Problems worth solving. Deciding what to build before you build it.
The most beautiful interface in the world cannot save a product nobody needs. This guide is about the work that comes before pixels: finding a real struggle, understanding it cheaply and alone, choosing a narrow bet, cutting it to a size you can finish, and getting the first person to value in minutes rather than days.
As a solo creator you are your own researcher, strategist, product manager and support desk. That is a disadvantage in hours and an advantage in speed: no meetings, no approvals, no hand-off. The methods here are chosen for that situation. They are the ones that work with no budget, no team and no research department, and they are tuned so you spend most of your time building the right thing rather than talking about it.
Explain why products fail on the problem far more often than on the interface, and what makes a problem worth your months (understand)
Describe a user's situation as a job, a set of forces and a job story rather than as a feature request (understand)
Run honest customer interviews, mine reviews and forums, and synthesize findings into insights alone, in days not months (apply)
Map your riskiest assumptions and choose the cheapest test for each (analyse)
Write a positioning statement, product principles and anti-goals for your own product (create)
Shape a feature with a fixed appetite, cut scope deliberately, and say no with reasons (evaluate)
Design a first-run experience that reaches value in under five minutes, and a feedback loop that keeps you honest after launch (create)
Warm-up: what do you already believe?
Before we start, take three short questions. They are not a test of knowledge. They surface the beliefs you bring with you, so you notice when the guide disagrees with them. Answer honestly, then read the explanation even if you got it right.
Warm-up 1
You show your reading-app prototype to eight friends. All eight say "I'd definitely use this." What have you learned?
c. Compliments and future promises are the weakest evidence you can collect. People are poor predictors of their own behavior and very good at being polite (you met this in The Human Mind). Asking 100 friends gives you more of the same noise. Chapter 4 shows what to ask instead.
Warm-up 2
A user emails: "Please add a dark mode." What is the most useful first response?
b. A feature request is a solution someone has already designed in their head. The problem underneath might be reading in bed at night (dark mode helps), glare on a laptop outdoors (it may not), or eye strain from long sessions (type size and contrast may matter more). Asking about the moment gets you to the problem. Chapter 18 is about this.
Warm-up 3
You have six weeks of evenings. Which plan is most likely to produce something people keep using?
d. Fixed time and variable scope is the core of Shape Up (chapter 13). A low-polish version of everything (a) is a pile of half-features. Technical risk (b) is rarely the risk that kills solo products; demand is. Six weeks of only interviews (c) delays the strongest research tool you have: a real thing in a real person's hands.
How to study this guide
Pick one product to carry through. Your current product, or one you want to build. Every exercise applies to it. If you have nothing yet, use a product you use every day and imagine you are its sole maker.
Read a Part, then do its exercises before moving on. The Parts build on each other: you cannot map assumptions you have not found, or position a product whose job you do not know.
Keep one document, your "problem file". Every exercise adds a section: problem statement, job stories, interview notes, insights, assumption map, positioning, principles, shaped pitch, onboarding plan. By the end it is the strategy for your product, written in your own words.
Come back to the recap quizzes after a few days. Each Part ends with one. Retrieval after a gap is what moves ideas into long-term memory.
Part one
Find the problem
Three chapters on seeing the world from the user's side: what a problem is and how to state one, what people are really trying to get done (their "jobs"), and how to write that down in a form that guides design. Nothing here requires code. All of it changes what code you write.
1
Problem before solution
Taught by Uri Levine, Taiichi Ohno and the Toyota tradition, with Jason Fried
Most failed products are well-made answers to questions nobody was asking. Start from a struggle you can observe, state it precisely, and stay attached to the struggle rather than to your first idea for fixing it.
Builders think in solutions. It is the fun part, and it is what our hands know how to do. An idea arrives as a picture of a screen: "an app where you can save highlights and review them like flashcards." The picture is so vivid that it feels like evidence. It is not. It is a guess about what someone else needs, dressed in the details of how you would build it.
The trouble is cost. For a solo creator, the scarcest resource is not money, it is months. If you build first and learn second, every wrong guess costs you a whole build cycle: three, six, twelve months. If you learn first, a wrong guess costs you a conversation or an afternoon of reading reviews. That ratio, hours versus months, is the entire argument for this guide.
Where the learning happens. In the solution-first path, you discover whether anyone cares after you have spent the most. In the problem-first path, the cheap steps come first and the build is smaller because the bet is narrower.
What a problem is (and what it is not)
A problem is a struggle a specific person has in a specific situation, visible in what they do today. It is not the absence of your solution. "There is no good app for reviewing Kindle highlights" is a statement about the market. "I re-read books and realize I highlighted the same passage twice and forgot both times" is a struggle. The first invites you to build. The second invites you to understand.
The most reliable sign of a real problem is a workaround. When people care enough about something, they already do something about it, badly. They email files to themselves. They keep a spreadsheet next to the app. They screenshot a page to remember it. They pay a virtual assistant. They copy text into Notes and never find it again. A workaround proves three things at once: the struggle exists, it hurts enough to act on, and the person has already budgeted time or money for it. Your product only has to be better than the workaround, and you can watch the workaround directly.
When you find no workaround, be suspicious. Either the problem is rare, or mild, or people have accepted it as part of life. All three make for slow, uphill products.
Five tests of a problem worth your months
Test
Question to ask
Weak signal
Strong signal
Frequent
How often does it happen?
Once a year (filing taxes, moving house)
Daily or weekly (reading, writing, planning)
Painful
What does it cost when it happens?
"Mildly annoying"
Lost time, lost money, embarrassment, missed deadline
Already paid for
What do they do about it now?
Nothing, they shrug
A workaround, a paid tool, a hired person
Reachable
Can you find 100 of these people?
"Everyone" (so no one in particular)
A named community, forum, subreddit, job title
Yours
Do you have insight or care?
It looked like a market gap
You live it, or have watched it closely for years
You rarely get five strong signals. Two or three strong and none weak is a good start. The last test matters more for solo creators than for companies: you will spend years with this problem, often alone, and caring about it is what keeps you going through the quiet months after launch.
Writing a problem statement
A problem statement is one or two sentences that make the struggle specific enough to test. A useful template:
Template
[Who] struggles to [make what progress] when [situation], because [cause]. Today they [workaround], which costs them [cost].
Each slot forces a decision you would otherwise avoid. "Who" forces a narrow group. "Progress" forces you to say what they are trying to achieve, not what feature they lack. "Situation" pins down when it happens, which is where design gets concrete. "Cause" is your current hypothesis, written down so it can be wrong. "Workaround" and "cost" are the evidence that it matters.
