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skills/discovery-framing/SKILL.md
mathiasandClaude Opus 4.8 1e29c6d1af
release / tag (push) Failing after 1s
feat(skills): import 17 skills from local-dev; fix stale host
Consolidating the divergence between this repo and local-dev's embedded
~/dev/.skills/ (the two had drifted; the 19 overlapping skills were byte-identical).

- Import the 17 skills that existed only in local-dev: discovery-framing,
  stage-gate-review, web-shot, and the 14 superpowers-* skills. This repo is now
  the superset / single source of truth.
- SKILLS_INDEX.md: add rows for the 17.
- install.sh + Taskfile.yml: git.d-ma.be host (was stale gitea.d-ma.be, which
  broke the one-line curl|bash installer post-rename).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-04 00:10:21 +02:00

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---
name: discovery-framing
description: Run the discovery / framing phase of product innovation — define and quantify a focused customer problem BEFORE any solution exists. Four movements: understand the problem space, learn about customers, identify and size problems, decide pursue/table/kill. Produces a problem brief per prioritized opportunity. Use when an idea is still vague, when someone is jumping to solutions before the problem is validated, when scoping early research, or when deciding which problems are worth pursuing. Trigger phrases include "frame the problem", "discovery", "problem statement", "is this worth building", "early research", "opportunity sizing", "we have an idea for", "how might we", "what problem are we solving".
---
# Discovery / Framing
The phase before solutioning. Goal: **define and quantify a focused customer problem,
tied to a specific target segment, validated with external evidence** — so that later
investment rides on a real problem, not a pet idea. Products built on a validated problem
have a materially higher success rate; solving an unvalidated problem builds something
that solves nothing.
This is the de-identified pattern. When run for a named client, the wrapper (their phase
names, internal tools, region structure, named teams) stays in the client boundary.
> Pairs with [[stage-gate-review]] (this is the Frame→Concept gate's content) and the brain
> principle on solutions-looking-for-problems. Killing a bad problem here is the cheapest
> kill you will ever make.
---
## The four movements
```
1. Understand the problem space → 2. Learn about customers
↓ ↓
4. Decide: pursue / table / kill ← 3. Identify & size problems
```
Typical envelope: weeks, not months; cheap. The whole point is to de-risk before spend.
### 1. Understand the problem space (the ecosystem)
Map the field before judging any idea. You are not validating a solution — you are
learning the terrain.
- **Ecosystem analysis** — top trends, market size (the whole pie, not your slice),
key players (end users, customers, intermediaries), competitors and their gaps.
- **Value-exchange map** — list every player; for each, the qualitative + quantitative
value flowing to/from them; score it. **A scalable ecosystem has roughly equal value
per player** — lopsided value = it won't scale across the chain. This is the single
most overlooked check.
- **External-forces scan (PESTL + localization)** — Political, Economic, Social,
Technological, Legal, plus local/regulatory constraints that break the business model
in a given market.
### 2. Learn about customers and end-customers
- **Personas / design targets** — behaviours, needs & values, pain points, gains. Keep
them universal where possible (cut across segments), specific where it matters.
- **Journey maps** — steps & touchpoints, emotional valence per step, pain points and
opportunity areas. Separate the customer journey from the end-customer journey.
- **Assumptions → hypotheses** — dump everything you believe true about the target
(quantity over quality), then prioritize on a **risk × certainty grid**: attack the
assumptions that are *high risk AND low certainty* first. Sort each into
**Desirability** (do they want it?), **Feasibility** (can we build it?),
**Viability** (can we make money?). Convert each prioritized assumption into a testable
hypothesis: *"If we do X, then Y will happen"* — falsifiable, specific outcome.
- **Validate externally** — research with real customers/end-customers (interviews,
focus groups, surveys, diaries). Record per persona: assumption → learning →
validated/invalidated. **External validation is non-negotiable** — a problem confirmed
only internally is not confirmed.
### 3. Identify and size the problems
- **Problem statement** — one tight form: *"[who] needs a way to [need], but [compelling
insight from research]."* The insight cites where/how the opportunity actually manifests,
not a guess.
