Working With Claude Fable 5, the Real Skill Is Finding Your Own "Unknowns" First

Anthropic's Thariq sums it up: when working with Claude Fable 5, the quality of the output comes down to whether you can clearly articulate your own "unknowns." This field guide lays out 8 techniques for surfacing unknowns across the before, during, and after stages of implementation — each one paired with a prompt you can copy and use directly.
By X · Thariq07-04 · 9 min read⚑ Expert view · personal take
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Deep Dive · XiaoHu Explains
60-Second Overview
  • Anthropic staffer Thariq published a long-form post summarizing a set of practical techniques for locating "unknowns" when working with Claude Fable 5.
  • The core framework sorts unknowns into four types: known knowns, known unknowns, unknown knowns, and unknown unknowns.
  • 8 specific techniques are spread across the "before / during / after implementation" stages, covering blind-spot passes, reverse interviews, reference source code, implementation notes, quizzes, and more.
  • Every technique comes with the original English prompt you can copy and use directly.
  • The case study section shows how this method was applied to editing the Fable launch video — a domain the author himself wasn't familiar with.
⚑Stance note: the author, Thariq, is an Anthropic employee (Claude Code / Claude Design team). The methods in this piece center on Anthropic's own model, Claude Fable 5, and the example prompts and case studies all come from his own project work.
1Who Wrote This, and What's Actually the Bottleneck

Working With Claude: What's Actually the Bottleneck

Thariq, a member of Anthropic's Claude Code / Claude Design team, published a long-form post on X on July 3, 2026, summarizing a set of practical techniques for locating "unknowns" when working with Claude Fable 5.

Coding alongside Claude Fable 5, the author found the quality of the work kept snagging on the same thing: whether he could put into words the "unknowns" he hadn't fully thought through himself. This piece breaks "finding your unknowns" down into 8 actionable techniques, each with a prompt you can copy straight off the page.

◆

Why it's worth reading: the author is a member of Anthropic's Claude Code / Claude Design team, and the 8 techniques are distilled directly from real projects — including editing the Fable launch video — grounded in hands-on experience. Every technique comes with the original English prompt, ready to copy and use.

The old saying the author keeps coming back to: the map is not the territory. The map — a simplified description of the work to be done — is the prompt, skill, and context you give Claude. The territory is where the work actually happens: the codebase, the real world, its real constraints. The gap between the two is what he calls an "unknown." When Claude runs into an unknown, it can only make a decision based on its best guess at what you want. The more work there is to do, the more unknowns it's likely to run into.

N Map · the prompt you give Claude Gap = unknown Territory · the real codebase and constraints
The map is a simplified description; the territory is where the work actually happens — the two never quite line up. The compass needle drifts slightly as you scroll, a reminder that the gap is always there.
Map vs. territory diagram
Original figure: the map is the prompt, skill, and context you give Claude; the territory is the real codebase and real-world constraints where the work happens. The gap between them is the "unknown." Source: X · Thariq

The author says Fable is the first model that made him feel the quality of the work was bottlenecked by his own ability to articulate his unknowns. And planning ahead alone isn't always enough: an unknown can be buried deep in the implementation and only surface partway through, or it can flip around and tell you the problem actually needs a completely different approach. So working with Fable becomes a process of continually discovering your own unknowns before, during, and after implementation.

4
types of unknowns: known knowns / known unknowns / unknown knowns / unknown unknowns
3
stages: before / during / after implementation — the techniques are organized around them
8
copy-ready techniques, each paired with an original English prompt
1
running analogy: the map is not the territory — the gap is the unknown you're looking for
2Four Kinds of "Not Knowing"

Which Kind of "Not Knowing" Are You Actually Missing

Whenever the author brings a problem to Claude, he starts by sorting his unknowns into four boxes. The bigger the job, the easier it is to fall into the last two boxes — the things you never even noticed, or the things so obvious you'd never think to write them down.

✎
Known Known

The part you spell out in the prompt — what you explicitly tell Claude you want.

Example "I want a login button, place it in the top-right corner."

?
Known Unknown

The part where you know you haven't figured it out yet, but you're aware there's a gap here.

Example "Not sure yet whether this list needs pagination."

◉
Unknown Known

Common sense so obvious you'd never write it down — but you know it's wrong the moment you see it.