Don't
Problem statement
People need a better way to manage their reading. Current apps are cluttered and don't have AI. We will build a beautiful all-in-one reading companion.
Why it fails. "People" is everyone. "Manage" is a verb with no action. It names missing features (AI) instead of a struggle, and the last sentence is a solution. You cannot test any of it.
Do
Problem statement
Non-fiction readers who highlight on Kindle struggle to remember what they read once they finish a book, because highlights stay buried on the device. Today they copy quotes into Notes or Notion by hand, about 20 minutes per book, and most stop after two or three books.
Why it works. A narrow who, a clear progress (remember what they read), a situation (after finishing), a cause to test, a visible workaround and a cost in minutes. Every phrase can be checked in an interview.
Fall in love with the problem
Uri Levine, co-founder of Waze, titled his 2023 book Fall in Love with the Problem, Not the Solution. The advice sounds soft. It is actually a hard rule about where your loyalty sits. If you love your solution, every piece of disconfirming evidence feels like an attack, and you will explain it away. If you love the problem, disconfirming evidence about your solution is good news: it brings you closer to whatever does solve the problem.
You can tell which one you love by how you describe your product. Solution-lovers describe features ("it has spaced repetition, tags, and an AI summary"). Problem-lovers describe a person and a moment ("you finish a book on Sunday, and on Monday you can't remember the three ideas that mattered"). Practise the second. It is also, not by accident, much better marketing (see Identity & Launch).
The five whys, used carefully
The five whys comes from the Toyota Production System, where Taiichi Ohno taught engineers to ask "why?" repeatedly at a broken machine until they reached a root cause rather than a symptom. In product work it helps you dig beneath the first problem you see, which is usually a symptom.
A ladder from symptom to job. Each rung should be something you saw or verified, not a guess. The fix at rung 1 is a better import screen. The fix at the root might be no import screen at all: a browser extension, an email-in address, or a one-tap sync.
Two cautions. First, each "why" should be answered with evidence (something you observed, measured or were shown), not with a plausible story. Chains of plausible stories drift into fiction fast. Second, do not ask a person "why?" five times in an interview. Asked directly, people invent tidy reasons for messy behavior; psychologists call it confabulation (see The Human Mind). Ask what happened, what they did next, and what that was like. You do the "why" afterwards, in your notes.
The problem framing canvas
When a problem feels fuzzy, lay it out on one page. The canvas below is a compact version of the frames used in design-thinking workshops, trimmed for one person. Fill each box in a sentence or two. Blank boxes tell you what to research next.
The canvas, filled for one example. Box 2 is the centre of gravity (highlighted). Box 5 separates what you saw from what you guessed; every guess is a research task. Box 7 is as important as box 2: a problem without edges grows until it is unsolvable.
Do
Describe a person in a moment, in their words.
Look for workarounds as proof the problem hurts.
Write your cause as a hypothesis you expect to revise.
Put a number on the cost, even a rough one.
Write down what you are not solving.
Don't
State the problem as a missing feature or missing app.
Target "everyone who reads" or "busy professionals".
Ask users "why?" directly and trust the answer.
Treat a vivid idea as evidence of a need.
Keep the problem statement only in your head.
In the wild
DropboxDrew Houston, 2007
Houston has often told how he started it after forgetting his USB drive before a bus trip, so his files were out of reach for hours. The problem (my files are stuck on one device) existed long before the product, and the workaround (USB sticks, emailing files to yourself) was everywhere. A common, frequent struggle with a visible, clumsy workaround is the best possible starting point.
Basecamp37signals, 2004
Built as an internal tool to run 37signals' own client projects, where email threads were losing decisions and files. Only later sold to others. Living the problem gives you the "yours" test for free, and a daily stream of evidence.
SlackTiny Speck, 2013
Grew out of the chat tool a small team built for itself while making an online game that did not succeed. The problem (scattered team communication) outlived the original product. Sometimes the problem you solve for yourself along the way is the real one. Keep your eyes on your own workarounds.
Waze2008
Levine describes the starting point as a daily struggle, sitting in traffic, rather than a mapping technology. The crowd-sourced solution came from that framing. The problem framing ("avoid traffic jams") left room for a better solution than the obvious one ("better maps").
For the solo creator
You do not need a research phase that stops all building. Give problem work a fixed share of the week: for example, two hours every Monday for reading forums and reviews and one conversation every week. Keep the problem statement pinned at the top of your task list. When a new idea arrives mid-build, check it against the statement: does this help this person make this progress in this moment? If not, it goes to a "later" list, not into the code.
Common mistakes
"The problem is that there's no app for X"
Builders see the world as a list of missing software, so the gap in the market feels like the problem.
Ask what people do today without the app. If the answer is "nothing", there may be no problem. If it is a painful workaround, describe that workaround: it is your real problem statement.
A problem the size of a planet
Big problems feel important and make the product sound ambitious. "Help people learn better."
Add a who, a when and a workaround until it fits on a sticky note. You can widen later; you cannot design for "learning".
Stopping at the first why
The first symptom suggests an obvious fix (a better import screen), and fixes are satisfying to build.
Climb at least two more rungs before you design. If the fix changes at a deeper rung, the shallow fix was polishing the wrong step.
Check yourself
You are deciding between two ideas. A: "a tool for designers to organize inspiration", where you know no designers who organize inspiration today. B: "a tool for freelance translators to track invoices", where three translators you know use a messy spreadsheet and chase late payments monthly. Which is the stronger starting point, and why?
B. It passes frequent (monthly), painful (late payments), already-paid-for (the spreadsheet), reachable (you know three) and specific. A has no observed workaround, which often means the struggle is mild. "No competition" (d) usually means no demand. A survey (c) is not where to start: you do not yet know what to ask.
Exercise 1.1 60 minutes · on your own product
Frame your problem on one page
Write your product idea in one sentence the way you would naturally describe it. Keep it; you will compare later.
Now ignore it. Draw the seven-box canvas on paper. Fill box 2 (the struggle) first, in a user's words if you have any.
Fill boxes 1, 3 and 4. For the workaround, be concrete: which tool, what steps, how long.
In box 5, mark each claim "seen" or "guess". Be strict: "a friend said so" is a guess.
Fill box 7 with at least three things you will not solve.
Write the one-sentence problem statement using the template. Compare it with your sentence from step 1.
You're done when: your problem file has a filled canvas, a one-sentence problem statement, and a list of every "guess" in box 5 as your research backlog.
Beginner
Competent
Strong
Statement still names a feature or "people"; box 5 is mostly guesses marked as seen.
Narrow who, a real workaround and a cost; guesses honestly marked.
Every box specific; the statement could be checked in one interview; box 7 removes something you were tempted to build.
