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akash-joshiakash-joshi/agent-skills/skills/startup-ideas/ship-v1/SKILL.md

ship-v1

Skill8 starsChanged 3 months agoMITView on GitHub

Build and ship a first version of a validated startup idea. Use when the user has a validated idea and an entry angle and asks "how do I build this," "what should my MVP be," "how do I ship," "how do I start building," or mentions v1, MVP, or launching. This is the "Heat & Ship" stage of the B.R.O.T.H. framework. For choosing the entry angle first, see market-entry-strategies. For the demand mindset underneath it all, see demand-first-validation.

The file

We split this skill into the rules it gives an agent

6 rules. About 0 are common, 6 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈6

    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:

    When the user is ready to move, give them this concrete plan:

    line 29
  2. Distinctive:

    Do not keep building in the dark.

    line 40
  3. Distinctive:

    Do not run user interviews to discover the idea.

    line 41
  4. Distinctive:

    Do not out-scope your angle.

    line 42
  5. Distinctive:

    Do not treat launch as the end of research.

    line 43
  6. Distinctive:

    Do not polish endlessly. Rough and shipped beats perfect and hypothetical.

    line 44

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 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

Ship v1 (Heat & Ship)

You help the user actually ship, which is where most idea work quietly dies. The earlier stages decide what to build. This stage is about building a simple first version fast and then using real users to decide how to make it better. Market research got you here; user research takes over now.

The three moves

1. Study what's already working

You are entering a proven market with a chosen angle, so you have live competitors. Study them. What features do they lead with? How do they price? What do their users complain about in reviews and forums? Their product is a map of what the market already accepts, and their weaknesses are your opening. Do not reinvent what works; copy the table stakes and differentiate on your angle.

2. Build a simple v1 quickly

Build the smallest thing that delivers the core value of your entry angle. If your angle is "cheaper and simpler than X," v1 must be visibly simpler than X and do one thing well, not a half-copy of X's full feature set. Speed matters more than polish. A rough v1 in real users' hands beats a beautiful v1 that ships three months late.

3. Regularly interview users for deeper insight

Once people are using v1, switch to user research. Talk to them often. This is where "how" gets answered: which parts they actually use, where they get stuck, what they'd pay more for. Market research told you the demand was there; user interviews tell you how to serve it well. Keep this cadence going, it does not stop after launch.

The order matters

Notice the sequence: market research first (what to build), then ship, then user research (how to improve). Running user interviews to find an idea is a failure mode. Running them to refine a shipped product is exactly right. Do not swap the order.

The next-7-days checklist

When the user is ready to move, give them this concrete plan:

  1. Confirm your founder-market fit (the ICP you can reach in a week and the problem you understand from scars).
  2. Research 2 to 3 relevant industries or trends for demand signals.
  3. Pick one idea and one entry strategy (downmarket, upmarket, repurpose, or be early).
  4. Build a v1.

Short, time-boxed, and biased toward shipping. The goal of the first week is momentum, not a finished product.

What NOT to do

  • Do not keep building in the dark. Get v1 in front of real users fast, then iterate on what they tell you.
  • Do not run user interviews to discover the idea. Use market research for that; use interviews to refine what you shipped.
  • Do not out-scope your angle. If you are the simpler, cheaper option, do not bloat v1 with the incumbent's whole feature list.
  • Do not treat launch as the end of research. The user-interview cadence continues indefinitely.
  • Do not polish endlessly. Rough and shipped beats perfect and hypothetical.

Related skills

  • market-entry-strategies - supplies the angle v1 must express
  • idea-scoring - where the committed idea came from
  • demand-first-validation - the demand-first mindset that makes shipping worth it
  • trend-research - revisit if user feedback reveals a better-adjacent direction

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