From skills-for-humanity
Runs a worst-case reversal brainstorm: designs the worst possible version of something, then reverses each failure mode into design principles. Unblocks creative honesty when polite brainstorming stalls.
How this skill is triggered — by the user, by Claude, or both
Slash command
/skills-for-humanity:s4h-play-worst-case-reversalThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Direct brainstorming produces cautious, socially acceptable ideas. Designing the
Direct brainstorming produces cautious, socially acceptable ideas. Designing the worst possible version removes the social cost of being wrong and unlocks the honest list of everything that actually fails — which, when reversed, becomes the most direct path to the design requirements that matter. The technique works because the worst-possible list is easy: everyone knows how to fail. The reversals do the serious work.
Step 1: State the Design Challenge What are you designing, building, or solving? Be specific about the intended outcome — what would success look like if it worked?
Framing check: Confirm the specific design challenge before continuing. State what you've identified — the actual thing being designed and what success looks like — in one sentence, then use AskUserQuestion:
Step 2: Design the Worst Version Ask: how would you make this as bad as possible? What would guarantee failure, alienate users, destroy trust, waste resources, or produce the exact opposite of the intended outcome? Generate without filter or politeness. Aim for 8-12 specific ways to make it terrible.
Rules for this step:
Step 3: Reverse Each Failure Mode For each terrible idea, state the affirmative inverse as a design principle. The reversal should be specific and actionable, not generic. "Make users re-enter the same information three times" → "Eliminate all redundant data entry; information provided once should propagate automatically." "Never tell users what went wrong" → "Every failure state names what happened and what to do next."
Step 4: Collect as Design Requirements The reversed principles are design requirements. State them as a clean list, affirmatively, in present tense. These are things the design must do.
Step 5: Audit Against the Existing Design Which requirements were already present and strong? Which were present but weak or inconsistent? Which were missing entirely? The missing ones — requirements that never appeared in the direct design process — are the primary output.
Before proceeding, use the AskUserQuestion tool. State your interpretation of the situation in 1–2 sentences — what is being analyzed and what the core question is — then ask:
Proceed based on their selection. If the user reframes, incorporate the correction before running any analysis.
Challenge: [what you're designing and what success looks like]
Worst-Possible List + Reversals
| Terrible Idea | Reversed Design Principle |
|---|---|
| [specific failure mode — concrete and unfiltered] | [affirmative design requirement] |
Design Requirements Derived: [clean numbered list of all reversed principles]
Audit Against Existing Design
The uncomfortable entries in the worst-possible list are the most valuable — they surface real tensions that politeness has kept invisible. If every item on your list feels obvious and safe, you haven't gone far enough. Push into the territory where naming it feels a little risky.
After delivering this output, use AskUserQuestion to offer the next move:
/s4h-decision-premortem-analysis — Formalise the worst case as a structured premortem/s4h-constraint-workaround-mapping — Address the worst cases with concrete workarounds/s4h-creativity-alternatives — Generate alternatives that avoid the worst casesnpx claudepluginhub human-avatar/skills-for-humanityEnumerates failure modes by inverting goals to uncover hidden risks during planning. Useful when optimism may obscure failure paths.
Generates multiple solution approaches with trade-offs using structured frameworks (SCAMPER, First Principles) and hands off to planning. Includes Vision Mode for product-level rethinks and Design-It-Twice Mode for interface exploration.
Routes to the right playful thinking tool — constraint inversion, perspective reversal, stimulus generation, or worst-case reversal — to break fixed patterns and generate unexpected possibilities.