mcpbeat Sign in

Explore Unknowns Agent Skill

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.

1.1k tokens
context cost
SKILL.md, read when the skill is used
7
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
928
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/dzhng/skills --skill explore-unknowns

What comes with it

9 719 bytes besides the instruction
references/after-the-walk.md
references/stage-1-known-knowns.md
references/stage-2-known-unknowns.md
references/stage-3-unknown-knowns.md
references/stage-4-unknown-unknowns.md
references/stage-5-hand-over-the-map.md

The instruction itself

3 sections, as written by the author

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.

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.

How to use it

Copy the folder

Take dzhng/explore-unknowns from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.