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lean-ux

Lean UX applies hypothesis-driven design and rapid experimentation to replace heavy design deliverables with lightweight, outcome-focused workflows. Use this skill when addressing design assumptions, running fast usability tests, enabling cross-functional co-design, or shifting team focus from documentation to measurable user behavior change and learning velocity.

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SKILL.md

# Lean UX Framework

A practice-driven approach to UX that replaces heavy deliverables with rapid experimentation, cross-functional collaboration, and continuous learning. Lean UX shifts the question from "What should we design?" to "What do we need to learn?"

## Core Principle

**Outcomes over outputs.** The value of a design is measured not by the fidelity of the deliverable but by the change in user behavior it produces.

**The foundation:** Traditional UX waterfalls requirements into wireframes, mockups, specs, and code—losing context and hiding untested assumptions at every handoff. Lean UX compresses the distance between idea and evidence: declare assumptions, form hypotheses, run the smallest possible experiment, and let real user behavior settle the argument. Shared understanding replaces documentation; learning velocity replaces pixel perfection.

## Scoring

**Goal: 10/10.** Rate UX processes, design plans, or team workflows 0-10 against Lean UX principles: hypothesis-driven design, minimal deliverables, collaborative practices, and outcome-focused metrics score high; heavy-deliverable thinking or untested assumptions lower the score. Always state the current score and the specific improvements needed to reach 10/10.

## Framework

### 1. Declaring Assumptions

**Core concept:** Every design starts with assumptions. Lean UX makes them explicit so they can be prioritized and tested, rather than baked invisibly into specifications.

**Why it works:** Unspoken assumptions mean teams build on shaky ground and discover problems only after launch; surfacing them early focuses energy on the riskiest ones and reduces the cost of being wrong.

**Key insights:**
- Business assumptions define what must be true for the business (revenue model, market size, willingness to pay); user assumptions define who users are and how they behave
- Prioritize on two axes: risk (how damaging if wrong) and uncertainty (how little we know)
- Test high-risk, high-uncertainty assumptions first
- Write assumptions collaboratively as a team, not in isolation

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| **New feature kick-off** | Assumption mapping workshop | "We assume users want to share reports with teammates" |
| **Roadmap planning** | Rank features by assumption risk | Prioritize features whose success depends on untested beliefs |
| **Stakeholder alignment** | Expose hidden assumptions across roles | PM assumes pricing works; engineer assumes scale; designer assumes flow |

**Ethical boundary:** Assumptions must be honest assessments, not post-hoc justifications—if leadership has already committed to a direction, acknowledge the constraint rather than pretending it's open to falsification.

See: [references/hypothesis-canvas.md](references/hypothesis-canvas.md) for the assumption prioritization matrix and hypothesis statement formats.

### 2. Hypothesis Statements

**Core concept:** A hypothesis translates an assumption into a testable prediction, linking a proposed change to a measurable outcome for a specific user segment.

**Why it works:** Hypotheses force precision—instead of "make onboarding better," the team commits to a prediction that can be proven or disproven, which prevents scope creep and makes the learn step unambiguous.

**Key insights:**
- Standard format: "We believe [outcome] will happen if [persona] achieves [action] with [feature]"
- Every hypothesis specifies persona, action, outcome, and measurable signal
- Sub-hypotheses break a large bet into independently testable parts
- Agree on what "validated" and "invalidated" look like before running the experiment

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| **Feature design** | Write hypothesis before wireframing | "We believe trial-to-paid conversion will rise 10% if new users complete a guided setup wizard" |
| **A/B tests** | Formalize test rationale | "We believe click-through will rise 15% if we move the CTA above the fold" |
| **Sprint planning** | Attach hypothesis to each story | Story: "filter by date." Hypothesis: "task completion time drops 30%" |

**Ethical boundary:** Never cherry-pick metrics after the fact to declare a hypothesis validated—pre-commit to success criteria.

### 3. MVPs and Experiments

**Core concept:** An MVP in Lean UX is the smallest design artifact that can test a hypothesis with real users—a learning tool, not a product launch.

**Why it works:** A paper prototype tested with five users in a hallway can invalidate a hypothesis that would otherwise consume a full engineering sprint; matching experiment fidelity to assumption risk maximizes learning per unit of effort.

