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Agent Skill · 研究检索

game-design-unknown-unknowns-prototyping(游戏设计未知的未知原型)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design-unknown-unknowns-prototyping 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为只读;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 29,103。

总安装 3,109周安装 127GitHub Stars 公开资料未说明下载 996核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-unknown-unknowns-prototyping(游戏设计未知的未知原型)
来源仓库:https://github.com/stanestane/game-design-unknown-unknowns-prototyping
安装命令:
openclaw skills install game-design-unknown-unknowns-prototyping
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-unknown-unknowns-prototyping

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

识别设计中的未知未知因素并决定优先原型。适用于概念模糊但潜力大的功能探索。输出高风险高回报原型的制作建议。结果为风险评估工具,需谨慎投入开发资源。game-design-unknown-unknowns-prototyping 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-unknown-unknowns-prototyping;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

game-design-unknown-unknowns-prototyping 怎么安装?

在终端执行 openclaw skills install game-design-unknown-unknowns-prototyping。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-unknown-unknowns-prototyping 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-unknown-unknowns-prototyping 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

game-design-unknown-unknowns-prototyping 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-unknown-unknowns-prototyping 用的人多吗?

公开数据是累计安装 3,109 次,近一周安装 127 次,下载 996 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-unknown-unknowns-prototyping 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-design-unknown-unknowns-prototyping

游戏设计未知的未知原型 · 本页

3,109—只读MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
game-design-unknown-unknowns-prototyping
description
Detect unknown unknowns in game design and decide what to prototype before committing to production. Use when a feature concept feels promising but underdefined, when the team disagrees about the real design problem, when a mechanic seems interesting but the source of interest is unclear, when a concept risks premature production commitment, or when the team needs to determine what should be prototyped, in what order, and why.

Game Design Unknown Unknowns Prototyping

Use prototyping to discover what actually needs to be learned.

This skill helps map uncertainty, identify likely blind spots, frame prototype questions, choose the cheapest useful prototype type, sequence tests, and define stop criteria. Keep the work practical and decision-oriented. Do not prototype to mimic production. Prototype to expose uncertainty.

Core principle

Preproduction handles known unknowns. Prototyping explores unknown unknowns.

That distinction matters.

  • Known unknowns are questions the team already knows to ask.
  • Unknown unknowns are hidden design problems, emergent opportunities, and unexpected interactions that only become visible through testing.

Therefore:

  • do not prototype to mimic production
  • prototype to expose uncertainty
  • prototype to discover what the game might actually be

Knowledge quadrants

Use these four buckets to classify the state of understanding around a concept.

1. Known knowns

Things the team is already confident about.

2. Known unknowns

Things the team already knows it needs to answer.

3. Unknown knowns

Things the team implicitly knows but has not surfaced.

4. Unknown unknowns suspects

Things the team cannot yet name directly, but can infer are likely hiding in the concept.

Read references/quadrants-and-hiding-places.md when you need examples of each quadrant or a list of common hiding places for unknown unknowns.

What to produce

Generate a prototyping plan with these outputs:

  1. Concept framing - what the team thinks the idea is, and where it is still foggy
  2. Uncertainty map - what is known, suspected, and unexplored
  3. Prototype questions - what must be learned through making and testing
  4. Prototype sequence - what order to test things in, and how each test informs the next
  5. Stop criteria - when to stop exploring and move toward preproduction or production framing
  6. Decision record - what was learned, what died, and what stronger direction emerged

Process

1. Frame the design space

Clarify the current idea and its uncertainty surface.

Ask:

  • What is the idea as currently understood?
  • What part is conceptually exciting?
  • What part is still vague?
  • Which part is likely illusion rather than substance?
  • Which assumptions are carrying the concept?
  • What are we calling the feature today, and is that label prematurely narrowing thinking?

Write:

  • Current concept
  • Why it seems promising
  • Why it is still unclear
  • Assumptions carrying the concept

2. Build an uncertainty map

Map the concept using the four quadrants.

Use this format:

QuadrantItems
Known knowns...
Known unknowns...
Unknown knowns...
Unknown unknowns suspects...

Important note: the last row is deliberately phrased as unknown unknowns suspects. True unknown unknowns cannot be listed directly. They can only be inferred from where hidden uncertainty is likely to live.

3. Convert fog into prototype questions

Turn uncertainty into learning objectives.

Rule: a prototype question should describe what must be learned, not what must be built.

