skills/product-discovery/SKILL.md
Use this skill when applying Jobs-to-be-Done, building opportunity solution trees, mapping assumptions, or validating product ideas. Triggers on product discovery, JTBD, jobs-to-be-done, opportunity solution trees, assumption mapping, experiment design, prototype testing, and any task requiring product discovery methodology.
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Product discovery is the ongoing practice of learning what to build before - and while - building it. The goal is to reduce risk: shipping the wrong thing is far more expensive than the research that would have prevented it. This skill covers Jobs-to-be-Done (JTBD), opportunity solution trees, assumption mapping, experiment design, and prototype testing - giving an agent the judgment to run rigorous discovery the way a senior product manager or product trio would.
Trigger this skill when the user:
Do NOT trigger this skill for:
Discover continuously, not in phases - Discovery is not a gate before delivery. It runs in parallel with shipping. Every sprint produces both validated learning and working software. "Done with discovery" is a warning sign.
Outcomes over outputs - The goal is a measurable change in customer behavior, not a feature shipped. Define success as a behavioral outcome first; the solution is just a hypothesis about how to reach it.
Test assumptions, not ideas - Every solution idea rests on a stack of assumptions. Surface the riskiest ones first and test those - not the idea in its entirety. This collapses validation time by 10x.
Smallest experiment possible - Always ask: "What is the cheapest, fastest way to learn whether this assumption is true?" A 5-minute interview, a smoke test, or a paper prototype can invalidate months of engineering work.
Dual-track: discovery and delivery in parallel - One track discovers the next problem worth solving; the other delivers on already-validated solutions. Teams that separate these into sequential phases go dark on learning for months at a time.
Jobs-to-be-Done treats customer behavior as hiring a product to do a job. The canonical JTBD statement is:
"When [situation], I want to [motivation], so I can [expected outcome]."
Jobs have three layers:
Strong solutions address all three layers. Most competitors only address the functional job, leaving emotional and social value uncaptured.
Interview for jobs by asking about the last time the customer did the relevant behavior - not hypotheticals. "Tell me about the last time you..." surfaces actual pull, struggle, and workaround data.
The opportunity solution tree (OST) - developed by Teresa Torres - is a visual tool that maps the path from a desired outcome to the experiments that test candidate solutions.
Desired Outcome
+-- Opportunity 1 (unmet need / pain / desire)
| +-- Solution A
| | +-- Assumption 1 --> Experiment
| | +-- Assumption 2 --> Experiment
| +-- Solution B
| +-- Assumption 3 --> Experiment
+-- Opportunity 2
+-- ...
Key rules:
Every product bet rests on four categories of assumptions:
| Type | Question it answers | Example | |---|---|---| | Desirability | Do customers want this? | "Users want to share playlists with non-subscribers" | | Viability | Can we make money from it? | "Enterprise customers will pay $50/seat for SSO" | | Feasibility | Can we build it? | "We can infer intent from existing event data" | | Usability | Can customers use it without friction? | "Users can complete onboarding without a tooltip" |
Prioritize assumptions by: risk x proximity to a decision. Test the assumption that, if wrong, would kill the bet - before testing assumptions about optimization.
From lowest to highest fidelity and cost:
See references/experiment-playbook.md for templates by assumption type.
Framework (45-60 min):
Recruitment - Screen for people who have recently done the behavior you're studying. Recent = within 90 days. Avoid future-intent screening questions.
Timeline reconstruction (20 min) - "Walk me through everything that happened from the moment you first realized you needed [solution category] to the moment you made a decision." Map: first thought, passive looking, active looking, deciding.
Dig into the struggle (15 min) - "What had you tried before? What was unsatisfying? What almost made you not switch?"
Outcomes and anxieties (10 min) - "What were you hoping would be different? What were you worried might not work?"
Wrap (5 min) - "If you could change one thing about [product], what would it be?" Use sparingly - this is ideation, not discovery.
Output: Job stories, struggle patterns, and switch triggers. Theme across 5+ interviews before drawing conclusions.
Start with the outcome - Name the metric the product trio owns this quarter, e.g., "Increase week-2 retention from 42% to 55%."
Generate opportunities from interview data - Each opportunity is an unmet need, pain, or desire expressed by a real customer. Do not invent opportunities in workshops.
Cluster and name - Group related struggles. Name them as customer problems ("I lose context when switching devices"), not solutions ("add cross-device sync").
Select the focus opportunity - Use impact/confidence/ease to compare. Pick one.
Brainstorm solutions - Generate 3+ candidate solutions per opportunity. Quantity over quality at this stage. Include unconventional ideas.
Map assumptions per solution - For each candidate, list what must be true for it to work. Sort by type (desirability/viability/feasibility/usability).
Design one experiment per risky assumption - Smallest test that could change your mind. Assign owner and timeline.
Use a 2x2 matrix: Certainty (known vs. unknown) x Risk (low vs. high).