**Key insights:**
- Experiments range from low fidelity (paper prototypes, concierge tests) to high fidelity (coded A/B tests, Wizard of Oz)
- Choose the lowest-fidelity experiment that can answer the question
- A good experiment has a clear hypothesis, defined audience, measurable signal, and time box
- Proto-personas can stand in for full research when speed matters, but must be validated later

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| **Early concept validation** | Paper prototype or clickable mockup | Sketch 3 concepts, test with 5 users same day |
| **Demand validation** | Landing page smoke test | "Sign up for early access" measures real interest |
| **Usability validation** | Clickable prototype test | Figma prototype tested with 5-8 users |
| **Pricing validation** | Painted door test | Show pricing page, measure click-through before building billing |

**Ethical boundary:** Smoke tests and fake doors must not mislead users into believing a product exists—disclose test status and offer an opt-out.

See: [references/experiment-patterns.md](references/experiment-patterns.md) for experiment types, selection guidance, and design templates.

### 4. Collaborative De
37signals-waySkill

Build lean, opinionated products using the 37signals philosophy from Getting Real, Rework, and Shape Up. Use when the user mentions "Getting Real", "Rework", "Shape Up", "37signals", "Basecamp method", "six-week cycles", "fixed time variable scope", "appetite vs estimates", "betting table", "breadboarding", "fat marker sketch", "build less", "underdo the competition", or "opinionated software". Also trigger when cutting scope to ship faster, running small teams, avoiding long-term roadmaps, or eliminating meetings. Covers shaping, betting, building, and the art of saying no. For MVP validation, see lean-startup. For design sprints, see design-sprint.

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clean-architectureSkill

Structure software around the Dependency Rule: source code dependencies point inward from frameworks to use cases to entities. Use when the user mentions "architecture layers", "dependency rule", "ports and adapters", "hexagonal architecture", "use case boundary", "onion architecture", "screaming architecture", or "framework independence". Also trigger when decoupling business logic from databases or frameworks, defining module boundaries, or debating where to put business rules. Covers component principles, boundaries, and SOLID. For code quality, see clean-code. For domain modeling, see domain-driven-design.

clean-codeSkill

Write readable, maintainable code through disciplined naming, small functions, and clean error handling. Use when the user mentions "code review", "naming conventions", "function too long", "code smells", "readable code", "boy scout rule", "single responsibility", or "unit test quality". Also trigger when reviewing pull requests for readability, refactoring messy functions, debating comment styles, or improving error handling patterns. Covers SRP, comment discipline, formatting, and unit testing. For refactoring techniques, see refactoring-patterns. For architecture, see clean-architecture.

contagiousSkill

Engineer word-of-mouth and virality using the STEPPS framework (Social Currency, Triggers, Emotion, Public, Practical Value, Stories). Use when the user mentions "go viral", "word of mouth", "shareable content", "social currency", "why people share", "viral loop", "referral program", or "organic growth". Also trigger when designing shareable features, crafting social media campaigns, or building products that spread through peer recommendation. Covers environmental triggers and high-arousal emotional content. For sticky messaging, see made-to-stick. For persuasion tactics, see influence-psychology.

continuous-discoverySkill

Build a weekly cadence of customer touchpoints using Opportunity Solution Trees, assumption mapping, and interview snapshots. Use when the user mentions "continuous discovery", "opportunity solution tree", "weekly interviews", "assumption testing", "discovery habits", "product trio", or "outcome-based roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or connecting discovery insights to delivery work. Covers experience mapping, co-creation, and prioritizing opportunities. For interview technique, see mom-test. For team structure, see inspired-product.

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crossing-the-chasmSkill

Navigate the technology adoption lifecycle from early adopters to mainstream market. Use when the user mentions "crossing the chasm", "beachhead segment", "whole product", "early adopters vs. mainstream", "tech go-to-market", "bowling pin strategy", "technology adoption lifecycle", or "pragmatist buyers". Also trigger when a startup has early traction but struggles to grow beyond initial users, or when planning go-to-market for technical products. Covers D-Day analogy, bowling-pin strategy, and positioning against incumbents. For product positioning, see obviously-awesome. For new market creation, see blue-ocean-strategy.