Good prototype questions often sound like:

  • Can players understand X without explanation?
  • Does X create a stronger feeling of Y?
  • What breaks first when X is layered with Z?
  • Does X reduce friction or merely relocate it?
  • Is the fun in A, or in the choice around A?
  • What emergent behavior appears when players optimize X?
  • What new problem appears after the obvious problem is removed?

Read references/prototype-question-patterns.md when you want more examples of strong versus weak prototype questions.

Write:

  • Prototype questions

4. Identify the right prototype type

Choose the cheapest artifact that can expose the uncertainty.

Do not default to a playable digital prototype. Choose the medium based on the unknown.

Prototype types:

  • Experience prototype - for feel, rhythm, pacing, emotional response
  • Interaction prototype - for UI comprehension, decision speed, readability, input behavior
  • Systems prototype - for simulation, economy, balance, loop interaction
  • Content pipeline prototype - for production feasibility
  • Wizard-of-Oz or fake-backend prototype - for testing behavior before full implementation

Use this format:

Prototype QuestionBest Prototype TypeFidelity NeededWhy

Read references/prototype-types.md when you need examples of what each type is best at exposing.

5. Sequence prototypes as a branching map

Order prototypes so each one clarifies the next one.

A prototype should do at least one of the following:

  • kill an idea
  • stabilize a baseline
  • reveal a stronger direction
  • expose a deeper question

Track prototype nodes using these state labels:

  • Dead end - discard, but capture the lesson
  • Baseline - stable enough to build on
  • Branch trigger - revealed a new avenue worth testing
  • Production candidate - sufficiently understood to move forward

Use this format:

Prototype NodeIntended LearningResultNext BranchState

6. Detect hidden prototype needs

Ask what is not being prototyped because the team is overfocused on the visible feature.

Diagnostic prompts:

  • Are we prototyping the visible feature instead of the invisible feeling?
  • Are we testing implementation shape before testing player value?
  • Are we arguing over solutions before defining the discovery question?
  • Are we trying to answer multiple uncertainties with one bloated prototype?
  • Are we protecting the original concept instead of letting the prototype challenge it?
  • What would we test if we assumed the current pitch is wrong?
  • Which part of the concept is most likely to transform into something else during prototyping?

Read references/anti-patterns.md for common prototyping failure modes and how to spot them.

7. Specify stop criteria

Define when to stop exploring and move into preproduction or production framing.

Stop when there is enough clarity on:

  • core player interaction
  • source of fun or value
  • major design risks
  • baseline UX understanding
  • technical feasibility envelope
  • a production-worthy direction

Do not wait for:

  • complete certainty
  • every edge case
  • every tuning question answered
  • every alternate branch explored

Write:

  • Stop criteria met when
  • Still not clear enough if

8. Produce a prototype brief

For each prototype, write a compact brief that ties the work to a decision.

Use this format:

Prototype name: What this is trying to learn: Why this matters now: What is deliberately out of scope: Prototype type: Minimum fidelity needed: Success signal: Failure signal: Possible branches after test:

This keeps prototypes from becoming vague experiments with no decision consequence.

Response structure

Use this structure unless the user asks for something else:

Concept Framing

  • ...

Uncertainty Map

  • Known knowns: ...
  • Known unknowns: ...
  • Unknown knowns: ...
  • Unknown unknowns suspects: ...

What Needs to Be Prototyped

  1. ...
  2. ...
  3. ...

Prototype Plan

  • Prototype A: ...
  • Prototype B: ...
  • Prototype C: ...

Stop Criteria

  • ...

Recommendation

  • ...

Fast mode

Use this quick pass when speed matters:

  • What part of this idea is actually unclear?
  • What might we be wrong about?
  • What is the cheapest prototype that would expose that?
  • What would we learn that changes the decision?
  • What would tell us to stop prototyping and move on?

Usage notes

This skill is especially useful for:

  • new feature concepts with unclear player value
  • UI layers that aggregate multiple demands or systems
  • event structures that may shift player behavior in unexpected ways
  • economy and production features where readability and pressure interact
  • hybrid features that may become a different feature category once tested
  • retention features where real value may emerge from cadence rather than content

When useful, combine this skill with a more explicit decision framework such as GROW:

  • Goal defines the intended outcome
  • Reality identifies current constraints
  • Unknown-unknowns prototyping identifies what still must be discovered
  • Options / Will can then be grounded in actual learning instead of speculation

Working principle

Prototyping is not the path to a product. It is the path to understanding what you are actually making.

Do not ask only, "How do we build this?" Ask first, "What do we not yet understand well enough to build responsibly?"

平台分布

OpenClaw

87.33%
按下载量换算870

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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