall of questions. Give your recommended answer with each, as lettered options the user can answer in a few characters, so they react rather than compose. 3. Close every question one of four ways: - **Answered by the user.** - **Answered by the agent on the user's behalf** — only under the preference checkpoint's opt-in and disclosure rules. - **Answered by the territory** — go read it instead of asking, then show the user the question and the found answer. A question closed off-screen isn't closed. - **Recorded as OPEN on the map** — explicitly deferred, with what unblocks it. **Done when** every named question is closed one of those ways, in front of the user. Announce the stage closed (a small decisions table recaps it well) before crossing into stage 3. ## Techniques - **The interview** — the stage's default mechanic: one question per turn, ordered by blast radius, each with a recommendation; end with a decisions table. - **Brainstorm the intervention** — when the question is "which solution?": search the codebase first, then plot ~10 interventions from ship-this-afternoon to quarter-long bet, each grounded in what actually exists (half-built features behind flags and disconnected wiring are the cheapest wins); resonate-checkboxes assemble the reply. - **Point at a reference** — when an existing implementation encodes the wanted behavior: produce a semantics map proving you understood it — what it does with excerpts, how each behavior maps to the target stack, every place the port cannot be literal. Nothing gets ported until sign-off. -
stage-3-unknown-knowns.md 2 KB
# Stage 3 — Unknown Knowns: Extract What Was Never Articulated The user (or the codebase) holds answers nobody has put into words: taste, vocabulary, tacit conventions, context that would otherwise surface as "oh — one thing I forgot to mention" after it's too late. You cannot ask for these directly; asking "what do you want?" gets a shrug. ## Procedure 1. Hand over something concrete to react to (see techniques below). Ground it in the user's real data so the thing being judged is the only variable. 2. Probe for unstated context the user wouldn't think to volunteer: **who consumes this, where does it run, what does done look like to whoever inherits it.** Ask these deliberately — the decisive constraint usually arrives as a throwaway remark, and this probe is how you stop depending on luck. 3. When an extracted fact reshapes earlier decisions, say so and update the map — quadrants are a living record, not a script. **Done when** the user has reacted to something concrete, the context probes are answered (or explicitly shrugged off), and the extracted answers are on the map. ## Techniques - **Design directions** — render the same real data four incompatible ways so the only variable is the design; steal/skip chips under each assemble the reply. For users who will know it when they see it. - **Mock before you wire** — a throwaway clickable mock with fake data — toggleable placements, A/B questions — before touching the real app; the user finds out what they want the moment they can click it. - **Teach the vocabulary** — when the request is vague because the user lacks the domain's words, ladder from their words to the professional terms, each rung paired with the precise prompt it unlocks. - **The concrete sample** — for non-visual outputs (a file format, an API response, a report), show the actual artifact with labeled fake data and per-line steal/skip choices, instead of asking the user to imagine columns. -
stage-4-unknown-unknowns.md 1.8 KB
# Stage 4 — Unknown Unknowns: Hunt the Landmines What neither of you knows to ask, the territory often does. This stage sweeps the code the task will touch and turns silent traps into map entries. ## Procedure 1. Sweep every file the task touches (state the coverage: "the sweep covered the N files this task touches"). Hunt for: - **Landmines** — things that bite silently: wrong-by-default data, stale denormalizations, filters that pass bad rows, escaping that corrupts output. - **Unwritten conventions** — rules the code enforces that no doc states. - **Half-built or reverted prior attempts** at the same job, and *why* they died — the reason is usually your landmine. - **Findings beyond the feature** — latent bugs the task's code path inherits; escalate them to the map rather than silently absorbing them. 2. Report each finding as a card: the **evidence** (file and line), **why it bites**, and **what it changes** about the task. Worst first. 3. A finding that needs a decision follows the stage-2 closure rules, including preference-based delegation when applicable. If asking the user, give lettered options with your recommendation. A finding that only needs awareness goes straight on the map as a sharp edge. Remember the global rule: findings that bear on decisions already in flight should have been disclosed when found — this stage is where the *systematic* sweep happens, not where disclosures wait. **Done when** the sweep has covered the code the task will touch and every finding is on the map — decided, OPEN, or noted as a sharp edge. ## Technique - **Blindspot pass** — the sweep packaged for reaction: landmine cards, each with the evidence, why it bites, and a copyable prompt fix; assembled into one better implementation prompt at the end. -
stage-5-hand-over-the-map.md 1.6 KB
# Stage 5 — Hand Over the Map The walk's deliverable. Close by assembling the completed four-quadrant map as one artifact the user keeps. ## The map artifact One self-contained page holding all four quadrants: - **Known knowns** — the settled ground, with file citations. - **Known unknowns** — the decision ledger: every named question with its answer and who closed it (user / territory / agent on the user's behalf / OPEN). Agent answers retain the preference and reason behind each choice, alongside the confirmed preference summary and delegation scope. OPEN items state what unblocks them. - **Unknown knowns** — what got extracted: taste, consumers, environment, tacit conventions, and what each reshaped. - **Unknown unknowns** — the landmine cards with evidence, each marked decided, OPEN, or sharp-edge. Anything still open lives on the map, not in scrollback. Small facts the builder must confirm before coding get their own list — they are map entries, not footnotes. ## What rides along - **A build plan may accompany the map — never replace it.** Sort it as a **tweakable plan**: by likelihood-of-tweaking, not execution order — judgment calls first with their alternatives toggleable, mechanical work collapsed at the bottom ("I trust you on that part"). - **A copyable implementation prompt** — the user's next message pre-drafted, so kicking off the build is a paste. **Done when** the user holds the map. Implementation is a separate task that starts from it — offer to begin, and point at [after the walk](after-the-walk.md) for how the map lives on during the build.
