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codemaxxing.io

started by Marlow and Angus

Notes09

note 09

Ask for options

You have an idea. Before you tell the agent exactly what to build, ask what it thinks — and ask it to give you a few options. Your first idea might be good. A nearby idea might be better.

  1. 01

    Say the idea, not the blueprint

    “I want a page where my friends pick a team and see a score” is an idea. “Make three buttons, lime, left-aligned, with this exact layout” is a blueprint.

    Blueprints are for later — after you know which direction you are going. Early on, the idea is enough.

  2. 02

    Ask what it thinks

    Tell the agent the idea. Then ask: what do you think? What would you change? What am I missing?

    You are not handing over the project. You are checking whether something similar is a little better than what you first imagined. The agent has seen a lot of shapes. Use that.

  3. 03

    Ask for options

    “Give me three ways this could work” is a strong sentence. Not ten. Not a novel. Three is enough to compare.

    Options should be different enough to choose between — not the same idea with three colors. If they all sound the same, say so and ask again.

  4. 04

    You still pick

    Read the options. Pick one — or mash two together. Or keep your original idea. That is fine. The point was to look around before you dig.

    Once you pick, switch modes. Be specific. “No, like this.” One thing at a time. The thinking part is done; now you steer.

  5. 05

    When not to do this

    If you already know exactly what you want, just say it. Asking for options when you have already decided wastes a round.

    If you are mid-fix — “the button does nothing” — do not open a design salon. Fix the button. Save the option-ask for the next idea.

Your first idea is a draft, not a contract. Asking for options is not being unsure. It is how you find the better nearby thing.