Design it twice
Generates and compares at least two fundamentally different design alternatives on concrete criteria before committing. Use when the user asks to design something twice, or before committing to any significant design of classes, modules, APIs, or architecture. Not for judging strategic vs. tactical investment in existing code (use strategic-mindset) or whether a change degrades design (use code-evolution).From its SKILL.md
npx -y skills add codybrom/clairvoyance --skill design-it-twiceAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 11 stars11 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
SKILL.md
6.3 KB, ~1.2k tokens by cl100k_base, as published. Nobody here has run it
Design It Twice
When invoked with $ARGUMENTS, treat the argument as the design problem to explore. Do not assume a solution. Start from the problem statement and generate at least two fundamentally different approaches independently. If a design already exists in the conversation or codebase, dispatch the clean-room-alternative agent (see Isolation Mode below) rather than trying to produce a second attempt yourself — a design already sitting in your context contaminates anything you write next, no matter how deliberately you try to ignore it. Then compare all approaches on concrete criteria.
This skill has two modes. Before a design exists, use it to generate and compare alternatives directly. After a design exists, dispatch the isolated agent described below to produce an independent second attempt that isn't anchored to the first. Either way, the first idea is unlikely to produce the best design, not because the designer isn't smart, but because the problems are genuinely hard.
When to Apply
- Before committing to a class, module, or API design
- When choosing between architectural approaches
- When an interface feels awkward but "good enough"
- When writing a design document or RFC
- When you catch yourself thinking "this is obviously the right way"
When NOT to Apply
- Trivial decisions with negligible consequences
- Well-established patterns where the design space is explored
- Bug fixes that don't change the interface
- Cost of the exercise should be proportional to cost of getting the design wrong
The Procedure
-
Generate at least two fundamentally different approaches, not variations on one idea. If both share an interface shape, they're variations. Push until the second makes you uncomfortable.
-
Compare the designs on concrete criteria:
- Caller ease-of-use: Which requires less work from higher-level code? (primary criterion)
- Interface simplicity: Which is easier to learn and use?
- Generality: Which handles more use cases without special-casing?
- Implementation complexity: Which is easier to get right?
- Performance characteristics: Are there meaningful performance differences?
-
Choose or synthesize: Comparing two weak designs may reveal a shared weakness that points at a third, stronger design neither suggested directly. When no alternative is attractive, use the problems you identified to drive a new design. If both alternatives force callers to do extra work, that's a signal the abstraction level is wrong.
Applies at Multiple Levels
Use for interfaces first, then again for implementation (where simplicity and performance matter most), and again at system level (module decomposition, feature design). Different levels, different criteria, but always more than one option.
Why It Works
When you only have one design, its strengths are invisible and its weaknesses look like inherent constraints. A second design breaks that illusion by making trade-offs visible. Documenting the alternatives you considered also prevents future maintainers from revisiting rejected or failed approaches.
Recording rejected alternatives and why they were rejected — in the design doc, commit message, or PR description — means a future agent invocation (which starts with an empty context window) gets the comparison for free instead of re-deriving it from scratch.
The Smart People Trap
The first design generated anchors everything after it — once a finished design sits in context, it contaminates the comparison the same way a finished implementation contaminates a rewrite. Pushing past that anchor is what produces the stronger second design.
"It isn't that you aren't smart; it's that the problems are really hard!" — John Ousterhout, A Philosophy of Software Design
Forcing technique: "Suppose you may not implement your first idea. What would be your second approach?" The second idea, when forced, is consistently better.
Isolation Mode
When a design already exists in the conversation or codebase, the second alternative should be generated in a clean-room context. Use the clean-room-alternative agent to produce the second design in isolation.
Dispatch the agent with
- The problem statement from $ARGUMENTS
- Relevant file paths the agent should read for context
The agent receives
- The problem statement
- Access to the codebase via Read, Grep, Glob
The agent should NOT receive
- The first design
- Conversation history containing the first design
- Any indication of what approaches to avoid
After the agent returns its design, compare both approaches using the criteria in "The Procedure" above. The value is in the comparison, not in either design alone.
Fallback (No Agent Available)
If your runtime does not support agents, use the design pre-mortem technique from references/pre-mortem-fallback.md to force a structurally different alternative without clean-room isolation.
Time Cost
Sketching and comparing two alternatives costs a small fraction of the tokens a full implementation consumes — and far less than the tokens spent debugging, then re-implementing, a flawed first design. The ratio holds: exploration is on the order of a few percent of implementation cost, with disproportionate return.
Review Process
- Check for alternatives: Was more than one genuinely different design considered? Was the reasoning for rejecting alternatives documented?
- Evaluate comparison quality: Concrete criteria used, or gut feel?
- Look for shared weaknesses: Do alternatives share a flaw pointing at a better design?
- Assess proportionality: Depth of exploration proportional to decision's impact?
- Check for synthesis: Could the best elements be combined?
Red flag signals for design comparison are cataloged in red-flags (No Alternatives Considered).
What ships with it: 1 file
1.7 KB alongside SKILL.md
references/
- pre-mortem-fallback.md1.7 KB
Gives 0 of the 12 instructions most design frontend skills give in ~1.2k tokens
Counted across 1,179 of the 2,086 authors here whose files we hold, read 2026-09-06
- Commit to a bold aesthetic directionin 31 of 1179, across 24 files
- Prefer component composition over inheritancein 28 of 1179, across 14 files
- Animate only transform and opacity propertiesin 27 of 1179, across 22 files
- Memoize expensive computations with useMemoin 26 of 1179, across 13 files
- Use semantic HTML elementsin 24 of 1179, across 23 files
- Virtualize long lists for performancein 21 of 1179, across 10 files
- Use CSS variables for design tokensin 20 of 1179, across 14 files
- Implement loading, empty, and error statesin 20 of 1179
- Lazy load heavy components with Suspensein 19 of 1179, across 8 files
- Respect prefers-reduced-motion media queriesin 18 of 1179, across 10 files
- Prioritize CSS-only animations for HTMLin 18 of 1179, across 16 files
- Use compound components for related UI elementsin 18 of 1179, across 7 files
Said here and by no other author read
- generate at least two fundamentally different design approaches
- compare approaches using concrete criteria
- dispatch clean-room-alternative agent if a design exists
- synthesize a third design if alternatives share weaknesses
- evaluate caller ease-of-use as the primary criterion
- use the forced approach technique to generate alternatives
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.