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SKILL.md 6.7 KB
--- name: explore-unknowns description: Guide the user through a quadrant walk that maps the unknowns of a task — open by listing the known knowns, then work through known unknowns, unknown knowns, and unknown unknowns one stage at a time, ending with a complete four-quadrant map in the user's hands. Use when a request is ambiguous or underspecified, the codebase or domain is unfamiliar, the user will "know it when they see it", a reference implementation must be understood before porting, mid-build deviations from the plan need capturing, or a finished change needs buy-in or verified understanding before merge. Pairs with [write-spec](../write-spec/SKILL.md) — walk the quadrants to burn off fog before slicing, and feed the finished map into the spec. --- # Explore Unknowns The map is not the territory. The prompt, the plan, and the context window are the map; the codebase, the domain, and the user's actual intent are the territory. The gap between them is the unknowns — and an unknown found before code is written costs minutes, while the same unknown found three PRs later costs the three PRs. This skill is a guided conversation: the **quadrant walk**. Together with the user you fill in a four-quadrant map of the task, one quadrant per stage, and the user walks away holding the completed map. The map is the deliverable; implementation is a different task that starts only after the map is handed over. Two moves apply at every stage: - **Reacting beats imagining.** Never ask the user to describe what they want when you can hand them something concrete to react to — a rendered option, a clickable mock, a decisions table. Reacting extracts knowledge the user has but cannot articulate unprompted. - **Every artifact assembles the reply.** End each artifact with the user's next message pre-drafted: steal/skip chips, resonate checkboxes, a decisions table, a copyable sharpened prompt — so their reaction becomes their next message with near-zero typing. ## The Quadrant Walk Five stages, walked in order, one at a time. **When you enter a stage, read its reference file and follow it.** Name the current quadrant as you go — the user should always know where they stand on the map — and finish the stage in front of you before opening the next. 1. **[Known knowns](references/stage-1-known-knowns.md)** — scan the territory, then open with the settled ground. 2. **[Known unknowns](references/stage-2-known-unknowns.md)** — the questions you can name; resolve them one at a time. 3. **[Unknown knowns](references/stage-3-unknown-knowns.md)** — extract the taste and tacit context nobody has put into words. 4. **[Unknown unknowns](references/stage-4-unknown-unknowns.md)** — sweep the territory for landmines. 5. **[Hand over the map](references/stage-5-hand-over-the-map.md)** — the completed four-quadrant map, the walk's only done-condition. When the user moves on to build, review, or merge what the walk mapped, read [after the walk](references/after-the-walk.md) — the map lives on past planning. ## Preference Checkpoint — Offer to Answer on Their Behalf Count questions the user has answered across the walk, not turns or answers found in the territory. After about five or six, if their preferences form a clear pattern and questions remain, pause the interview for this checkpoint. If the pattern is still unclear, continue targeted questions and offer once it becomes clear; do not manufacture questions just to reach the count. 1. List the preferences you have inferred, grounded in their answers, and invite corrections. Ask whether it would help for you to answer matching questions on their behalf: **confirm or edit these preferences and opt in, or keep answering yourself**. This replaces the next interview question. 2. Wait for explicit opt-in. Confirming the preferences alone is not consent to delegate; silence is not consent either. If they only confirm the preferences, clarify the delegation choice once, then default to the interview if it remains unanswered. If they decline, continue without repeatedly offering. 3. Once opted in, answer questions whose answers follow clearly from the confirmed preferences, within the scope they delegated. Ask the user when preferences conflict or a new tradeoff falls outside that scope. Investigate missing facts in the territory first; ask only when it cannot resolve them. Preferences cannot substitute for facts about the territory. 4. Disclose every delegated answer as you make it: **question → answer → preference and reason**, labeled **Answered by the agent on your behalf**. Small batches are fine; never collapse distinct questions into a hidden decision. Carry each entry into the map with that attribution, rather than implying the user personally answered it. Invite corrections without requiring approval of every answer. 5. Honor corrections and withdrawal immediately. Corrections update the preference summary and reopen decisions they invalidate. Withdrawal stops future delegated answers; keep earlier answers attributed unless the user asks to revisit them. Delegation lasts for this walk and does not authorize implementation or skip the remaining quadrants. **Done when** the user has chosen whether to delegate and, if opted in, the confirmed preferences and delegation scope are recorded alongside the map's decision ledger. ## Rules - Walk the quadrants in order, one stage at a time, naming the current quadrant. The walk ends with the map in the user's hands — no map, not done. - Stages order the walk; they never embargo information. A finding that materially bears on a decision in flight is disclosed the moment you have it, then filed on the map under its quadrant — never held back for its stage's scheduled turn. - Nothing closes off-screen. Any question or judgment call the map records as closed must have been shown to the user first — including ones the territory answered. - Close items as decisions, not discussions. Each resolved unknown ends as a one-line decision plus its why, phrased so the spec can carry it verbatim as a given. Every choice a builder later invents unsupervised is an unknown this walk missed — a map that leaves the implementer deciding is incomplete. - Claims about the territory cite real files actually read; invented data is labeled as such. A fabricated specific destroys the map's authority. - HTML artifacts are self-contained single files: inline CSS/JS, no external requests, plausible fake data over lorem ipsum. - Stop at every stage boundary that needs the user's reaction. Never barrel into implementation on unconfirmed guesses — implementing is a separate task that begins after the map is delivered.
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