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finding-unknownslisted

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 the user explicitly asks for a blindspot pass, unknown unknowns, "what am I missing / what should I be asking", a one-question-at-a-time interview, or several directions to react to; when ambiguity or unfamiliarity is high enough that building now would likely cause rework; when a reference implementation must be understood before porting; or for a named after-walk slice — implementation notes / deviations log, a buy-in doc, a quiz gate before merge, or a session handoff (run only that slice). Do not invoke for ordinary implementation of a sufficiently specified task.
avivsinai/skills-marketplace · ★ 2 · AI & Automation · score 68
Install: claude install-skill avivsinai/skills-marketplace
<!-- Based on explore-unknowns from dzhng/skills (MIT, Copyright (c) David Zhang), itself codifying Thariq Shihipar's "A Field Guide to Fable: Finding Your Unknowns". Extended with patterns from Addy Osmani's agent-skills and davidondrej/skills. --> # Finding 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 — for tacit unknowns.** When the unknown is taste, shape, vocabulary, or "I'll know it when I see it", 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. When the unknown is a factual constraint or an architectural decision, ask the highest-blast-radius question directly, with a recommendation. - **Every artifact assembl