2
Jobs to be done
Taught by Clayton Christensen and Bob Moesta, with Alan Klement
People do not buy products; they "hire" them to make progress in a particular situation. Understand the job and the forces around switching, and you know who you really compete with and what your product must do first.
Jobs to be Done (JTBD) is a lens, not a process. It asks one question: what progress is this person trying to make, in this circumstance, when they reach for a product? The answer is the "job". The product is something they hire to do the job, and fire when something better comes along. The vocabulary sounds odd at first, but it does useful work: it moves your attention from the customer's demographics (age, job title, country) to their situation, which is what actually predicts behavior.
The milkshake story
Clayton Christensen, the Harvard professor best known for The Innovator's Dilemma, told this story many times, and it appears in his 2016 book Competing Against Luck. A fast-food chain wanted to sell more milkshakes. It surveyed customers about the ideal shake (thicker, sweeter, cheaper?) and made changes. Sales did not move. Christensen's team, which included Bob Moesta, instead watched who bought milkshakes and when. A surprising share were bought early in the morning, by people alone, who left with them in the car.
When the researchers asked those morning buyers what they were trying to do, the answer was not "enjoy dessert". It was something like: I have a long, boring drive to work, I need something to do with my spare hand, and I need to not be hungry by mid-morning. Against that job, the milkshake competed not with other milkshakes but with bananas (gone in a few minutes), bagels (dry, need two hands), doughnuts (crumbs, sugar crash) and nothing at all. A thick shake that lasts the whole drive through a thin straw is, for that job, the best hire on the menu.
Competition is defined by the job. Improving the shake's flavor did nothing because flavor was not why it was hired. Making it thicker (to last longer) or faster to buy would serve the job. The same product hired in the afternoon by a parent for a child does a different job, and has different competitors.
The lesson for software is direct. Your reading app does not compete only with other reading apps. It competes with whatever people hire today for the same job: a stack of paper, a browser tab left open for weeks, a podcast on the commute, a "read later" folder nobody opens, or the decision to simply not read. Reed Hastings of Netflix made the same point when he said, in 2017, that Netflix's biggest competitor was sleep. The job (unwind in the evening) has many candidates, and most of them are not products.
Three layers of every job
Christensen described jobs as having functional, emotional and social dimensions. All three shape design.
Layer
Question
Example (a writing app)
Design consequence
Functional
What task must get done?
Turn notes into a 1,500-word essay by Friday
Fast capture, outline, word count, export
Emotional
How do they want to feel?
Calm and focused, not anxious about the blank page
Quiet UI, no badges, focus mode, forgiving autosave
Social
How do they want to be seen?
As a serious writer, by an editor or readers
Clean exports, good typography in the output
Small, calm products often win on the emotional layer while matching others on the functional one. iA Writer's focus mode does not add capability. It removes distraction, which serves the emotional job ("help me feel I can write") better than any feature list could.
The forces of progress
Bob Moesta, who worked with Christensen on the milkshake research, built a practical method around one moment: the switch, when someone stops using one way of doing the job and starts using another. With Chris Spiek he described four forces acting on that moment. Two pull a person toward change, and two hold them back.
Four forces, two directions. Most builders only work on the pull (features, polish). Often the cheaper win is reducing anxiety (free import, an easy export, a clear price) or lowering the habit cost (work alongside the old tool rather than replacing it).
Push
The struggle with the current situation that makes someone open to change. Without a push, people do not look. Your marketing should name it.
Pull
The attraction of a better life with the new solution. Not the feature list: the picture of the progress.
Anxiety
Fear about the new thing. Will it work for me? Will I lose my data? Is it worth the money? Will I look foolish learning it?
Habit
The comfort of the known. The old tool is "good enough", its costs are familiar, and switching takes effort.
This model explains things that feature thinking cannot. Why do people who love your demo never sign up? Anxiety and habit outweigh the pull. Why do people sign up and then drift back to the spreadsheet? The habit force kept acting after the switch. The fixes are design work: import from the old tool (habit), a visible export and an honest price (anxiety), a first session that delivers a small win (pull made real). Each force maps to a part of your product.
Switch interviews
Moesta's method for finding the forces is the switch interview: talk to people who recently switched to (or away from) a way of doing the job, and reconstruct the story of that switch like a documentary. You are not asking what they want. You are asking what happened. He describes the switch as a timeline:
Reconstruct the timeline, not the opinion. The two trigger events are where the push becomes strong enough to act. They tell you when your product should be found, which is a gift to your marketing and your onboarding.
Good switch questions are concrete and set in the past: "When did you first think the old way wasn't working? Where were you? What did you try first? What did you almost buy instead? What nearly stopped you? What happened the first day you used it?" Chapter 5 turns these into an interview script.
Don't
Category thinking. You compete on a feature checklist against apps your users may never have tried, and miss the real alternative they use daily.
Do
Job thinking. The map shows what you must beat (a habit, a notebook, apathy) and suggests designs a feature matrix never would, like importing from the notes people already keep.
Do
Define competitors by the job, including non-software and "do nothing".
Design for all four forces, not only the pull.
Find out the trigger events that start the search.
Interview recent switchers, in both directions.
Don't
Segment only by demographics or job title.
Assume more features beat the habit force.
Ignore people who left: churn interviews are switch interviews too.
Turn "job" into a buzzword for "feature".
In the wild
Things 3Cultured Code, 2017
The job is less "store tasks" than "feel in control of my day without a system to maintain". The Today and This Evening split, and the calm visual design, serve the emotional layer as much as the functional one. Two apps with the same features can be hired for different jobs. Design for the job you want to win.
NetflixReed Hastings, 2017
Hastings' remark that Netflix competes with sleep reframed competition around the job of unwinding at night rather than around other streaming services. Your real competitor is often a habit or a different use of the same time.
Readwise2017
Grew by importing highlights from where people already read (Kindle and other apps) and resurfacing them, rather than asking readers to move their reading into a new tool. Working alongside the old way lowers the habit force instead of fighting it.
For the solo creator
Do not try to map every job in your market. Pick one job, in one situation, that you can serve better than the current hires. Write it at the top of your problem file. Then make a short "force audit" of your product: one thing you will do this month to strengthen the pull, one to reduce anxiety, one to lower the habit cost. The anxiety and habit items are usually small builds (an import, a clear price, an export button) with outsized effect.
Common mistakes
Jobs that are really features
"The job is to tag my notes." That is a step in a solution, not progress in a life.
Ask "and why does that matter?" until you reach something the person would recognize as a goal in their own words: "find the note I need during a meeting."
Only working on the pull
Features and polish are visible and satisfying to build; anxiety and habit are invisible.
