agentleFS
Dragoon0xDragoon0x/taste-skills/skills/evaluation/learning-by-making/SKILL.md

learning-by-making

Skill5 starsChanged 8 months agoMITView on GitHub

Build taste through volume of output, deliberate failure, and speed. Taste cannot be developed by watching. It's sharpened by making, failing, and making again. Use when designing practice routines, breaking through creative blocks, or helping someone move from analysis to execution.

We split this skill into the rules it gives an agent

11 rules. About 0 are common, 11 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈11

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    MUST prioritize quantity of finished work over quality of any single piece

    line 17
  2. Distinctive:

    MUST finish things. Unfinished work teaches you how to start.

    line 19
  3. Distinctive:

    NEVER let "it's not ready" become permanent.

    line 20
  4. Distinctive:

    MUST make things even when they're bad.

    line 30
  5. Distinctive:

    MUST reflect after making.

    line 31
  6. Distinctive:

    MUST vary the format. If you only design landing pages, your taste is landing-page-shaped.

    line 32
  7. Distinctive:

    SHOULD share work publicly.

    line 33
  8. Distinctive:

    MUST reframe failure as data.

    line 36
  9. Distinctive:

    SHOULD keep a failure archive.

    line 37
  10. Distinctive:

    NEVER delete bad work. It's your most honest record of where you were.

    line 38
  11. Distinctive:

    Only making things in your comfort zone (safe projects don't stretch taste)

    line 42

≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Learning by Making

Taste is sharpened by making, failing, and making again. Not by watching.

How to use

  • /learning-by-making Apply making-as-practice constraints to creative development in this conversation.

Constraints

The Volume Principle

  • MUST prioritize quantity of finished work over quality of any single piece
  • A designer who ships 50 projects in a year learns more than one who perfects 3
  • MUST finish things. Unfinished work teaches you how to start. Finished work teaches you how to decide.
  • NEVER let "it's not ready" become permanent. Set a deadline. Ship it. Learn from the gap between what you shipped and what you wished you'd shipped.

Deliberate Practice Formats

  • Speed rounds (15-30 min): Redesign a real product screen. No research. No moodboard. Just instinct. What comes out reveals your current taste baseline.
  • Style copies (60 min): Recreate someone else's design decision-for-decision. Not pixel-copying. Understanding why every choice was made by making it yourself.
  • Constraint challenges (45 min): One typeface, one color. 320px width only. Zero images. 10 words max per screen. Constraints strip away crutches and expose your actual judgment.
  • Fake briefs (2-4 hours): Invent a product. Design it end-to-end. Landing page, onboarding, core screen, settings. The act of making complete decisions across a whole product builds holistic taste.
  • Remix exercises (30 min): Take something you made last month. Redesign it from scratch without looking at the original. Compare the two. The delta is your growth.

Rules of Making

  • MUST make things even when they're bad. Especially when they're bad. Bad work with reflection teaches more than good work by accident.
  • MUST reflect after making. "What worked? What didn't? What would I change with 2 more hours?" Without reflection, volume is just busywork.
  • MUST vary the format. If you only design landing pages, your taste is landing-page-shaped. Design dashboards, mobile apps, emails, posters, packaging, signage.
  • SHOULD share work publicly. The vulnerability of showing imperfect work accelerates growth because it forces you to articulate your decisions.

The Failure Requirement

  • MUST reframe failure as data. A design that doesn't work tells you exactly what you don't understand yet.
  • SHOULD keep a failure archive. Save your worst work. Revisit it quarterly. When you can articulate why it's bad in precise language, you've grown.
  • NEVER delete bad work. It's your most honest record of where you were.

Anti-Patterns

  • Analyzing 10 products for every 1 you make (consumption-to-creation ratio is inverted)
  • Only making things in your comfort zone (safe projects don't stretch taste)
  • Abandoning projects when they get hard (the hard part is where the learning is)
  • Waiting for the perfect brief to start making (the brief doesn't matter, the reps do)
  • Treating practice work as throwaway (practice work should be finished and reflected on)

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