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Skill1.3k estrellas del repoactualizado 2d ago

inspired-product

The inspired-product skill guides teams in building products through continuous discovery and delivery by shifting from output-driven feature factories to empowered, cross-functional teams that own problem-solving end-to-end. Use it when addressing product team structure, discovery techniques, roadmap strategy, or how to validate ideas before engineering investment, particularly when moving away from handed-down backlogs toward outcomes-based accountability.

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SKILL.md

# Empowered Product Teams Framework

Framework for building products customers love through empowered teams that own continuous discovery and delivery. The best product companies don't ship features -- they solve problems, and they give teams the autonomy and accountability to figure out how.

## Core Principle

**Empowered product teams** = cross-functional groups given problems to solve (not features to build) who own discovery and delivery end-to-end.

Most product failures come not from bad engineering or design but from building things nobody wants. Feature teams receive roadmaps and execute; empowered teams receive objectives and discover solutions. The difference between a feature factory and an innovation engine is whether teams are missionaries (driven by vision and empathy) or mercenaries (driven by a handed-down backlog).

## Scoring

**Goal: 10/10.** Rate product team structures, discovery practices, or delivery processes 0-10 against the principles below. Always state the current score and the specific improvements needed to reach 10/10.

## Framework

### 1. Product Discovery vs Delivery

**Core concept:** Product work runs on two parallel tracks: discovery determines what to build by addressing risks before engineering investment; delivery builds production-quality software. Most organizations skip discovery entirely, jumping from idea to backlog to sprint.

**Why it works:** Discovery is cheap and fast; delivery is expensive and slow. Validating ideas before committing engineering avoids the most common failure mode: building something nobody wants.

**Key insights:**
- Discovery answers four risks: value (will customers use it?), usability (can they figure it out?), feasibility (can we build it?), viability (does it work for the business?)
- Discovery output is validated ideas backed by evidence, not PRDs or specifications
- Run 10-20 discovery iterations per feature that reaches delivery -- most ideas won't work, so fail fast and cheap
- Discovery is not a phase; it runs continuously alongside delivery, with engineers participating

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| New feature | Validate all four risks before committing | Prototype-test onboarding flow with 5 users before building |
| Roadmap prioritization | Prioritize strongest discovery evidence | Ship the feature with 4/5 successful user tests, not the CEO's request |
| Sprint planning | Feed backlog from validated discovery output | Only discovery-tested items enter the sprint |

**Ethical boundary:** Never cherry-pick discovery evidence to justify a predetermined conclusion -- discovery is honest inquiry, not confirmation theater.

See: [references/discovery-techniques.md](references/discovery-techniques.md) for the four risks framework, prototyping techniques, and user testing.

### 2. Empowered Product Teams

**Core concept:** A small, durable, cross-functional group (product manager, product designer, engineers) given a problem to solve, owning discovery and delivery, accountable for outcomes rather than output.

**Why it works:** Teams that own problems end-to-end develop the domain expertise, customer empathy, and creative solutions no top-down roadmap can match -- missionaries who believe in what they build because they discovered it.

**Key insights:**
- The PM is not a project manager or backlog administrator -- they own value and viability and need deep knowledge of customers, data, business, and industry
- The product designer owns the user experience holistically, not just visual design
- Engineers are the best source of innovation because they know what is technically possible
- Keep teams durable (stable membership) and highly collaborative
- Accountability means outcomes (adoption, retention, revenue), not output (stories shipped)

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| Team structure | Organize around outcomes, not components | "New user activation" team owns the whole first-week experience |
| Hiring | Hire PMs for competence, not credentials | Evaluate customer knowledge, data fluency, business acumen |
| Performance | Measure results, not velocity | Track activation-rate improvement, not stories per sprint |

**Ethical boundary:** Never claim to empower teams while overriding their discovery findings with executive mandates -- if leadership dictates the solution, the team is not empowered.

See: [references/empowered-teams.md](references/empowered-teams.md) for roles, missionary vs mercenary dynamics, coaching, and accountability.

### 3. Product Discovery Techniques

**Core concept:** Systematically test ideas against the four risks using opportunity assessment, customer interviews, prototyping, and user testing -- producing evidence quickly and cheaply.

**Why it works:** Ideas are assumptions; without rapid testing, teams build for months on untested assumptions and discover failure only after launch. Discovery techniques compress learning cycles from months to days.

**Key insights:**
- Prototypes are the primary tool: high-fidelity for usability, live-data for feasibility, Wizard of Oz for value
- Test with real target users, not colleagues; qualitative testing (5 users) reveals problems, quantitative validates at scale
- Interview for behavior (what they did), not opinion (what they say they want)
- Data reveals patterns but not causes -- pair it with qualitative discovery
- Feasibility spikes let engineers explore technical risk without full implementation

**Product applications:**

| Context | Application | Example |
|---------|-------------|---------|
| Early idea | Opportunity assessment before design work | Who is it for, what problem, how will we measure success? |
| Usability | High-fidelity prototype with 5 target users | Clickable Figma prototype testing task completion |
| Value | Fake door or Wizard of Oz test | Button for unbuilt feature, measure cl
37signals-waySkill

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blue-ocean-strategySkill

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", "eliminate-reduce-raise-create", or "uncontested market". Also trigger when comparing pricing strategies, exploring new market categories, finding underserved customer segments, or asking how to stop competing on price. Covers the Four Actions Framework, buyer utility map, and value-cost trade-offs. For tech adoption strategy, see crossing-the-chasm. For product positioning, see obviously-awesome.

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.

cro-methodologySkill

Audit websites and landing pages for conversion issues and design evidence-based A/B tests. Use when the user mentions "landing page isnt converting", "conversion rate", "A/B test", "why visitors leave", "objection handling", "bounce rate", "split testing", or "conversion funnel". Also trigger when diagnosing why signups are low, designing experiment hypotheses, or auditing checkout flows for friction points. Covers funnel mapping, persuasion assets, and objection/counter-objection frameworks. For overall marketing strategy, see one-page-marketing. For usability issues, see ux-heuristics.

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.