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Explore options

Skill eugenelim/agent-ready-repo/packs/product-engineering/.apm/skills/explore-options

The complete AI operating model for software teams — from first idea to production. Three peer-supervised loops (discovery → build → release) over a catalogue of curated packs: skills, subagents, and hooks, each installed in one line. It's npm for your coding agent. Any agent, any stack — Claude Code, Codex, Cursor, Copilot, Gemini, Kiro.

Install
npx -y skills add eugenelim/agent-ready-repo --skill explore-options

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 14 stars14 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.

What its author says it does

Copied from the file, not written here

Use to generate multiple candidate product shapes before the discovery loop converges on one — the divergence stage that guards against myopic-greedy commitment. Triggers on "give me candidate product shapes", "diverge on the product shape", "what are the options before we commit", "explore alternatives for X", "don't converge yet". Generates N candidates across altitude × mechanic, each with its riskiest assumption, then frames an explicit compare-and-choose. Do NOT use to break down a chosen approach (use `decompose-intent`), to critique one produced artifact (use `devils-advocate`), or to converge (that is the discovery loop's job).

SKILL.md

5.4 KB, as published. Nobody here has run it

Skill: explore-options

Generate multiple candidate product shapes before the loop commits to one. This is the discovery loop's divergence stage (pre-G1.5), and it exists because every other phase of the gate ladder is convergent — left alone the loop locks onto the first coherent framing and commits early (myopic-greedy commitment, the loop's headline risk). The Double Diamond and Design Sprint treat forced divergence as non-optional; this skill is that forcing function.

It is prompt-only (CHARTER Principle 3): no engine, no scorer, no candidate generator script — the agent following this body writes the candidates as blackboard slots. No new agent, no new reviewer.

When to invoke

  1. There is a framed intent to diverge on (from frame-intent) — you are generating solution shapes for a stated outcome, not shaping the outcome itself.
  2. The loop has not yet converged — divergence runs before G1.5. If the team already committed and wants to re-open, that is the explore-alternatives verdict routing back here.
  3. You want breadth, not a single answer. If the shape is genuinely obvious and the appetite is tiny, say so — manufacturing five candidates for a one-shape problem is waste.

The two axes

Generate N candidate shapes (4–5 is the useful range) across two axes — this is what stops the candidates from being trivial variations of one idea:

  • Altitude — narrow-slice ↔ whole-domain. The myopic default picks the narrow slice (a kitchen "draft-and-approve" assistant); force the higher altitude (the whole household — calendar, travel, vendors, budget) and the deeper sub-domain (meal → recipe → ingredient → store sourcing).
  • Mechanic — the interaction model: draft-and-approve / coordination-layer / knowledge-graph-first / ambient-capture (illustrative, not closed). The same outcome under a different mechanic is a different product.

Procedure

  1. Generate the candidate set. For each candidate, write a blackboard intent-variant slot under the diverging parent (the plan-tree's candidates array — see the discovery-loop asset). Each candidate carries:
    • altitude and mechanic (where it sits on the two axes);
    • a one-line shape (what the product is under this framing);
    • its riskiest assumption — the one that, if wrong, sinks it (front it with what would have to be true).
  2. Reuse, don't reinvent. Pressure and rank with the skills that already exist — you are generating; they select and stress:
    • compare-hypotheses' ACH matrix to select among the shapes;
    • devils-advocate to pressure each candidate;
    • de-risk-intent to risk the chosen one (and to seed each candidate's riskiest assumption);
    • the discovery loop's scenario-variation self-coverage module to widen the set along persona / state / scale / adversarial edges.
  3. Frame an explicit compare-and-choose. Divergence ends in a selection, not a pile. Recommend one shape and say why, but retain the not-chosen as rejected / parked with rationale — never deleted, so they stay revivable (the loop's persistence + decision-archaeology's revival check). The altitude bet is a value/scope call — surface it at G1.5, do not resolve it silently.

What you write

The candidate set + the selection on the plan-tree node (the discovery loop's plan-tree asset candidates + selection). A candidate slot:

- id: cand.<slug>
  altitude: narrow-slice | whole-domain | <a point between>
  mechanic: draft-and-approve | coordination-layer | knowledge-graph-first | ambient-capture | <other>
  shape: <one line — what the product is under this framing>
  riskiest_assumption: <what would have to be true>
  status: selected | rejected | parked
  rationale: <why selected / retained-not-chosen>

Anti-patterns to refuse

  • Generating trivial variations of one idea. If every candidate sits at the same altitude with the same mechanic, you diverged on the label, not the shape. Span both axes.
  • Deleting the not-chosen. Retain rejected/parked candidates with rationale — they are revivable, and deleting them re-creates the myopic commitment divergence exists to prevent.
  • Resolving the altitude bet silently. Altitude is a value/scope call — surface it at G1.5, with the candidates as the referent.
  • Re-implementing selection or critique. Reuse compare-hypotheses / devils-advocate / de-risk-intent; this skill generates.
  • Building a generator engine. Prompt-only — the agent writes the candidates; there is no scorer or candidate-synthesis script.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.