principle-exhaust-the-design-space

Guides building and comparing multiple prototypes before committing to novel design decisions.

1|Updated Aug 26, 2026
One-click install
npx skills add https://github.com/edivad1999/stuc-stack --skill principle-exhaust-the-design-space-edivad1999
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: principle-exhaust-the-design-space
Source: https://github.com/edivad1999/stuc-stack/tree/main/skills/principle-exhaust-the-design-space
Command: npx skills add https://github.com/edivad1999/stuc-stack --skill principle-exhaust-the-design-space-edivad1999

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? When facing a novel UI interaction or architectural decision with no precedent in the codebase, committing to the first idea risks building the wrong thing. This Skill enforces a disciplined exploration step so you compare concrete alternatives before implementation. ## Core Features & Use Cases - Prototype Comparison Rule: Build 2-3 competing prototypes or sketches and compare them side by side before committing to one approach. - Applicability Guidance: Clearly defines when the principle applies (novel UI interactions, multi-approach architecture choices, feel-driven product decisions) and when it does not (mechanical implementation, bug fixes, single-approach constraints). - Use Case: You need to add a gesture-based navigation pattern that does not exist anywhere in your Android app. Instead of guessing, you build three small prototypes, compare how each feels, and only then commit to the best one. ## Quick Start Ask the AI to apply the exhaust-the-design-space principle to evaluate competing approaches for a novel UI interaction before writing the final implementation.

Frequently Asked Questions about principle-exhaust-the-design-space

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I decide between multiple architectural approaches in a codebase?▼

Build 2-3 competing prototypes or sketches and compare them side by side before committing. A second flavor of the first shape does not count as a genuine alternative, so each prototype should represent a distinct approach.

When should I prototype multiple UI interaction designs?▼

Prototype when the interaction is novel with no prior art in the codebase, or when user experience depends on feel rather than logic. Comparing concrete implementations reveals differences that abstract reasoning cannot.

When is design space exploration not worth doing?▼

Skip it for mechanical implementation with established patterns, bug fixes or refactors with a clear target state, and changes where constraints dictate a single viable approach. Copy-the-last-screen work is mechanical and does not need exploration.

How many prototypes should I build before committing to a design?▼

Build 2-3 competing prototypes or sketches. The goal is genuine alternatives, not minor variations of the same shape, so each prototype should explore a meaningfully different direction.

Does this principle apply to bug fixes and refactors?▼

No. Bug fixes and refactors have a clear target state, so exploring alternatives adds cost without benefit. The principle only applies when the right answer is not obvious and multiple viable approaches exist.