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.
git clone --depth 1 https://github.com/wondelai/skills /tmp/lean-ux && cp -r /tmp/lean-ux/lean-ux ~/.claude/skills/lean-uxSKILL.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.** Score a UX process, design plan, or team workflow by the eight-row Quick Diagnostic below: award ~1.25 points per row answered "yes" (8 yeses = 10). Bands: - **9-10** — assumptions declared, hypotheses with pre-committed success criteria, lowest-fidelity experiments, whole-team design, weekly research, outcome (not output) metrics, dual-track agile, and a recently invalidated hypothesis on the books. - **5-6** — hypotheses exist but criteria are vague or fidelity is over-invested; design and research still partly siloed. - **<=3** — heavy deliverables, untested assumptions, output-counting, no experiment log. Always state the current score, the diagnostic rows that failed, and the specific fix for each. ## 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) when running an assumption workshop or writing a hypothesis — the risk/uncertainty prioritization matrix, business-vs-user assumption split, and fillable hypothesis and sub-hypothesis templates. ### 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. See [references/outcome-metrics.md](references/outcome-metrics.md) when picking the measurable signal for a hypothesis or defining team success — outcomes-vs-outputs, leading-vs-lagging indicator pairs, UX OKRs, and the vanity metrics to avoid. ### 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 conce
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", "opinionated software", "we have too many meetings", "how do we ship faster", or "stop overbuilding". Also trigger when cutting scope to ship sooner, running a small team, or avoiding long-term roadmaps. Covers shaping, betting, building, and the art of saying no. For MVP validation, see lean-startup. For design sprints, see design-sprint.
Guided journey from a working codebase grown slow and tangled to one measurably fast, cleanly bounded, and readable. Orchestrates eight skills phase by phase - working-with-legacy-code, clean-architecture, software-design-philosophy, refactoring-patterns, system-design, ddia-systems, release-it, pragmatic-programmer - every phase carries its method inline so it runs standalone, asking the user questions at every decision point and recording results in the project docs/ folder (PERFORMANCE.md, ARCHITECTURE.md, ARCHITECTURE-OPTIMIZATION-PLAN.md) so the journey resumes across sessions. Use when the user wants to make an app faster, untangle drifted boundaries, fix slow endpoints and queries, or says ''it works but it is slow and getting worse''. For an untested prototype, improve-code-quality; for an aged codebase you fear to touch, remove-technical-debt; for greenfield structure, design-code-architecture; for marketing-site page speed, improve-website. For one framework in isolation, invoke that skill directly.
Create uncontested market space using value innovation instead of competing head-to-head. Use when the user mentions "blue ocean", "red ocean", "strategy canvas", "ERRC framework", "value innovation", "non-customers", "buyer utility map", "the market is too crowded", "how do we stand out", or "escape the price war". Also trigger when exploring a new market category, or finding underserved or non-customers. Covers the Four Actions Framework, Six Paths, buyer utility map, and value-cost trade-offs. For real strategy formulation and bad-strategy detection, see good-strategy-bad-strategy. For tech adoption strategy, see crossing-the-chasm. For product positioning, see obviously-awesome.
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)", "onion architecture", "screaming architecture", "where should business logic go", "decouple from the database", "swap the framework without a rewrite", or "keep business rules independent". Also trigger when deciding which layer code belongs in, isolating core logic from infrastructure, defining module boundaries, or debating whether the framework should call your code or the reverse. Covers component principles, boundaries, and SOLID. For code-level quality, see clean-code. For domain modeling, see domain-driven-design.
Write readable, maintainable code through disciplined naming, small functions, and clean error handling. Use when the user mentions "clean up this code", "this function is too long", "code smells", "naming conventions", "boy scout rule", "single responsibility", or "unit test quality". Also trigger when reviewing a pull request for readability, untangling a messy function, debating comment styles, or improving error-handling patterns. Covers SRP, comment discipline, formatting, and unit testing. For refactoring techniques, see refactoring-patterns. For architecture and dependency rules, see clean-architecture.
Start and scale networked products using Andrew Chen''s "The Cold Start Problem" framework for network effects. Use when the user mentions "network effects", "chicken and egg", "cold start", "two-sided marketplace", "atomic network", "hard side", "liquidity", "critical mass", "invite-only launch", "how do I get my first users", or "the marketplace has no buyers or sellers". Also trigger when launching a marketplace, social, or collaboration product that is worthless without other users, deciding launch sequencing and seeding tactics, or diagnosing stalled network growth at scale. Covers the five stages: cold start, tipping point, escape velocity, hitting the ceiling, and the moat. For word-of-mouth virality, see contagious. For habit-driven retention, see hooked-ux.
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", "referral program", "nobody is sharing it", or "make this spread". Also trigger when designing shareable features, crafting social 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.
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", "outcome-based roadmap", "how do I talk to customers regularly", "we keep building things nobody uses", or "connect research to the roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or tying 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.