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atgreenatgreen/hackinator/skills/shaping/SKILL.md

shaping

Skill1 starsChanged 3 months agoMITView on GitHub

Use at the very start of any non-trivial build, BEFORE writing code or scaffolding — turning a rough idea into an understood, agreed direction. "let's build X", "I want to make Y", "how should I approach Z", or any request where the goal isn't yet pinned down. Not for turning an already-agreed design into ordered tasks — that's planning

4 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

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

  • 0

    Common

    Most of the 4 edited versions we read keep these.

  • 6

    Distinctive

    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:

    Do not guess through material ambiguity.

    line 21
  2. Distinctive:

    Ask only questions whose answers change the result: Ask one at a time. A wall of ten questions gets skimmed and half-answered.

    line 37
  3. Distinctive:

    Default to no. The smallest thing that delivers the core is the thing to build.

    line 43
  4. Distinctive:

    Present architectural designs in sections: Don't dump a monolith. Goal → approach → the shape of the pieces, checking in at consequential …

    line 44
  5. Distinctive:

    If the design has real, hard trade-offs you can't resolve, this is a good moment for an outside voice — consulting-codex for a second …

    line 59
  6. Distinctive:

    Gold-plating the design: Every "wouldn't it be nice if…" is scope you'll pay for.

    line 68

“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “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

Shaping

Overview

Core principle: Resolve unclear intent and consequential design choices before building. The cheapest place to fix a design is in conversation; the most expensive is in code you've already written. Shaping is where you subtract features, choose an approach, and establish a shared direction.

The Decision Gate

NO CODE WHILE A MISSING CHOICE WOULD MATERIALLY CHANGE THE RESULT

Do not guess through material ambiguity. But do not invent ambiguity either: an explicit request to implement a clear, bounded change supplies intent, and a previously approved design stays approved. In those cases, skip shaping and continue with planning or implementation.

Classify, and Announce It

State the path out loud so the human can correct you. Complexity only upgrades the path.

  • Spike — "can this even be done?" → shaping is one line: state the question, then go probe (spike-and-stabilize).
  • Bounded but unclear — a contained change with one material uncertainty → resolve it briefly, record the result, then build.
  • Bounded and explicit — the request already pins down the result → shaping is unnecessary.
  • Architectural — new system, real choices → the full dialogue below, ending in a written design and the planning skill.

How to Shape

  1. Ask only questions whose answers change the result. Ask one at a time. A wall of ten questions gets skimmed and half-answered. Prefer multiple-choice when the options are genuinely discrete; wait for the answer before the next consequential decision.
  2. Propose alternatives when a real trade-off exists. Usually offer 2–3 approaches with a recommendation. Do not manufacture options for a bounded request with one obvious implementation.
  3. Subtract ruthlessly (YAGNI). For every feature, ask "does the first real version need this?" Default to no. The smallest thing that delivers the core is the thing to build.
  4. Present architectural designs in sections. Don't dump a monolith. Goal → approach → the shape of the pieces, checking in at consequential decisions. Course-correction is cheap here.

What Shaping Produces

  • Spike/unclear bounded work: a short, agreed description of what you're about to build — captured as a bead in a Git repository.
  • Architectural: a written design (goal, chosen approach, the pieces and how they fit, what's explicitly out of scope), self-reviewed for gaps/placeholders/scope-creep, then approved by the human. The only next step is planning.

File the work as beads (using-beads) as it firms up — the shape is the initial backlog.

When Stuck on the Idea Itself

If the design has real, hard trade-offs you can't resolve, this is a good moment for an outside voice — consulting-codex for a second opinion — before committing to a direction.

Common Mistakes

  • Building through a material unknown. Resolve the choice that changes the result first.
  • Re-approving explicit work. A clear implementation request is already a direction; proceed.
  • Ten questions in one message. One at a time, multiple-choice where you can.
  • Presenting one approach as fait accompli. Give options and a recommendation; let the human choose.
  • Gold-plating the design. Every "wouldn't it be nice if…" is scope you'll pay for. Cut it now.
  • Treating a vague nod as approval of unresolved architecture. Confirm the choices that actually affect scope or structure, not every sentence.

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