lean-ux-validation/SKILL.md
Hypothesis-driven UX validation process from Laura Klein's UX for Lean Startups. Use BEFORE building any feature to validate it is worth building. Covers problem/market/product validation, 5-user research, fake button testing, interview...
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lean-ux-validation or would be better handled by a more specific companion skill.SKILL.md first, then load only the referenced deep-dive files that are necessary for the task.Based on Klein (2013) UX for Lean Startups. Applied to SaaS, mobile, and web product development.
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The mantra: "You don't have time NOT to do research. A week of research saves months of rebuilding."
Products are sets of hypotheses, not features.
Traditional development: "We need comments." → Design → Build → Ship. Lean UX: "We believe allowing comments will increase engagement. How do we validate that cheaply before building?"
The difference: The hypothesis framing forces you to define what success looks like before you start. Without this, you cannot know whether your design worked.
Pain-Driven Design: Your role is a doctor's. Ask "where does it hurt?" Observe symptoms. Diagnose. Prescribe treatment. Monitor. Adjust. You are not asking patients to write their own prescriptions — you are listening to their pain and applying expertise.
Five defining properties of Lean UX:
Validate in this order. Never skip ahead.
Is there a real, painful, specific problem? You know you have validated a problem when specific groups of people are complaining about the same specific thing. Problems people "kind of" have are not enough — the pain must be severe enough that they would pay to have it solved.
Is the group large enough and specific enough? Do not aim at "women" or "doctors." Aim at "urban working mothers without nannies" or "oncologists in large practices who don't do their own billing." Start narrow; expand later. If you cannot find 5 people with near-identical problems, your market definition is wrong.
Does your specific solution solve the problem for this specific market? Millions want to lose weight; not every diet plan sells. Product validation is iterative and takes the longest.
Observe 5 people in your target market doing the tasks your product will address. Watch silently. Ask open-ended questions. You will learn things no survey or interview will reveal (e.g., that payroll processing is completely non-linear and interrupt-driven — killing a planned "collaboration" feature before it was built).
Build a one-page site advertising the product as if it exists. Add a Buy or Pre-order button. Drive cheap ad traffic. Measure click-through. No clicks = no market. Cost: near zero. Validates both market and product framing simultaneously.
Before building a feature, put a placeholder button where the feature would live. Count clicks. If even the users loudly demanding the feature won't click a stub button to show intent, do not build it. Every unbuilt bad feature saves real money.
Show — never describe — your idea. Ask users to interact with a working prototype, however rough. Describing an idea to users is the worst validation method: they answer whether they'd buy their imagined version of your idea, not your actual product.
The cardinal sin: Pitching your concept and asking "would you use this?" They cannot predict their own future behaviour. They will say yes to end the conversation.
5 users is sufficient for qualitative research. You stop seeing new patterns after 5–6. Do 5, make changes, do 5 more. Iterating is always more valuable than larger single batches.
Run Google/Facebook/Craigslist ads to find 4–5 users of your competitors. Watch them use the competitor's product in their natural workflow. Ask what frustrates them. You learn real, payable problems — for free.
Take a laptop with your prototype to a coffee shop. Offer to buy someone a coffee for 10 minutes. Give them ONE task, provide only the data they'd naturally have, and observe silently. Costs one coffee; yields more insight than weeks of internal debate.
Before sketching a single screen, define:
Without this, you cannot know if your design worked. A feature is not "done" when it ships — it is done when it has moved the metric.
Two layers of measurement:
Vanity metrics trap: Metrics that look good but don't connect to business goals (e.g., a "second visit" incentive that increased return visits but drove zero additional revenue). Always ask: what is the business goal behind this metric?
Multi-metric principle: Look for positive movement across multiple metrics simultaneously. No single metric tells the full story.
A/B testing limitations:
Run these in order. Never skip Tools 1, 2, 5, or 9.
ROI graph: Plot potential features on Expected Return (y) vs Expected Cost (x). Features in the high-return, low-cost quadrant are obvious priorities. Involve engineering for cost estimates.
Pain first: Build features that eliminate the most painful friction for the highest-value users. Discover pain by watching users, talking to churned users, and tracking funnel drop-offs.
The solutions trap: When users ask for "X," they are giving you a solution. Ask why. The underlying problem may have five better solutions than the one they suggested. Build what solves the pain, not what was requested.
MVP definition:
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