Example "This color scheme is too jarring — one glance and you know it's off."

▨
Unknown Unknown

A blind spot you never even considered — you don't even know how good this could be.

Example "Turns out code can automatically cut out the pauses in a video."

The four-quadrant matrix of unknowns
Original figure: before starting work, the author sorts his unknowns into four types — the bigger the project, the easier it is to fall into the last two. Source: X · Thariq
An Analogy

It's a bit like moving into a new home: known knowns are the shopping list you've already made; known unknowns are knowing the living room still needs a piece of furniture but not having decided what; unknown knowns are never writing it down, yet knowing the instant you see it that "this outlet is in the wrong spot"; unknown unknowns are not even knowing that underfloor heating was an option.

The author observes that the strongest collaborators he's seen — people like Boris Cherny or Jarred Sumner — carry relatively few unknowns: watching them write prompts, they clearly know what they want and stay in sync with both the codebase and the model's behavior. But they still leave room for unknowns. In a sense, reducing your unknowns and getting ahead of them is the core skill of working with Claude — and it's a skill you can train up by working with Claude itself.

3Too Detailed and Too Vague Both Backfire

Instructing Claude: Why Both Too Much Detail and Too Little Backfire

Briefing Claude on a task is like walking a tightrope. Spell it out too precisely, and it'll follow your steps to the letter, even when it should change course partway through. Leave it too vague, and it'll guess based on generic industry best practices that may not fit your situation. When you haven't accounted for your own unknowns, you fall off on either side: you don't know which stretch of the path has a pothole and which is clear, yet you still want it to turn when a turn is called for.

Too Specific

Claude mechanically executes every step you wrote, even when a better direction presents itself.

Give It Enough Context, Make It a Thinking Partner

Tell it how far you've thought things through and how familiar you are with the territory, so it can be your thinking partner and turn when it needs to.

Too Vague

Claude makes the call itself based on industry best practices, which may not match your situation.

The good news is Claude can help you surface unknowns faster: it can search a codebase and the web far faster than you can, it knows more than you do on most topics, and it can iterate quickly from failure. The most important step in this process is telling it your starting point: where your thinking currently stands, how deep your experience is with the problem and the codebase, so it can work alongside you like a thinking partner. The author also notes that in almost all these scenarios, a single HTML page is the best way to visualize an idea and put it right in front of you.

The techniques below are laid out across the three stages of "before, during, and after implementation." The author says he doesn't use all of them every time, but it's a toolkit worth keeping on hand.

Before Implementation
Pre · 5 techniques
  • 01Blind-Spot Pass
  • 02Brainstorming & Prototyping
  • 03Reverse Interview
  • 04Reference Source Code
  • 05Implementation Plan
During Implementation
During · 1 technique
  • 06Implementation Notes
After Implementation
Post · 2 techniques
  • 07Package a Persuasion Doc
  • 08Quiz
Guiding Claude is a delicate balance
Original figure: guiding Claude is a delicate balance — being too specific and too vague both backfire. Source: X · Thariq
4Before Implementation · Blind-Spot Pass

First, Let Claude Find What You Don't Know You Don't Know

The single most useful thing you can do when starting out is figure out your own blind spots first. If you're building a feature in an unfamiliar part of the codebase, or doing something you're not experienced with like a design iteration, you likely have a whole pile of unknown unknowns: you don't know what to ask, don't know what "good" looks like, don't know what's already been tried, and don't know which pitfalls to avoid.

Core Technique · Blind-Spot Pass

Before starting work in an unfamiliar codebase or domain, have Claude dig up and lay out the things you "don't know you don't know," then use that to refine your prompt. The author recommends using the exact terms "blindspot pass" and "unknown unknowns," and telling it who you are and what you already understand, so it can figure out where your blind spots actually sit.