Read your last ten lost sign-ups or cancellations for anxiety (price, data, trust) and habit (setup effort) language. Build one fix for each.
Jobs that are too abstract
"Be more productive" is a job for every product, so it guides none.
Add the circumstance: who, when, where. A job without a situation is a slogan.
Check yourself
Your journaling app's trial-to-paid rate is low. Interviews show trial users love the writing experience but say things like "I've got five years of entries in Day One" and "what if I stop paying and lose it all?" Which forces are winning, and what should you build first?
c. They already like the product, so pull is fine. Five years of entries is habit; "lose it all" is anxiety. An import moves the habit with them, and a free export (stated on the pricing page) answers the fear. Lowering the price (d) addresses a different anxiety than the one they named.
Exercise 2.1 45 minutes · a product you switched to
Interview yourself about your own switch
Pick a tool you switched to in the last year (a notes app, a code editor, a reader).
Draw the timeline. Mark the first thought, the two events, and the day you started using it.
Write the four forces as you felt them, one quote each, in your own voice.
List what you "fired" when you hired it, including non-software.
Now do the same exercise for your own product, imagining a typical new user. Mark which forces you have actual evidence for.
You're done when: your problem file has two forces diagrams (your own switch, your product's) and three design changes aimed at anxiety or habit.
Beginner
Competent
Strong
Forces listed as features ("it has sync").
Forces in first-person quotes; competitors include non-software.
Trigger events identified, and each proposed change targets a named force.
3
Job stories, user stories and personas
Taught by Alan Klement and Paul Adams (Intercom), with Alan Cooper and Jeff Gothelf
Write what you build as job stories, "When [situation], I want to [motivation], so I can [outcome]", because the situation is where design decisions come from. Use personas sparingly, and only ones grounded in real people.
Once you know the job, you need a unit of work small enough to design and build. Agile teams use the user story: "As a [role], I want [goal], so that [benefit]." The format came out of early Extreme Programming practice around 2001 and spread through Scrum. It is useful for planning, but it puts a role at the front, and the role often carries no information. "As a user, I want to export my notes" tells you nothing about when, why, or under what pressure.
The job story was introduced at Intercom around 2013 and popularized by Alan Klement. It replaces the role with the situation:
Job story
When [a specific situation], I want to [a motivation], so I can [an expected outcome].
The change looks small. It is not. Situation carries the information a designer needs: the person's state of mind, their device, their time pressure, what they just did and what they will do next. "When I'm in a meeting and someone asks what we decided last week" produces a very different design (fast search, one hand, no setup) from "When I'm planning the quarter on Sunday evening" (overview, drag and drop, time to think).
User story
As a user, I want to search my highlights so that I can find them.
Designer asks: on what device? How fast? Searching for what? Typed or remembered vaguely? Nothing here answers.
Role and goal, no context. "User" adds nothing, and "so that I can find them" restates the goal.
Job story
When I'm writing and half-remember a quote I highlighted months ago, I want to find it from a fuzzy phrase, so I can cite it without breaking my writing flow.
Designer learns: fuzzy matching, invoked from inside the writing tool, a keyboard shortcut, copy with citation, under five seconds.
Situation drives design. Every phrase rules something in or out.
What makes a job story good
The situation is a moment, not an identity. "When I'm a student" is an identity. "When I'm cramming the night before an exam" is a moment. Moments have triggers you can design for (a notification, a shortcut, a widget).
The motivation is progress, not a UI element. "I want to tap a button to export" has already designed the answer. "I want to get my notes into my essay" leaves you free.
The outcome is something that changes for the person. "So I can be more productive" is filler. "So I can submit by midnight" or "so I don't look unprepared in front of my manager" is real.
It is falsifiable. You could watch a user and see whether the situation occurs and whether your product delivered the outcome.
It is small enough to ship. A job story that covers your whole product is a job, not a story. Split it until each one is a single moment.
Lab: job story builder
Type your own job story. The critic flags identities instead of moments, UI words in the motivation, vague verbs and filler outcomes. It is a crude rule-based check, so treat it as a sparring partner, not a judge.
Personas, proto-personas and jobs: when each helps
Alan Cooper introduced personas to software in The Inmates Are Running the Asylum (1999): a specific, named, archetypal user, built from research, so a team would design for someone in particular rather than an elastic "user" who stretches to justify any feature. Used that way, personas work. Used badly, they become marketing posters: a stock photo, an age, a favorite coffee and a list of hobbies, none of which predicts what the person will do in your product.
Jeff Gothelf's proto-persona (from Lean UX, 2013) is a lighter version: a quick sketch of who you think the user is, written explicitly as assumptions, to be corrected by research. For a solo creator, that honesty is the main value.
Tool
What it captures
Use it when
Avoid it when
Job (JTBD)
The progress sought, in a circumstance
Deciding what the product is for and who it competes with
You need to plan concrete build tasks (too broad)
Job story
One moment, motivation and outcome
Designing and scoping individual features
You haven't observed the situation (it becomes fiction)
Persona
An archetypal person from research: goals, skills, context
You serve two or three genuinely different groups and need to keep them apart
You have no research, or only one kind of user
Proto-persona
Your assumptions about the user, labeled as such
Day one, before research, to make guesses visible
You stop updating it after interviews
User story
A unit of work with a role
Working with an agile tracker that expects them
The role is always "user"
Decorative vs. useful. Demographics and hobbies rarely change a design decision. Situations, workarounds, anxieties and quotes from real interviews do. Name the persona after the behavior ("the Sunday re-reader"), not after an invented human.
Do
Start every feature with a job story you have seen happen.
Name the trigger moment, the device and the pressure.
Label proto-personas as assumptions and date them.
Keep one persona per genuinely different behavior.
Don't
Write "As a user…" and call it a story.
Put UI elements ("a button", "a dashboard") in the motivation.
Invent hobbies, star signs and stock photos.
Write a persona and never check it against a real person.
In the wild
Intercom2013 onward
Intercom's product team wrote publicly about replacing personas and role-led user stories with job stories, and later published a book on how they use JTBD. The format spread because it is cheap and changes the conversation from "who" to "when".
DraftsAgile Tortoise, 2012
The app opens to a blank text field, ready to type, and decides where the text goes afterwards. That design follows from a situation ("when an idea arrives and I might lose it in seconds") rather than from a role. A precise moment produces a precise, opinionated design.
Apple Watch timers and Siri shortcuts2015 onward
Features designed around hands-busy moments (cooking, driving, exercising) look nothing like their phone equivalents. Situation, not person, decided the interface.
