@HorstWurst and @RedMagus77 describe how I generally do it:
If you’ve decided in advance (days ago or seconds ago) that there’s a trap in a particular location, then when they get to that location you make a soft move that hints at the trap’s presence. Ask “what do you do?” and run with it. Here’s my big old write-up on how that works:
Also, you might reveal a trap (one that you had pre-planned, or one that just occurs to you on the fly) as part of a miss or a 7-9 result, or even as an on-the-fly answer to a Discern Realities question.
If you have a Thief in the party and they survey an area for traps, and you hadn’t planned on there being a trap there, you might decide that, yeah, a trap here would be dope. A strict reading of the move’s trigger (“When you spend a moment to survey a dangerous area”) means that they roll the move even if you decide no, no traps (unless you’re sure that the area really is safe, but you’re Thinking Dangerous, right?).
Personally, the trigger of Trap Expert has always bugged me and in my hacks, I change the move to something like “You can always ask the GM ‘is there a trap or ambush here?’ If the answer is Yes, roll…” I really like this, because it’s not super-intrusive (like a die roll) and if you don’t want to put a trap there, it gives the players peace of mind that they can stop fucking about looking for traps. (Though in my home game, we’ve been joking that we need to make our Thief one of those auction-hose paddles with “Is there a trap or ambush here?” on it.)