Same though for some activities if they make a successful Intelligence (Investigation) check I will give them the DC.
To name one example if there's a trap and instead of disabling it they investigate and succeed I'll explain exactly how the trap works and give them the DC (because the character would get a good idea of how difficult it would be to disarm it. I personally find that this rewards a careful approach and it gives them weigh the merits of avoiding/repurposing as opposed to disarming. It also gives characters without thieves' tools a way to deal with traps albeit a potentially less effective one.
Different tables may vary of course.