For the solo creator
You do not need a persona document. You need ten to twenty job stories in your problem file, each traced to a real observation (an interview line, a review, a support email). Use them as your backlog. When you sit down to build, pick a story, design for its situation, and check the outcome when you are done. If you ever serve two distinct groups (for example, students and professional researchers), write one short behavior-named persona for each, so you notice when a feature helps one and hurts the other.
Common mistakes
Fiction stories
Job stories are easy to write at a desk, so they multiply without evidence.
Add a source to every story: "from interview 3" or "from 12 App Store reviews". No source, no build.
Stories that are features in disguise
"When I open the app, I want to see a dashboard, so I can see my stats." The situation is the app itself.
Situations happen in the user's life, outside your product. If your app is in the "when" clause, rewrite from before they opened it.
Persona as decoration
Templates ask for age, photo and hobbies, so people fill them in.
Delete every field that would not change a design decision. What's left is the useful persona.
Check yourself
Which job story gives a designer the most to work with?
a. It names the situation (train, patchy signal, ten minutes), the motivation (read what I saved) and an observable outcome (finish before my stop). It implies offline sync, resume position and short reading time estimates without naming any UI. b puts the UI in the motivation and the app in the situation; c is a role story; d is all filler.
Part one recap · connect the ideas
In The Human Mind you met loss aversion and the status quo bias. Which force of progress do they most directly explain, and what is a design response?
c. Losses loom larger than gains, and the default feels safe, which is exactly the habit and anxiety side of the forces diagram. Making the switch reversible and cheap reduces the perceived loss. Piling on gains (b) is the expensive way to fight a bias that weighs losses more heavily.
Exercise 3.1 40 minutes · on your own product
Rewrite your backlog as job stories
Take the next ten items on your to-build list.
Rewrite each as a job story. Use the lab above to check the weak spots.
For each, write the source (interview, review, support email, your own use) or "none".
Move every "none" story to a separate list called "to verify".
For the stories with sources, note one design decision the situation clause implies.
You're done when: your backlog is ten job stories, each with a source or a "to verify" flag, and at least five design implications noted.
Beginner
Competent
Strong
Stories mention UI or the app in the situation.
Moments, motivations and outcomes are clean; sources noted honestly.
At least one item was dropped or reshaped because the rewrite showed it served no real moment.
Part two
Research alone, and cheaply
You do not need a lab, a budget or a recruiting agency. You need a few honest conversations, a habit of watching rather than asking, and a way to mine what people have already written about their struggles. These four chapters cover the methods that work for one person with a laptop, and the biases that come with each.
4
The Mom Test: asking questions people can't lie about
Taught by Rob Fitzpatrick
People will lie to you about your idea, kindly and without meaning to. Ask about their life, about specific things they did in the past, and listen far more than you talk. Then look for commitment, not compliments.
Rob Fitzpatrick's short book The Mom Test (2013) is named after a thought experiment. If you ask your mother whether your business idea is good, she will say yes, because she loves you. The answer is useless. But if you ask her how she uses her phone, what she did last time she wanted to share photos, and what she spent on it, she cannot mislead you even if she wants to. The question, not the person, decides whether the answer is trustworthy.
The three rules
Talk about their life instead of your idea. The moment you describe your idea, the conversation becomes about being polite to you. Keep your idea out of it for as long as possible, ideally the whole conversation.
Ask about specifics in the past instead of generics or opinions about the future. "Would you…?", "Do you ever…?" and "How much would you pay…?" invite hopeful fiction. "When was the last time…? What happened? What did you do then?" invites memory.
Talk less and listen more. If you are talking, you are not learning. Silence after an answer often produces the most useful sentence of the interview.
The evidence ladder. Bar length shows how much weight to give each kind of answer. Most failed validation lives on the bottom two rungs. Good interviews spend almost all their time on "specific past behavior" and end by asking for some form of commitment.
Three kinds of bad data
Fitzpatrick names three things that feel like learning but are not. Compliments ("that sounds great") tell you about the person's manners. Fluff comes in three forms: generic claims ("I always…", "I usually…"), future promises ("I would…", "I will…"), and hypotheticals ("I might, if…"). Ideas (feature requests) are interesting, but they are the person's solution; your job is to find the problem that produced them. When you hear any of the three, you do not argue. You redirect: "When did that last happen? Can you walk me through it?"
Bad questions, rewritten
Don't ask
Hypothetical, about your idea. "Yes" costs them nothing and makes you happy, so it is the answer you get.
Ask
Specific, in the past. Now you know how often it happens, what it costs, and that the current way fails. You never mentioned your idea.
Don't ask
Future money is imaginary money. Stated willingness to pay is notoriously higher than actual paying.
Ask
Past money is real money. And the cancellation is a switch story worth ten more minutes.
Don't ask
Leading. Agreeing is easier than disagreeing, so they agree.
Ask
Open and neutral. If they don't care, you'll hear it. That's valuable too.
Commitment and advancement
A good conversation ends with a clear next step that costs the other person something. Fitzpatrick lists three currencies: time (a follow-up session, trying an early version, introducing you to others), reputation (recommending you to their boss or community), and money (a pre-order, a deposit, a paid pilot). If a meeting ends with "keep me posted" and no commitment, treat it as a polite no, however warm it felt.
For a solo creator selling to individuals, the cheapest commitments are a sign-up with an email for a test version, a 20-minute screen-share to try a prototype, or a pre-order at a launch price. Count commitments, not compliments.
Lab: good question or bad question?
Question 1 of 12
Classify each interview question. A good question gets you facts about the person's past or present behavior without leading them or pitching your idea.
Do
Ask "when did that last happen?" and "what did you do?"
Ask what they've already tried and spent.
Redirect compliments and fluff back to specifics.
End with a request for time, reputation or money.
Write down exact phrases they use.
Don't
Pitch your idea, then ask what they think.
Ask "would you…?", "do you ever…?", "how much would you pay…?"
Lead with "don't you hate it when…?"
Count "this is great" as validation.
Fill silences; let them talk.
In the wild
SuperhumanRahul Vohra, 2017–2018
Vohra has written about onboarding early users one-to-one and measuring how disappointed they would be without the product, rather than asking whether they liked it. Even "liking" questions can be made honest by asking about loss rather than gain, and by pairing them with behavior.
The pre-order pagea common indie pattern
Many indie apps open a paid pre-order or "founding member" price before launch. Whatever the page looks like, the number of people who actually pay is a stronger signal than any survey. Money is the highest rung on the evidence ladder, and it is available to solo creators.
For the solo creator
You will feel a strong urge to pitch, because you built the thing and you are proud of it. Give yourself a rule: no mention of your product for the first two-thirds of any conversation. Keep a sticky note on your screen during calls with three words: "last time", "show me", "what else". And count conversations that ended in a commitment. If after ten conversations you have zero commitments, that is your answer, delivered cheaply.
