curiositech/some_claude_skills

systems-thinking

Analyze complex systems through stocks, flows, and feedback loops to find high-leverage interventions. For organizational, environmental, social, and technical systems exhibiting circular causality. NOT for linear problems or simple cause-effect chains.

First seen Mar 9, 2026

Installation

$ npx skills add curiositech/some_claude_skills --skill systems-thinking

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from curiositech/some_claude_skills · top by installs.

npx skills add curiositech/some_claude_skills

Browse all from curiositech/some_claude_skills

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 216
License LICENSE
Default branch main
Open issues 37
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Allowed toolsRead
More metadata
tags
[]
0
systems
1
thinking
pairs-with
[]
2
skill: munger-worldly-wisdom
reason
Systems mapping complements research methodology for analyzing complex phenomena
3
skill: checklist-discipline
4
skill: clinical-diagnostic-reasoning
5
skill: research-craft

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 11,649 B
  • docs SUMMARY.md 277 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 139 installs

SKILL.md

Systems Thinking

Diagnose why systems cause their own behavior and identify structural interventions that produce sustainable change.

When to Use

✅ Use for:

  • Persistent problems resistant to repeated solutions
  • Unintended consequences from well-intentioned policies
  • Exponential growth approaching limits
  • Oscillating or eroding performance
  • Collective outcomes nobody wants despite individual rationality
  • Environmental/resource management
  • Organizational dysfunction
  • Policy design
  • Technology system architecture

❌ NOT for:

  • Simple linear causality problems
  • One-time events without feedback
  • Systems requiring immediate tactical response
  • Purely technical optimization without human feedback

Core Process

Systems Analysis Decision Tree

START: Observe problematic behavior
│
├─→ Does behavior persist despite multiple interventions?
│   YES → Likely structural issue, continue
│   NO → May be simple cause-effect, consider other methods
│
├─→ Map the system structure:
│   1. Plot behavior over time (time graphs, multiple variables)
│   2. Identify stocks (accumulations) 
│   3. Identify flows (rates filling/draining stocks)
│   4. Map feedback loops connecting stocks/flows
│      ├─ Balancing loops (goal-seeking, stabilizing)
│      └─ Reinforcing loops (amplifying, exponential)
│   5. Identify delays between action and response
│
├─→ Recognize archetypal trap pattern:
│   ├─ Multiple actors pulling different directions? → Policy Resistance
│   ├─ Shared resource degrading? → Tragedy of Commons
│   ├─ Standards declining with performance? → Drift to Low Performance
│   ├─ Competitors raising stakes continuously? → Escalation
│   ├─ Intervention creating dependency? → Addiction/Shifting Burden
│   ├─ Rules evaded while appearing compliant? → Rule Beating
│   └─ Optimizing wrong measure? → Seeking Wrong Goal
│
├─→ Choose intervention level (ascending leverage):
│   ├─ LOW: Adjust parameters (numbers, rates, standards)
│   ├─ MID: Restructure information flows to decision-makers
│   ├─ MID: Change rules governing system
│   ├─ HIGH: Add/remove/strengthen feedback loops
│   ├─ HIGH: Enable self-organization capacity
│   ├─ HIGHEST: Shift system goals/purpose
│   └─ TRANSCENDENT: Change paradigm (worldview)
│
└─→ Design feedback-based policy (not static rule):
    ├─ Creates automatic adjustment based on system state
    ├─ Strengthens corrective feedback loops
    └─ Monitors unintended consequences

Stock-Flow Analysis Decision Tree

For any accumulation problem:
│
├─→ Identify the stock: What is accumulating/depleting?
│
├─→ Map all inflows: What fills the stock?
│
├─→ Map all outflows: What drains the stock?
│
├─→ Compare rates:
│   ├─ Inflows > Outflows → Stock rising
│   ├─ Inflows = Outflows → Dynamic equilibrium
│   └─ Inflows < Outflows → Stock falling
│
└─→ To change stock level:
    ├─ Option A: Increase inflows
    ├─ Option B: Decrease outflows
    └─ Which has more leverage in THIS system?

Trap Escape Decision Tree

When caught in system trap:
│
├─→ POLICY RESISTANCE (deadlock, fixes that fail)
│   ├─ Continue overpowering? → Escalating effort, no progress
│   └─ Let go + find shared overarching goal → Escape
│
├─→ TRAGEDY OF COMMONS (resource degradation)
│   ├─ Education alone? → Weak, rarely sufficient
│   ├─ Privatization? → Creates direct feedback
│   ├─ Regulation + enforcement? → Can work if monitored
│   └─ Create shared stewardship? → Strongest if achievable
│
├─→ DRIFT TO LOW PERFORMANCE (eroding standards)
│   ├─ Accept relative standards? → Reinforces decline
│   ├─ Hold absolute standards? → Stops erosion
│   └─ Benchmark to best performance? → Drives improvement
│
├─→ ESCALATION (arms race, price war)
│   ├─ Try to win? → Exponential growth to collapse
│   ├─ Unilateral disarmament? → Risky but can induce reciprocity
│   └─ Negotiated agreement? → Escape if enforceable
│
├─→ ADDICTION (dependency on intervention)
│   ├─ Continue intervention? → Deepening dependency
│   ├─ Strengthen original capacity first → Then withdraw
│   └─ Cold turkey + capacity building → Painful but necessary
│
├─→ RULE BEATING (letter vs. spirit)
│   ├─ Strengthen enforcement? → Intensifies trap
│   └─ Redesign rules with system understanding → Escape
│
└─→ WRONG GOAL (measuring wrong thing)
    ├─ Continue optimizing bad metric? → Perfect wrong outcome
    └─ Redefine indicators reflecting real welfare → Escape

