finding-unknownslisted
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