Common mistakes
Pitching in disguise
"Imagine an app that…" feels like a question but is a pitch. People respond to your enthusiasm.
Remove every sentence that starts with "imagine", "what if" or "would you". Replace with "tell me about the last time".
Collecting compliments as data
Compliments feel good and are easy to quote in a spreadsheet as "positive feedback".
Delete them from your notes. Keep only facts about behavior and commitments.
Only talking to friends
Friends are easy to reach and kind.
Friends are fine for practising your questions. For evidence, talk to strangers who have the problem, found through the communities in chapter 5.
Check yourself
Halfway through an interview, the person says: "Honestly, I'd love an app that does this. I'd pay for it for sure." What is the best next move?
d. "I'd pay for sure" is a future promise (fluff). Redirect to the past: what have they actually tried and spent? If the answer is "nothing", the problem may not be as painful as the enthusiasm suggests. Asking for a price (b) collects more fluff; showing mockups (c) turns the rest of the conversation into a pitch.
Exercise 4.1 30 minutes · on your own product
Rewrite your question list
Write the ten questions you would naturally ask a potential user about your product.
Mark each: compliment-bait, hypothetical/future, generic, leading, or good.
Rewrite every non-good question so it asks about a specific past event or current behavior.
Add two closing questions: one asking who else to talk to, one asking for a small commitment.
Practise the list with a friend for 15 minutes. Note every time you started pitching.
You're done when: you have a list of 8–12 questions, none of which mention your product, plus two closers, saved in your problem file.
Beginner
Competent
Strong
Questions still include "would you" or describe the product.
All questions about past behavior; closers included.
Questions chain naturally (story → workaround → cost → spend), and you caught yourself pitching in practice and fixed it.
5
Customer interviews, start to synthesis
Taught by Steve Portigal and Erika Hall, with Teresa Torres
Five to eight good conversations with people who have the problem will teach you more than any survey. Recruit them from where they already gather, follow a loose script built around one real story, and synthesize by clustering observations, not opinions.
Interviews scare many builders: talking to strangers, asking for their time, not knowing what to say. The fear is mostly about recruiting and about silence. Both get easy with a little structure. The rest of this chapter is that structure, sized for one person doing it in the gaps of a build.
How many people?
For a narrow group with a shared problem, patterns start repeating quickly. A well-known study by Greg Guest and colleagues (2006) found that most themes in a set of interviews with a fairly similar group appeared within the first twelve, and the basic elements within the first six. That fits practitioners' experience: after five to eight interviews in one segment, you stop being surprised. Stop when you can predict what the next person will say. If you serve two different groups, you need five to eight in each.
Teresa Torres argues for a different rhythm once you have a product: rather than a big research project, talk to at least one customer every week, forever. For a solo creator that habit is more valuable than any one study. Do a burst of six to eight before you commit to a direction, then keep a weekly conversation going.
Recruiting without a budget
People with a problem gather to complain about it. Go there. Subreddits, Discord and Slack communities, forums, Facebook groups, LinkedIn groups, Telegram channels, Hacker News threads, comments under YouTube tutorials, your own newsletter and waitlist, and the support inbox of your existing product. Read first, for a week, so you know the language. Then post or message honestly:
Don't post
Hey everyone!! I'm building an AI-powered reading companion that will revolutionize how you learn. Would love your feedback! Sign up for early access: [link]
A pitch, not a request. Reads as spam, attracts only the curious, and primes everyone you do talk to with your idea.
Do post
I'm a developer trying to understand how people keep track of what they highlight in non-fiction. If you've tried (and maybe given up on) a system for this, could I ask you about it for 20 minutes on a call? Not selling anything. Happy to share what I learn with the group afterwards.
Specific, humble, reciprocal. Names who you want (people who've tried and given up), the cost (20 minutes), and gives something back.
Always ask at the end: "Who else should I talk to?" One good interview often brings two more. And offer something in return when you can: a summary of findings, early access, a small gift card. Thank-yous matter; you may want to talk to these people again.
A 30-minute script
Spend the biggest block on one real story. Reconstructing a single recent instance in detail produces more truth than asking about habits in general.
"Tell me a bit about your reading. What did you read in the last month?"
"Where and when do you usually read?"
"What do you do while you read: highlight, note, nothing?"
Goal: warm up and learn enough to choose which story to dig into.
"Think of the last book you finished. When was that?"
"After you finished it, did you do anything with what you highlighted? Walk me through it."
"What happened next? And then?"
"How did that feel?" (only after they've described what happened)
"Can you show me? Share your screen if you're comfortable."
Goal: a detailed timeline of one real instance. Keep pulling the thread with "what happened next?"
"Have you tried other ways of dealing with this? What happened?"
"Have you paid for anything to help with it?"
"What did you stop using, and why?"
"If this problem disappeared tomorrow, what would change for you?"
Goal: the forces (chapter 2). Workarounds, spend, abandoned tools, the cost of the problem.
"Is there anything I should have asked but didn't?"
"Who else do you know who deals with this?"
"Could I contact you again when I have something to try?"
Goal: referrals and a small commitment. Only now, if asked, describe what you're working on, briefly.
Taking notes you can use
Record (with permission) and transcribe automatically, but also take light notes live. Write three kinds of thing, marked differently: verbatim quotes in quotation marks, observed behaviors (what they did or showed you), and your interpretations, clearly flagged, such as with "[me]". Keeping your interpretations separate is the single most useful note-taking habit. When you synthesize, you want to be able to tell what they said from what you thought.
Within an hour of the call, write a one-page summary while memory is fresh: who, their story in five lines, the forces, the best three quotes, surprises. Steve Portigal's advice in Interviewing Users is to treat this debrief as part of the interview, not as homework.
Synthesis by affinity mapping
After five to eight interviews you have hundreds of notes. Affinity mapping turns them into patterns. The method is old and simple: write each observation on its own note (a sticky, or a card in a digital whiteboard), one idea per note, with the interviewee's initial. Then cluster bottom-up: put notes that feel related near each other, without deciding categories in advance. Only when clusters form do you name them, as a sentence in the user's voice. Finally count: how many different people appear in each cluster?
Bottom-up, then named, then counted. The surprising cluster here is "I need a quote now", which points at search in the moment of writing, not at review. That is a different product from the one the builder started with, which is exactly why you do this.
Do
Recruit where the problem is discussed, with an honest, specific ask.
Dig into one recent story in detail.
Separate quotes, behaviors and your interpretations in notes.
Write a one-page debrief within an hour.
Cluster bottom-up and count people per cluster.
Don't
Wait for "enough" interviews before synthesizing any.
