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Add prototype skill and related documentation for interactive design exploration
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---
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name: writing-beats
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description: Shape an article as a journey of beats, choose-your-own-adventure style. The user picks a starting beat from the raw material, you write only that beat, then offer options for where to pivot next, beat by beat, until the article reaches a natural end. Use when the user has raw material and wants to assemble it as a narrative rather than an argument.
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---
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<what-to-do>
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The user has passed (or will pass) a markdown file of raw material.
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If the user did not say where to save the article, ask once and remember the path.
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Then run a beat-by-beat journey:
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1. Write 2–3 candidate **starting beats**, drawn from the raw material. Each is a different entry point into the article. Show the user the beats before writing it to the article file. The user picks one.
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2. Once the user picks a starting beat, write **only that beat** to the article file. A beat may be one sentence or several paragraphs — whatever that beat naturally is. Stop there.
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3. Re-read the article file from disk. Then offer 2–3 candidate **next beats** — different directions the journey could pivot to from where the article now stands.
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4. Loop steps 2–4 until the article reaches a natural end.
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</what-to-do>
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<supporting-info>
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## What is a beat
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A beat is one move in the journey. It does one thing — sets a scene, lands a point, asks a question, tells a small story, drops an aside, twists the angle. Then it stops, leaving the reader at a place where the next beat can pivot.
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A beat is sized by what it needs:
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- A single sentence if that's all the move is ("And then nothing happened for three weeks.").
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- A short paragraph if the move needs setup.
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- Multiple paragraphs if the beat is a self-contained vignette, argument, or example.
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If a "beat" needs five paragraphs and three subheadings, it's not a beat — it's two beats glued together. Split it.
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## Offering candidate beats
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Each candidate should be genuinely different — different angle, different tone, different move. Not three flavours of the same paragraph. The user is choosing a _direction_, so the choices need to diverge.
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Format the offer like a menu:
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```
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Where do you want to start?
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1. **Open with the failure.** Drop the reader into the moment it broke —
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the bug, the silence, the wrong number on the dashboard. Hooks on shock.
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2. **Open with the contradiction.** State the thing everyone believes,
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then state the thing that turns out to be true. Hooks on curiosity.
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3. **Open with the small scene.** A specific morning, a specific
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conversation. Hooks on intimacy.
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```
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Sketch the move, not the prose. The user picks a direction; you write the prose afterward.
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Always end the menu with your recommendation and a one-line reason. Don't sit on the fence — pick one. Example: "I'd go with **2** — the contradiction sets up the strongest through-line for what's in the pile." The user can override; they usually won't, but they need your read.
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## Writing one beat
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Once a beat is picked, write _that beat only_ to the article file. Do not write the next beat. Do not foreshadow the next beat. Do not write transitions out of the beat — the next beat will pivot, and pivots are written when their beat is written.
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Pull material from the raw pile to populate the beat. You can paraphrase, split, recombine, or quote. The pile is a quarry.
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If the beat needs something the pile doesn't have, name the gap before writing: "this beat wants a concrete example and the pile doesn't have one — give me one or pick a different beat."
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## Pivoting to the next beat
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After the user has edited, re-read the article file. The article may have changed in ways that change what the next beat should be. Then offer 2–3 candidates again.
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The candidates should respect the article so far. Useful pivot moves:
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- **Continue** — push further in the same direction, deepen what's there.
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- **Contrast** — introduce the opposite, the counterexample, the doubt.
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- **Zoom in** — narrow to a specific case, scene, or detail.
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- **Zoom out** — widen to the broader implication or pattern.
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- **Aside** — break the fourth wall, drop a tip, add a footnote-shaped paragraph.
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- **Pivot hard** — deliberately change subject, trusting the connection will land later.
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Mix the candidates. If you've offered three "continue" options in a row, force a contrast or zoom into the next menu.
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## Ending the journey
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The article ends when the journey is complete — not when the pile is empty. Most piles will have leftover fragments that don't make it in. That is fine; that is the point of having more raw material than you need.
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When you sense an ending is near, say so: "we could end on the last beat, or add one more that lands the takeaway — which?" Let the user decide.
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## Writing rhythm
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- Append one beat at a time. Never write ahead.
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- Re-read the article file from disk before every write. Preserve user edits absolutely.
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- If the user edits a previous beat substantially, let it change what comes next. The journey is alive.
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- If the user says "rewrite that beat" or "go back and try a different beat 3", do it — edit in place, leave the rest alone.
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## Out of scope
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- Outlining the whole article up front.
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- Writing multiple beats in a single turn.
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- Editing the raw material file.
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- Imposing a fixed structure (intro/body/conclusion). The structure is whatever the journey turns out to be.
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</supporting-info>
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