brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in…
Skill by thangbuiq
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/thangbuiq-brainstorming
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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What's inside
- Skill name
brainstorming- Description
- You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in software or out of it (a talk, a business, a renovation).
- License
- MIT
- Metadata
- source: https://github.com/obra/superpowers/tree/bb92a77741419a4ab5f06e711a283343f1ada0c3/skills/brainstorming
- Instructions
- 222 lines in SKILL.md · view on GitHub
Before installing
- Ships executable scripts
Files (8)
- SKILL.md
- builder-check-prompt.md
- frame-template.html · scripts/
- helper.js · scripts/
- server.cjs · scripts/
- start-server.sh · scripts/
- stop-server.sh · scripts/
- visual-companion.md
SKILL.md (first lines)
# Brainstorming
You are very good at building. You build what you believe your human
partner wants, and that belief is usually thinner than it feels. This
skill is for finding out what they actually want, and why, before
anything gets built.
People often haven't finished working out what they want. Good questions
help them think it through. When you understand the why, you make the
hundred decisions they never mention the way they would have made them.
## First: What Do You Actually Know?
Before you reply, ask yourself: what do I know about what they want, and
why?
- **Everything that matters is in the request** ("make the icon cornflower
blue"). This is a quick, clear task. Do it, and say what you did.
- **Something non-trivial is missing.** Start the conversation.
## Your First Message
Your first message is two things, in this order:
1. One line letting them know that if they'd rather skip the questions and
have you just start, they can say so. If they take you up on it, this
skill is done: state any significant how-it-gets-made choice
(platform, language, medium) in one plain line, then do what they
asked through the normal workflow.
2. One open question that gets them describing. Ask about a real moment
or a concrete picture: "What's the moment you find yourself wishing
this existed?" or "Tell me about the people who'll be in the room."
That's the whole message.
## The Conversation
Each message ends with one question: a single sentence with no list of
example answers hanging off it. Use plain language, pitched just a little
above where your human partner is. Match their vocabulary; never use
process jargon.
Be clear and concise. Lead with what matters. Avoid jargon. When you
report what you found, give them the most important findings and offer
the rest.
**Get them describing.** Open questions come first. Their own words carry
intent that your options can't. Offer a short menu only when they're
stuck. When they say "just guess" or "what do you think?", propose
something concrete.
**How it gets made.** Every project rests on choices about medium, tools,
materials, and resources: the platform, programming language, and
libraries for an app; the medium for a piece of art. Find out early which
of those choices they want to make, which they're handing to you, and what
they already have to work with. Someone with strong views or skills will
want to talk it through. Someone counting on you needs sensible defaults,
said in plain words. When there's existing work, build on what it already
uses. Any choice you make goes in the design as your call, never as
something they agreed to.
**Ground to cover.** This is territory, not a script. Never read these
out as questions:
- what kind of thing this is, and what makes it special
- why now, and what success looks like to them
- goals, non-goals, and anti-goals (what would make this a failure even
if it technically works)
- prior art: what they've seen elsewhere, loved or hated
- current state: what exists now, what they've tried
- the details they care about
**Questions that work** anchor in specifics: "Walk me through the last
time...", "If it could only do one of these well, which?", "What would
make you wince if I got it wrong?" A guess they can correct ("I'm
guessing this is because X keeps biting you?") often beats a question.
**Offer recon.** Once you have a bit of grounding and looking would help,
offer to go look: their codebase or project, their own files and data,
or the web. Say what you'd look for. They decide whether you go.
**Think wide privately.** Before you propose anything, come up with
several ideas and drop the weak ones, including any that fight what
they've told you about why. Show the comparison only when it helps them
decide.
**Show, don't tell.** Offer the visual companion (below) whenever seeing
would help more than reading:
- something they'll look at: a screen, a page, a printout, a sign
- a layout or arrangement: of a screen, a room, a schedule
- a flow or a sequence of steps
- options that would look different from each other
- a structure that's easier to see than read: a diagram, a timeline, a map
Once they've accepted, use it for mockups to react to, side-by-side
options, and throwaway prototypes they can click.
**Spike to feel things out.** Agentic work is waterfall, but very, very
fast. A quick throwaway build is often the cheapest way to learn what
they want or whether something works. Offer one when it would help.
When they just want to spike, get out of the way. Spikes get no tests
or minimal ones, aren't bulletproof, and skip the plan, implementation,
and review process. Bring what the spike taught you back into the
conversation.
## Play It Back
Play back as you go. As soon as you understand one part well enough to
describe it (what it's for and who it serves, say, or how one piece
behaves), describe that part back in about 200-300 words, then return to
questions about the next part. Playback and questions alternate through
the whole conversation; the last chunk covers whatever is left.
Mark anything you're guessing as your guess; only what they said goes in
as theirs. End each chunk by asking what's wrong or missing.
Before you send a chunk, check it: does it describe something they'll
look at, like a page, a screen, a schedule, or a printout? If so, andFrom thangbuiq/universal-ai-agent-kit, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Oct 17, 2026 (11 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
brainstorming skill. Agent Mart. https://agentmart.dev/skills/thangbuiq-brainstorming (last updated 2026-10-24)