Working With Claude Fable 5, the Real Skill Is Finding Your Own "Unknowns" First
- 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.
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.
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.
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.
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."
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."
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."
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."
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.
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.
Claude mechanically executes every step you wrote, even when a better direction presents itself.
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.
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.
- 01Blind-Spot Pass
- 02Brainstorming & Prototyping
- 03Reverse Interview
- 04Reference Source Code
- 05Implementation Plan
- 06Implementation Notes
- 07Package a Persuasion Doc
- 08Quiz
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.
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.
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.
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?
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.
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.
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.
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.
Interview me one question at a time about anything ambiguous, prioritize questions where my answer would change the architecture.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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
Coding With AI, the Bottleneck Isn't Whether It's Smart Enough — It's Whether You Can Explain What You Haven't Figured Out
Anthropic's Thariq distilled a method: sort your "not knowing" into four types, then dig them out one by one with 8 techniques across the before, during, and after stages of the work. Told in one page with a figure — every technique in the full article is copy-ready.
↓ Read it in one page · includes an animated figure
Claude Fable 5 is Anthropic's new coding AI (a model that can write and edit code on its own). Hand it a task and it'll search code and look things up far faster than you can — but the author found the quality of the outcome now hinges on a different bottleneck.
The first step isn't rushing to write requirements — it's sorting "not knowing" into four types first. Spell it out too precisely and it won't dare change course; leave it too vague and it'll guess blindly. Figure out which box you're stuck in first — the bigger the job, the easier it is to fall into the last two boxes, the blind spots you're not even aware of.
- Known known: what you spell out in the prompt (button in the top-right corner).
- Known unknown: knowing you haven't figured it out yet (not sure if the list needs pagination).
- Unknown known: never written down, but you know it's wrong the moment you see it (color scheme too jarring, rejected on sight).
- Unknown unknown: never even considered it, don't even know how good it could be (turns out code can auto-cut pauses from a video).
Write a requirement based on gut feel; wherever it's unclear, Claude decides for itself based on generic conventions — and the whole thing can end up off course.
Dig out and articulate all four types of unknowns first, then get started — Claude follows instructions where it should and turns where it needs to.
Finding unknowns isn't a one-time step before you start — it runs through the before, during, and after stages of the work. The author lays out 8 techniques spread across these three stages, each one about digging out blind spots while it's still cheap. Every technique in the full article comes with an original English prompt, ready to copy.
The author repeatedly stresses: every round of brainstorming, interviewing, prototyping, and referencing digs out what you don't know while it's still cheap, so you're not stuck redoing work once it gets expensive.
dive straight in
digging out unknowns first
way faster than you
the real code is the territory.
the bigger the job
the easier to fall
into the last two, unnoticed
what you don't know you don't know
across three stages
- × Before · dig out blind spots, 5 moves
- × During · log on-the-fly decisions, 1 move
- × After · pass before merging, 2 moves
The stronger the model, the more it tests whether you can put "not knowing" into words.
let Claude help you find your blind spots first.
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