For each risky assumption, write a falsifiable statement: "We believe X. We will know this is true when we see Y. We will know it is false when we see Z."
Match the experiment type to the assumption category:
| Assumption type | Preferred experiment | Signal to look for | |---|---|---| | Desirability | Customer interview, smoke test | Pull signals + click-through rate | | Viability | Pricing interview, willingness-to-pay study | 20%+ "definitely would pay" at target price | | Feasibility | Technical spike, data audit | Can be built within X sprints | | Usability | Usability test (think-aloud) | Task completion rate, errors, time-on-task |
Every experiment needs: hypothesis, method, sample size, success criterion, and a kill threshold - the result that would lead you to abandon the bet.
See references/experiment-playbook.md for detailed templates.
Choose fidelity based on what you're testing:
| Fidelity | Best for | Tools | |---|---|---| | Paper / sketch | Flow and information architecture | Pen, Balsamiq | | Lo-fi wireframe | Navigation and content hierarchy | Figma (no styling) | | Hi-fi mockup | Visual design and emotional response | Figma, Framer | | Coded prototype | Interaction quality, performance perception | Storybook, CodeSandbox | | Production feature | Behavior change, retention, conversion | Feature flag in prod |
Think-aloud protocol: Brief the participant ("we're testing the design, not you"), ask them to narrate thoughts as they navigate, do not hint or help, note confusion and errors, debrief after each task. Five participants reveal ~85% of usability issues.
Structure synthesis as: observation - pattern - insight - implication.
Avoid jumping from observation to implication. The missing middle is where discovery adds value over anecdote.
Affinity mapping: Write each observation on its own sticky. Group silently. Name groups as customer problems, not solutions. Rank by frequency and intensity of pain.
A sustainable cadence for a three-person product trio (PM, designer, engineer):
| Cadence | Activity | Time | |---|---|---| | Weekly | 2-3 customer interviews or usability sessions | 2-3 hrs | | Weekly | Assumption review: what did we learn, what changed? | 30 min | | Bi-weekly | OST review: update tree with new opportunities and learnings | 1 hr | | Monthly | Opportunity prioritization: re-rank based on new evidence | 1 hr | | Quarterly | Outcome review: did we move the metric? What next? | 2 hrs |
Talking to 2-3 customers per week compounding over a year creates an insurmountable understanding advantage over teams that research in batches.
| Anti-pattern | Why it's harmful | What to do instead | |---|---|---| | Big-bang discovery | 6-week research phase before a project; team goes dark on learning during delivery | Embed 2-3 interviews per week alongside shipping; discovery never stops | | Solution-first OST | Listing features at the root of the tree instead of an outcome | Always start with a measurable outcome metric; solutions are hypotheses | | Validation theater | Running research to confirm a decision already made; cherry-picking supporting quotes | Write a kill threshold before the study: the result that would change your mind | | Over-fitting to one customer | Pivoting strategy based on feedback from a single vocal customer | Require a pattern across 5+ independent sources before changing direction | | Premature high-fidelity | Pixel-perfect prototypes before validating the core job | Match fidelity to the assumption; paper prototypes can kill 80% of bad ideas cheaply | | Skipping feasibility | Testing only desirability; engineering discovers a blocker in sprint 3 | Include an engineer in discovery; run a technical spike for any novel feasibility assumption |
Recruiting interviewees through your own app produces selection bias - Users who respond to an in-app recruitment banner are your most engaged advocates. They will tell you the product is great and suggest incremental improvements. To discover why users churn or never activate, you must recruit from people who did not engage - churned users, trial non-converters, and target-persona non-users. Use external recruitment panels for discovery that needs unbiased signal.
Opportunity solution trees built in workshops produce solutions disguised as opportunities - When teams generate the OST collaboratively in a room, "opportunities" are often features rephrased as problems ("users want a better export experience" is a solution frame, not an opportunity). Real opportunities come from verbatim customer language captured in interviews, not from workshop sticky notes. Build the OST from interview data, not from team hypotheses.
Smoke tests measure intent to click, not willingness to pay or actual use - A high click-through rate on a "coming soon" landing page is a desirability signal, not a conversion signal. Users who click are curious; they have not committed to changing behavior, paying, or integrating the feature into their workflow. Smoke tests invalidate "no one wants this" but do not validate "people will pay and retain."
Using a high-fidelity prototype for flow testing anchors users on visual design - When a prototype looks production-ready, participants comment on button colors and copy instead of navigating authentically and revealing flow problems. For testing information architecture and navigation, deliberately use lo-fi wireframes. Reserve hi-fi prototypes for testing emotional response and design quality.
Kill thresholds defined after the experiment results are in are rationalization, not rigor - If you decide what "failure looks like" after you see the data, you will unconsciously set the threshold to preserve your preferred conclusion. Write the kill threshold - the specific metric result that would cause you to abandon or pivot the bet - in the experiment design document before the study begins.
references/experiment-playbook.md - Experiment templates by assumption type with
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