Airshark says:
Can you explain the awareness skill?
The Skills are deliberately left vague --as with most of the rules. We are free to interpret how it works, and when it works based on the situation.
If a situation arises where you think you can make the dictionary definition of the word apply, then it probably does. The terms are broad ideas and concepts and should be applicable to many situations.
Mechanically: Skills mean that, when you are doing that thing, a 6- does not mean you 'fail' (but the cost is still similar to all 6-s (the GM makes a Move and something (normally undesirable to the characters) happens)).
If you can't think of situations where your character would use a Skill or are not sure how it would work, then picking it might not be your best bet. We will try to find places where you all can use your characters' abilities, but only you are looking at and thinking about own sheet as a first priority.
'Skills' also justify your character doing things in the fiction, things that might be considered unreasonable for those without the Skill. A classic example is Heal: If you have it you can reasonably attempt to do medicine or medical stuff, if you don't you probably don't know enough to about what the stuff means to examine medicines or bodies for clues, but also you can attempt to make people better. Anyone could attempt to do fist aid, but having Heal would remove some of the risk, and mean it makes sense to come to you for it, NPCs may ask for your help if you are know Healer, for instance.
Things that synergize with the rest of the character are easy to bring into the story, but not required. Our Cleric, for example, also gets flashes of insight from his god, based on the combination of his faith and his Awareness Skill. That is a unique situation and not under the player's control. It makes sense in the fiction, though.