① Tell it who you are, what you already know
→
② Claude asks back, pinpoints your blind spots
→
③ Lays out those unknowns for you
→
④ You rewrite a better prompt
Blind-Spot Pass · Unfamiliar Codebase (Example 1: adding a new auth provider)
I'm working on adding a new auth provider but I know nothing about the auth modules in this codebase. Can you do a blindspot pass to help me figure out my relevant unknown unknowns and help me prompt you better.
Blind-Spot Pass · Unfamiliar Domain Knowledge (Example 2: color grading a video without knowing what it is)
I don't know what color grading is but I need to grade this video. Can you teach me to understand my unknown unknowns about color grading, so that I can prompt better?
Collection of techniques for surfacing unknowns
Original figure: the author's compiled collection of techniques for surfacing unknowns. Source: X · Thariq
5Before Implementation · Brainstorming & Interviews

Some Things You Can't Put Into Words, But You Know Right Away If They're Wrong

This kind of unknown is one where you can't state the criteria, but the moment something's in front of you, you know instantly whether it's right — that's an "unknown known." These are best dug up early through brainstorming and prototyping: discover them once you're already writing code, and the cost is far higher — a small tweak to the spec can force a complete rewrite of the implementation, and it's also harder to get Claude to roll back earlier changes. The author almost always starts from an exploration or brainstorming phase, using it to pin down the project's scope — wide enough, but not too wide.

Brainstorming & Prototyping

Say you just want to see what adding a button to some interface would look like, without actually wiring up a backend route or maintaining an extra piece of front-end state. Visual design is especially hard for the author to put into words, but once the options are laid out in front of him, he knows immediately which one he wants — so he'll ask for several design directions at once and react to them side by side.

Brainstorming · No Visual Taste? Ask for 4 Wildly Different Directions to React To
I want a dashboard for this data but I have no visual taste and don't know what's possible. Make me an HTML page with 4 wildly different design directions so I can react to them.
Prototyping · Before Wiring Anything Up, Walk Through the Layout With a Single-File HTML Mock
Before wiring anything up, make a single HTML file mocking the new editor toolbar with fake data. I want to react to the layout before you touch the real app.
Brainstorming · Start From a Fuzzy Problem, Have It Search the Codebase and Rank the Intervention Points
Here's my rough problem: users churn after onboarding. Search the codebase and brainstorm 10 places we could intervene, from cheapest to most ambitious. I'll tell you which ones resonate.

Let Claude Interview You

Brainstorming usually still leaves some fuzzy points. This is when you flip it around and let Claude question you one at a time, giving it a bit of background on your problem to guide the questioning — with priority given to questions whose answer would actually change the architecture.

Reverse Interview · Question by Question, Prioritizing Answers That Would Change the Architecture
Interview me one question at a time about anything ambiguous, prioritize questions where my answer would change the architecture.
6Before Implementation · Reference Source Code & Implementation Plan

When You Don't Know How to Say It, Just Show It the Code

Sometimes you simply don't have the words for what you want, or it's too complicated to explain. In these cases, the best reference is the source code itself. Diagrams, docs, and screenshots all work, but the single best reference is source code. If some library out there already implements the behavior you want, or there's a design component you really like, just point Fable at that folder and tell it what to look at — even if the code is in a different language, it still works.

Claude Design works the same way. You don't have to hand it a file (though you can) — you can point it at a module you like on some webpage, and it reads the underlying code rather than just a screenshot of it. That gives it far richer detail about the markup, structure, and how the component is actually built.

Reference Source Code · Hand It Source to Read, Reimplement the Semantics Across Languages
This Rust crate in vendor/rate-limiter implements the exact backoff behavior I want. Read it and reimplement the same semantics in our TypeScript API client.

Implementation Plan: Lead With What's Most Likely to Change

Before starting, the author has Claude produce an implementation plan for him to review first, with emphasis on the parts most likely to change: the data model, type interfaces, anything user-facing. Mechanical refactoring gets pushed to the end — that part he just trusts it with. This way, the plan puts what you actually need to adjust right in front of you first.

Implementation Plan · Lead With What's Most Likely to Get Overturned, Bury Mechanical Refactoring at the Bottom
Write an implementation plan in HTML, but lead with the decisions I'm most likely to tweak with: data model changes, new type interfaces, and anything user-facing. Bury the mechanical refactoring at the bottom, I trust you on that part.
7During Implementation · Implementation Notes

Once Work Starts, Have Claude Log Its "On-the-Fly Decisions" as It Goes

No matter how thorough the plan, unexpected unknowns will always surface during implementation. Once he's satisfied with the plan, the author opens a fresh session, drops the spec file and prototype into the prompt, and lets an agent implement it. But partway through, Claude might hit some edge case in the code that forces a change of approach. He has Claude Code maintain a temporary implementation-notes.md (or .html) file, logging the decisions it makes along the way, so he can review and learn from them on the next attempt.

