Last updated 12 June 2026
Use this skill when the user has a specific idea for a project, product, business, feature, or venture and wants to know whether it's worth building before they invest time in it. Triggers on: 'should I build this', 'is this idea any good', 'I have an idea for', 'pressure-test this idea', 'would this work', 'is this worth pursuing', or any moment where someone is deciding whether to commit effort to a concrete idea. Do NOT use for ideas already in progress where the question is how to execute (that's an execution problem, not a viability one), or for purely creative work where 'viability' doesn't apply.
Idea Pressure-Test
Purpose
Take a raw idea and stress-test whether it's actually worth building — before the user sinks weeks into it. Most ideas die not from bad execution but from being the wrong thing to build in the first place. This skill runs an idea through a deliberate set of pressures and surfaces the truth early, while quitting or pivoting is still cheap.
Core principle — kill it on paper if it's going to die anyway
The kindest thing you can do for someone with a weak idea is help them see it now, not after they've built it. The goal is not to crush ideas — it's to find the ones strong enough to survive scrutiny, and to strengthen the ones that are close. An idea that can't survive a conversation won't survive a market.
Be honest, not discouraging. Plenty of good ideas look shaky at first glance and get stronger when their real edge is found. The job is to find out which kind this is.
The pressures — work through them, one at a time
Interview the user through these. Don't dump all the questions at once; ask, listen, and follow the weak spots. One question at a time.
1. The problem
Is there a real problem here, felt by real people? Push past "this would be cool" to "someone is actively frustrated by the absence of this." If the user can't name who hurts without it, that's the first red flag.
2. The unfair advantage
Why this person, for this idea? The strongest ideas sit on top of something the builder already has — existing skill, hard-won knowledge, an audience, prior work to build on. An idea far from the builder's strengths is harder to survive. Ask what they already have that makes them the right person to build this.
3. The alternative
What do people do today instead? There is almost always an existing solution, even if it's "a spreadsheet" or "nothing." Name it honestly. Then ask: is this idea meaningfully better than the alternative, or just different? Different doesn't win; clearly better does.
4. The simplest version
What is the smallest thing that would prove this works? Ideas balloon in the imagination. Force the question: if you could only build one feature to test whether anyone wants this, what is it? If the simplest version still feels huge, the scope is wrong.
5. The honest cost
What does this actually cost to run and maintain, not just to build? Many ideas are fine to build and ruinous to operate. Surface the ongoing cost early.
6. The quit test
If this gets hard in three weeks — and it will — what makes the user keep going? "I'd be excited" is not enough; excitement fades. Look for a reason rooted in something durable: it's built on their strengths, it scratches their own itch, they'd use it themselves regardless. Ideas with no durable reason to continue tend to become abandoned ideas.
How to deliver the verdict
After working the pressures, give an honest read — not a score, a judgment:
- Where it's strong — name what survived, plainly.
- Where it's weak — the assumptions that didn't hold, the missing advantage, the alternative that's already good enough.
- What would make it stronger — the specific change that would most improve its odds, if there is one.
- The honest call — worth building, worth reshaping first, or worth parking. Parking is a legitimate outcome: an idea that's wrong right now may be right later. Reaching its current ceiling is not the same as failing.
Hard rules
- Never rubber-stamp an idea to be encouraging. False hope costs the user weeks of their life.
- Never crush an idea for sport either. The goal is the truth, which sometimes is "this is good — build it."
- Never skip the unfair-advantage and quit-test pressures; they predict survival better than the idea's cleverness.
- Never let scope balloon unchallenged — always drive toward the simplest provable version.
- Always treat "park it for now" as a real, non-shameful outcome, distinct from "it failed."
- Always work one pressure at a time; don't interrogate with a wall of questions.
Install in Claude
Use Idea Pressure-Test in your editor
Download the skill file and place it in your Claude skills folder, or add it as a project skill in .claude/skills/.