Ask leading or hypothetical questions (chapter 4).
Sort notes into categories you decided beforehand.
Let one vivid interviewee dominate your conclusions.
Throw away the recordings; you'll want the exact words later.
In the wild
Continuous discoveryTeresa Torres, 2021
Torres recommends automating recruiting (for example, an in-product prompt inviting users to talk) so that a weekly interview happens without effort. Make the habit cheap enough that it survives busy weeks.
Indie Hackers and Redditongoing
Many indie founders describe finding their first interviewees by answering questions in niche communities for weeks before asking anything. Earn the right to ask by being useful first.
For the solo creator
Batch the logistics. Write the recruiting message, the script and the debrief template once. Use a scheduling link with three 30-minute slots a week. Let an automatic transcription tool take the recording, and keep your live notes minimal so you can listen. Synthesize after every three interviews, not at the end: you will improve your questions as you go, which is allowed (this is not a controlled experiment).
Common mistakes
Interviewing the wrong people
Anyone willing to talk feels like a win.
Write a two-question screener: "When did you last [do the job]?" and "What do you use for it now?" Only interview people with a recent instance.
Synthesis by memory
You remember the most vivid, recent or flattering interview.
Cluster from written notes and count people per cluster. The numbers protect you from the availability bias (The Human Mind).
Treating interviews as a phase
Research feels like something you finish before building.
Keep one conversation a week going forever. The questions change as your product does.
Check yourself
After six interviews, one cluster has 14 notes from a single enthusiastic interviewee, and another has 6 notes from 4 different people. Which should weigh more in your next decision?
b. Count people, not notes. One talkative person can fill a wall. Four of six people raising something independently is a pattern worth acting on (and testing further). Six interviews in a narrow segment is enough to choose a direction, though not enough to be certain (c).
Exercise 5.1 1 week, about 5 hours total · on your own product
Run five interviews and map them
Write a two-question screener and a recruiting message. Post it in two communities where your users gather.
Schedule five 30-minute calls. Use your question list from Exercise 4.1 and the script structure above.
Within an hour of each call, write a one-page debrief.
After all five, write every observation on a separate note (aim for 60–120). Cluster bottom-up.
Name each cluster as a sentence in a user's voice. Count people per cluster.
Write the three biggest surprises, and update your problem statement from chapter 1.
You're done when: you have five debriefs, a photographed or exported affinity map with named, counted clusters, and a revised problem statement.
Beginner
Competent
Strong
Interviews with friends; clusters named as topics ("Search").
Screened strangers; clusters as user-voice sentences with counts.
Your problem statement changed meaningfully, and you can point to the clusters and quotes that changed it.
6
Watching, not asking: contextual inquiry and diary studies
Taught by Hugh Beyer and Karen Holtzblatt, with Liz Sanders
What people say they do and what they actually do are different, and the gap is where the best design opportunities hide. Watch people do the job in their own setting, and when you can't watch, have them report small moments as they happen.
Interviews capture what people can recall and put into words. A lot of what matters is below that line: the habits they no longer notice, the sticky note on the monitor, the three apps they switch between, the moment they sigh. Liz Sanders, a pioneer of participatory design, described levels of knowledge reached by different methods: what people say (interviews), what they do (observation), and what they make (creative exercises that surface feelings and dreams). The deeper you go, the less people can tell you directly.
Each method reaches a different depth. Interviews are fast but stay near the surface. Watching reaches habits people no longer notice. You don't need every method; you need to know which depth your question lives at.
Contextual inquiry, done alone
Hugh Beyer and Karen Holtzblatt described contextual inquiry in Contextual Design (1998). The core idea is the master and apprentice relationship: you sit with someone while they do real work, in their real setting, and learn it the way an apprentice would, by watching and asking about what you see as it happens. The person is the expert. You are there to learn the craft of their job, not to test your product.
You do not need to travel. A screen-share call where someone does their actual work (not a demonstration of it) gets you most of the value. Ask them to do the real thing they would have done today anyway: process this week's reading notes, plan tomorrow, write the report. Then mostly watch. Interrupt only to ask about what just happened: "You paused there. What were you looking for?" "Why did you copy that into the other window?"
What you can only see by watching. In an interview, this person said "I review my highlights every Sunday." On screen, review means a copy-paste ritual between three windows, prompted by a paper note. Every numbered item is a workaround, and every workaround is a design brief.
What to watch for
Workarounds
Spreadsheets next to apps, notes to self, screenshots, emailing files to themselves, printed pages. Each one is a job your product could do. The most valuable thing you will see.
Switching
Every move between apps or windows, especially copy and paste. It marks a seam where the job crosses tools. Seams are where integration and import features earn their keep.
Hesitation
Pauses, hovering, scrolling back, re-reading labels, sighs, muttering. They mark confusion or anxiety. Ask "what were you thinking just then?" right after.
Language
The words people use for things. If they call it "my pile" and your app calls it "Inbox", note it. Their words make better labels (see Words).
Environment
Device, posture, noise, interruptions, time of day, lighting. A phone used on a train with one hand is a different design problem from a desktop at night. The situation clause of your job stories, seen live.
What they said
Self-report. Honest, and filtered through how they would like to work.
What they did
Observation. The gap between the two panels is your opportunity.
Diary studies, lite
Some jobs happen rarely or unpredictably: an idea arrives at 11 pm, a reading session on Sunday, a deadline once a month. You cannot watch those. A diary study asks a few people to record each instance briefly, as it happens, for a week or two. Formal diary studies use special tools. You can run a perfectly good one with a messaging app.
Small, regular, in the moment. One-minute prompts keep effort low so people keep going. Triggered entries capture rare events with their context intact. The debrief call turns entries into stories.
Keep it light: three to five people, five to ten days, a one-line daily prompt at a fixed time, and a request to send a screenshot or photo whenever the moment you care about happens. Thank people generously; this asks more of them than an interview. In the debrief, go through their entries together and ask about the ones that surprised you.
Do
Watch real work, not a demonstration of it.
Ask about what just happened, in the moment.
Photograph or screenshot workarounds (with permission).
Use diaries for rare, scattered or private moments.
Don't
Correct or teach the person while observing.
Ask them to "show me how you'd use my app" (that's a usability test, see Testing).
Make diary prompts long or daily essays.
Treat what they say as a full account of what they do.
In the wild
Intuit "Follow Me Home"from the 1980s
Intuit, the maker of Quicken, became known for watching customers set up and use its software in their own homes and offices. Watching people's real setting has been the classic edge of software makers who cared about ordinary users.
Screen-share researchany product, today
Video calls made "follow me home" free and global. Watching someone's actual desktop for 20 minutes reveals their tool stack and workarounds. Remote observation is the solo creator's contextual inquiry.