- **Total Addressable Problem (TAP)** — *not* market size. Market size is the pie-in-the-sky
figure. TAP = (what would they pay to solve *this specific problem*) × (how many have it),
summed across use cases. A subset of the market, honestly bounded. Sizing the problem —
not the market — is what makes prioritization real.
### 4. Determine next steps
- **Prioritize** by TAP × strategic fit.
- **Pursue / table / kill** — every problem gets one verdict. *Kill* is a first-class
output, not a failure; a tabled problem is parked with its reason.
- **How-Might-We** — reframe each pursued pain point as an open question to spark
solution ideation. **Use verbs, not nouns — never pre-pack a solution into the HMW.**
("HMW increase awareness…" not "HMW build an app that…").
- **Problem brief** — one per pursued opportunity (see below). This is the deliverable that
carries into the solutioning gate.
---
## The Problem Brief (required deliverable)
A problem brief, not a solution brief. Fields:
1. **Problem** — "We believe [user/customer/market] needs a way to [need], because/but/
surprisingly [insight]." Quantitative proof where possible.
2. **Customer** — who has it; segment specifics; their pain points / desired gains.
3. **End-customer** (if different) — who you're ultimately innovating for.
4. **Why it matters** — to them and to you; what you observed that makes this a priority.
5. **Ecosystem** — relevant signals, localization needs, competitive/comparative landscape.
6. **Total Addressable Problem** — the bounded value of the problem.
7. **Thought-starters / HMW** — reframed questions, no solutions.
8. **Desired value & outcomes** — impact if the problem were solved.
9. **Strategic benefit** — how success is measured for the business; strategy fit.
If a brief drifts into describing a solution, it has failed — send it back to the problem.
---
## Anti-patterns
- **Solution smuggling** — an HMW or brief that already names the answer. The discovery
is over before it began.
- **Internal-only validation** — "we all agree it's a problem." That is conviction, not
evidence. See [[stage-gate-gate-killers]].
- **Market size as problem size** — quoting a $XXbn TAM to justify a narrow bet.
- **Skipping the kill** — every idea "has potential." A discovery phase that never kills a
problem is theatre.
- **Lopsided value exchange** — a solution that enriches one player and starves another;
it will not scale no matter how good the UX.
---
## Operator judgment (hard-won)
### Compressing discovery by stakes
- **High-stakes bet:** run all four movements hard — especially external customer research
and the riskiest-assumption tests. Don't thin the validation.
- **Low-stakes bet:** keep movement 1 (ecosystem) + movement 3 (problem statement + a rough
size). Size with **TAM / SAM / SOM** instead of a full Total Addressable Problem build.
- **Customer research can be skipped or AI-simulated for low stakes** — a well-framed agent,
prompted *as* the target persona, can give a directional read fast. Treat this as a
cheap directional signal only — it is **not** external validation and never clears a
high-stakes desirability assumption. Use it to decide whether real research is worth doing.
### The bar for "externally validated"
No fixed floor — case by case. The invariant is the *posture*, not the count: **go looking
for disproving evidence, not reinforcing evidence.** A problem survives discovery when you
tried to kill it with real external input and couldn't — not when N people nodded along.
(Same disease as a faked gate — see [[stage-gate-gate-killers]].)
### Tell for solution smuggling
The solution is described **crisply and confidently**, but the moment you ask *whose* problem
and *how do you know*, the answer goes **fuzzy** — the need is vague, the validation is
hand-wavy. Crisp solution + fuzzy problem = reverse-engineered justification. Stop and reframe.
### War-story patterns (de-identified)
- **Sized big, fizzled in reality.** A problem that scored a large TAP/TAM but never
converted to sustained real-world usage. Lesson: **problem size ≠ adoption.** A big
addressable problem measures willingness to *care*, not willingness to *change behavior*.
Add a "would they actually switch/use it repeatedly?" test before trusting a large size.
- **Tabled/iceboxed a valid problem others then won.** A real problem killed or parked on
weak conviction or bad timing, which competitors later executed well. Lesson: **the kill
is not free.** Killing protects against sunk cost, but a wrong table is also a cost —
record *why* you tabled and a signal that would reopen it, so a right problem killed for
the wrong reason can come back.
> Named instances of both war stories are client-tagged and held out of this public skill
> pending client-store decision. The transferable lesson lives here; the wrapper stays out.