Implementation Notes · On an Edge Case, Pick the Conservative Option, Log It Under Deviations, and Keep Going
Keep an implementation-notes.md file. If you hit an edge case that forces you to deviate from the plan, pick the conservative option, log it under 'Deviations', and keep going.
8After Implementation · Packaging & Quiz

Before You Merge, Let Claude Quiz You First

Once the work is done, there are two techniques for wrapping up. One is packaging the result into a document you can take for approval; the other, the most critical one, is having Claude turn around and quiz you.

Packaging a Persuasion Doc

Delivering something important always comes with the step of getting it recognized and approved. Building in a bit of "persuasion" and "explanation" into the final doc has two benefits: reviewers start out with the same unknowns you once had, so they'll understand it faster; and domain experts who want to confirm you've accounted for the pitfalls and common failure modes will sign off faster too.

Packaging the results into a doc ready for approval
Original figure: package the prototype, spec, and implementation notes into a single doc ready to take for approval. Source: X · Thariq
Packaging a Persuasion Doc · Bundle It Into a Doc You Can Drop in Slack for Buy-In
Package the prototype, the spec, and the implementation notes into a single doc I can drop in Slack to get buy-in. Lead with the demo GIF.

Quiz: No Pass, No Merge

Core Technique · No Passing the Quiz, No Merge

By the end of a long session, Claude may have done far more than you realize. Reading the code diff alone only gets you a surface-level view — a lot of the behavior is buried in existing code paths. Have Claude generate an HTML change report with a quiz built in, and you're only allowed to merge once you've answered the quiz correctly yourself. In the author's own words: only merge after you've passed the quiz.

① Reading the diff alone only gets you the surface
→
② Claude generates an HTML change report with a quiz
→
③ Pass the quiz to unlock the merge
Quiz · Generate an HTML Change Report With a Quiz, Merge Only After Passing
I want to make sure I understand everything that's happened in this change. Give me a HTML report on the changes for me to read and understand with context, intuition, what was done, etc. and a quiz at the bottom on the changes that I must pass.
9In Practice · Editing the Fable Launch Video

How He Applied This Method to Editing the Fable Launch Video

Fable's launch video was edited entirely by Claude Code. This was a completely new domain for the author, who considers himself a total outsider to it. The whole process ended up stringing together every technique covered above: starting from what he already knew, he drew out his unknowns one by one.

1

First, Verify How Accurate the Transcription Is

He knew Claude could edit video with code and transcribe it, but wasn't sure how accurate that would be. So he first had Claude explain exactly how transcription tools like Whisper work, and whether ffmpeg could accurately cut out "ums," "ahs," and long pauses. Feel out the boundaries of what's possible first, then move forward.

2

First, Prototype to Validate the Timeline

He wanted a UI that tracked along with what he was saying, but wasn't sure it was even doable — so he had Claude use Remotion plus a transcript to build a prototype video first, check whether the effect landed, and only committed to the real thing once it was confirmed feasible.

3

Learn Color Grading Before Choosing

The finished footage looked dull, and he knew it was a color grading issue, but didn't really understand what color grading was. His first instinct was to have Claude produce a few versions to pick from, but he realized he had no idea what "good" even looked like. So instead, he had Claude teach him color grading first, surface his own unknowns, and only then make the choice.

The author's closing advice: the stronger the model, the more you can get done with the right method. When a long-running task comes back wrong, it's often a sign you need to spend more time defining your own unknowns, or write an implementation plan that gives Claude room to work within those unknowns on its own. Every round of explaining, brainstorming, interviewing, prototyping, and referencing is a way of surfacing what you don't know while it's still cheap, so you don't have to pay for it later when it's expensive. So the next project should start with a single line: get Claude to help you find your unknowns.

Every round of explaining, brainstorming, interviewing, prototyping, and referencing is a low-cost way of figuring out what you didn't know — before the cost gets bigger. Thariq, closing line of the original piece
This piece is an explainer compiled from a long-form post by Thariq (@trq212, Anthropic's Claude Code / Claude Design team), "A Field Guide to Fable: Finding Your Unknowns," published on X on July 3, 2026. The example prompts and case studies in this piece all come from his own project work. Images: X · Thariq.
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