Anti-Patterns

Event-Level Thinking

Novice approach: Analyze discrete events, blame external actors, seek quick fixes for symptoms Expert approach: Move from events → behavior patterns → underlying structure; map feedback loops generating the behavior Timeline to mastery: 6-12 months of practice mapping stock-flow diagrams and recognizing structure generates behavior Key insight: "The Slinky bounces because of its internal spring structure, not because your hand released it"

Parameter Obsession

Novice approach: Spend 95% of effort adjusting numbers—taxes, budgets, standards, interest rates—while leaving structure unchanged Expert approach: Focus on information flows, feedback loop strength, rules, self-organization, goals, and paradigms; recognize parameters as lowest leverage Timeline to mastery: 1-2 years recognizing that "rearranging deck chairs on the Titanic" accomplishes nothing structural Key insight: "Real leverage comes from who gets what information when, not from tweaking numbers"

Blaming Individuals

Novice approach: Attribute system failures to character flaws; fire and replace people; assume new actors will behave differently Expert approach: Recognize bounded rationality—locally rational decisions produce collectively irrational outcomes due to information structure, not character Timeline to mastery: 3-6 months experiencing that replacement actors generate identical behaviors in unchanged structures Key insight: "The invisible foot—individually sensible actions create systemic disasters when information is missing"

Linear Causality Assumption

Novice approach: See only straight-line cause-effect (A causes B); expect proportional responses; surprised by sudden behavioral shifts Expert approach: Recognize circular causality through feedback; understand nonlinearity means small changes flip system behavior; expect shifting loop dominance Timeline to mastery: 6-18 months working with feedback models and observing exponential growth, collapse, and oscillation Key insight: "Systems cause their own behavior through circular feedback—the answer lies within the system"

Faster-Is-Better Fallacy

Novice approach: Assume reducing delays always improves performance; speed up response times without considering oscillation Expert approach: Understand delays are integral to system function; sometimes slowing response dampens oscillation better than accelerating Timeline to mastery: 3-12 months modeling systems with delays and observing counterintuitive stability effects Key insight: "Slowing growth to allow adaptation often beats speeding technological response"

Control Seeking

Novice approach: Demand prediction and control; treat uncertainty as solvable problem; impose rigid static policies Expert approach: Embrace inherent unpredictability of self-organizing systems; use dynamic feedback policies; "dance with systems" rather than dominate Timeline to mastery: 2-5 years accepting limits of knowability while maintaining effectiveness Key insight: "We can't control systems, but we can dance with them"

Symptom Relief Addiction

Novice approach: Implement quick interventions addressing symptoms; prevent harder work of root cause solution; create dependency Expert approach: Strengthen original system capacity; remove obstacles to natural correction; avoid creating dependencies; plan capability restoration before withdrawal Timeline to mastery: 1-2 years recognizing "shifting burden to intervenor" pattern across multiple domains Key insight: "Intervention atrophies the system's own corrective capacity—like muscles unused"

Mental Models

The Bathtub (Stocks & Flows): Water level changes based on faucet and drain, which can be temporarily decoupled—understanding that inflows and outflows operate independently is the foundation of all system analysis

The Slinky: Demonstrates system behavior emerges from internal structure (the spring) rather than external manipulation (your hand)—the system causes its own behavior

Dancing vs. Conquering: Mastery requires full engagement and responsiveness to feedback rather than prediction and control—letting go strategically, not pushing harder

The Boiling Frog: Gradual changes evade notice because memory of past conditions erodes—drift to low performance happens slowly enough to reset expectations downward

Invisible Foot vs. Invisible Hand: Adam Smith assumed perfect information creates collective good; bounded rationality means rational local decisions produce irrational collective outcomes

Playing Field Leveling: Like starting a new Monopoly game—antitrust, progressive taxation, and wealth redistribution counter "success to the successful" reinforcing loops

Three Fairy Tale Wishes: Systems produce exactly and only what you ask for, not what you want—measure wrong things, get wrong outcomes perfectly delivered

Shibboleths

  • "Systems cause their own behavior" (not external events)
  • "Structure generates behavior" (events are symptoms)
  • "Information is higher leverage than physical structure"
  • "The goal is deduced from behavior, not rhetoric"
  • "Shifting loop dominance explains complex behaviors"
  • "Parameters are the lowest leverage despite attracting most attention"
  • "Self-organization is the strongest form of resilience"
  • "There are no separate systems—boundaries depend on purpose"

References

  • Source: Thinking in Systems: A Primer by Donella H. Meadows (2008)
  • Historical context: Emerged from MIT system dynamics (1950s-60s), crystallized by Limits to Growth (1972)
  • Foundational work synthesizing 30 years of systems modeling and teaching