Agent Skillsdzhng/skills › explore-unknowns

explore-unknowns

GitHub

通过四象限法引导用户梳理任务中的已知与未知信息,适用于需求模糊、领域陌生或需澄清意图的场景。旨在降低沟通成本,明确范围后再进入开发或评审阶段。

skills/engineering/explore-unknowns/SKILL.md dzhng/skills

Trigger Scenarios

需求描述模糊或不完整 面对不熟悉的技术栈或业务领域 需要确认参考实现或获取干系人认可 计划执行中出现偏差需重新对齐

Install

npx skills add dzhng/skills --skill explore-unknowns -g -y
More Options

Non-standard path

npx skills add https://github.com/dzhng/skills/tree/main/skills/engineering/explore-unknowns -g -y

Use without installing

npx skills use dzhng/skills@explore-unknowns

指定 Agent (Claude Code)

npx skills add dzhng/skills --skill explore-unknowns -a claude-code -g -y

安装 repo 全部 skill

npx skills add dzhng/skills --all -g -y

预览 repo 内 skill

npx skills add dzhng/skills --list

SKILL.md

Frontmatter
{
    "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 — scan the territory, then open with the settled ground.
  2. Known unknowns — the questions you can name; resolve them one at a time.
  3. Unknown knowns — extract the taste and tacit context nobody has put into words.
  4. Unknown unknowns — sweep the territory for landmines.
  5. 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.

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.

Version History

  • c795702 Current 2026-09-08 17:34

Same Skill Collection

skills/authoring/eval-skills/SKILL.md
skills/authoring/write-skills/SKILL.md
skills/engineering/audit-performance/SKILL.md
skills/engineering/claude/SKILL.md
skills/engineering/code-review/SKILL.md
skills/engineering/codex/SKILL.md
skills/engineering/eli5/SKILL.md
skills/engineering/implement-spec-with-codex/SKILL.md
skills/engineering/implement-spec/SKILL.md
skills/engineering/marketing-pages/SKILL.md
skills/engineering/refactor-clean/SKILL.md
skills/engineering/review/SKILL.md
skills/engineering/write-docs/SKILL.md
skills/engineering/write-tests/SKILL.md
skills/graphics/renderer/SKILL.md
skills/visual/compare-screenshots/SKILL.md
skills/visual/preview-shots/SKILL.md
skills/visual/screenshot-critique/SKILL.md
skills/engineering/audit-choices/SKILL.md
skills/engineering/close-spec/SKILL.md
skills/engineering/write-spec/SKILL.md

Metadata

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2026-09-08 17:34

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