For the solo creator
Turn one interview in three into an observation: ask the person to do the job while you watch on a call. It costs no extra time and pays far more. For diaries, a shared chat group with three people and a daily reminder you send by hand is enough. Expect drop-off after day four, and plan the study so the first four days already answer your question.
Common mistakes
Watching a performance
"Show me how you do it" gets a tidy demo, not the messy reality.
Schedule the session when they actually need to do the job, and ask them to do today's real task.
Helping
Watching someone struggle is uncomfortable; you want to show the shortcut.
Sit on your hands. The struggle is the data. Help only after you've noted it, if at all.
Check yourself
You want to understand how freelancers decide what to work on each morning. It takes about five minutes, at varying times, often on a phone. Which method fits best?
c. The moment is short, scattered and private, which is exactly what a diary captures. A survey (a) and a "philosophy" interview (b) collect idealized self-reports. Your app's analytics (d) only show what happens inside your app, not the whole planning moment.
Exercise 6.1 2 sessions of 30 minutes · on your own product's job
Watch two people do the job
Recruit two people from your interviews who agreed to follow-ups.
Ask each to share their screen while doing the job for real (not with your product).
Keep a log with a timestamp for every switch, pause, workaround and phrase.
Afterwards, draw their screen like the annotated diagram above, numbering every workaround.
Compare with what each said in their interview. Write down every gap.
You're done when: you have two annotated screen sketches and a list of say/do gaps, each turned into a job story.
Beginner
Competent
Strong
A demo session with few notes.
Real task observed; workarounds annotated.
A say/do gap changed your understanding of the job, and you can name the design implication.
7
Desk research, surveys, analytics and dogfooding
Taught by Erika Hall, with Christian Rohrer and Sean Ellis
Thousands of people have already written about the problem you care about, in reviews and forums. Mine that first. Use surveys to measure things you already understand, analytics to see what people do in your product, and your own use as a starting point, never as proof.
Not all research needs another person on a call. Some of the richest evidence is already published, for free, by people who care enough to complain in public. And once you have a product, it produces evidence every day. Each of these sources has a characteristic blind spot. Knowing the blind spots matters more than knowing the methods.
A landscape of methods. Based on the two main axes in Christian Rohrer's well-known Nielsen Norman Group map of research methods (2014). Pick the quadrant that fits your question: "why?" questions live on the left, "how many?" on the right. Review mining is unusual: it is written opinion, but about real past experience, often with counts you can tally.
Mining reviews and forums
App Store and Play Store reviews, Reddit threads, product forums, comparison sites, YouTube comments under tutorials and "I switched from X to Y" blog posts are free interview transcripts. They are biased toward strong feelings, but they are written by people with real experience, in their own words, about real moments.
Start with competitors' reviews. Read the one- to three-star reviews. Five-star reviews say "love it". One-star reviews are often about bugs or billing. The middle, especially three stars, is where people describe what they hoped for and what got in the way: the exact gap your product could fill.
The middle is the goldmine. Two- and three-star reviewers liked the product enough to try it and cared enough to explain what was missing. They often describe the job in their own words: "I just want to…".
Use a simple spreadsheet so this becomes data rather than a vague impression:
Source
Stars
Exact quote
Job / situation
Force
Theme
App Store, competitor A
3
"Syncs fine but I never look at them again"
Remember what I read
Push
No resurfacing
r/kindle thread
n/a
"Is there any way to get highlights off without a cable??"
Get highlights out
Push
Export friction
Play Store, competitor B
2
"Subscription for this? I'll stick with my Notion page"
Remember what I read
Habit, anxiety
Price vs DIY
After 50 to 100 rows, sort by theme and count. You will have a ranked list of struggles, in customers' own words, ready to use in interviews (as topics to probe) and in your marketing (as language that resonates).
Surveys, done right
Surveys are the most misused research tool, because they look scientific and are easy to send. Erika Hall's warning in Just Enough Research is worth taking to heart: a survey is easy to create and easy to get wrong, and wrong data in a tidy chart is more dangerous than no data. A survey can tell you how many people do something you already understand. It cannot tell you what to build, and it cannot discover problems you have not imagined, because you wrote all the options.
Run interviews first. Use surveys only to measure the size of patterns you found qualitatively.
Ask about behavior, not opinion. "In the last month, how many books did you finish?" beats "How much do you love reading?"
One idea per question. "How fast and reliable is sync?" is two questions.
Neutral wording, balanced options. Include "none", "other" and "I don't know".
Keep it under five minutes. Every extra question lowers completion and quality.
End with one open question. "Anything else about how you [do the job]?" Often the most useful answers.
Don't
How useful would an AI summary of your highlights be?
○ Extremely useful ○ Very useful ○ Useful
Hypothetical, leading, unbalanced. Every option is positive, and it asks people to predict their response to a feature they have never seen.
Do
In the last 30 days, how often did you look back at highlights from a finished book?
○ Never ○ Once ○ 2–4 times ○ 5+ times ○ I don't highlight
Behavioral, specific, balanced. A recent time window, counts instead of feelings, and an escape option.
One survey question is worth knowing by name. Sean Ellis, who coined the phrase "growth hacking", proposed asking existing users: "How would you feel if you could no longer use this product?" with the options "Very disappointed", "Somewhat disappointed" and "Not disappointed". His benchmark: if around 40% or more say "very disappointed", you likely have product/market fit for that group. Rahul Vohra described in 2018 how Superhuman used this question to segment users and decide what to build. It works because it asks about loss of something real, not about a hypothetical gain.
Analytics as research
Once people use your product, behavior data shows what they do, at scale, without asking. It cannot tell you why. Use analytics to find where to look, then interviews and observation to learn why. A few events answer most questions a solo product has:
Activation: what share of new sign-ups reach the first moment of value (chapter 16)?
Funnels: where do people drop out of a key flow?
Retention: of people who started in a given week, how many are still active after 1, 4 and 12 weeks (chapter 17)?
Feature use: what share of active users touch each feature? (Often eye-opening: many features are used by a small minority.)
Collect less than you think. A dozen well-named events beat hundreds of auto-captured clicks you will never analyze. Choose privacy-respecting tools, tell users what you collect, and never record content they write. Calm products earn trust by being restrained (see Honest & Calm).
Dogfooding and its bias
"Eating your own dog food", using your own product for real work, was popularized at Microsoft in the late 1980s. For solo creators it is natural and powerful: you feel every rough edge, daily, for free. Many of the best indie apps started as their maker's own tool. But your own use has strong biases you must correct for.
The curse of knowledge, drawn. You know where everything is, forgive bugs, set it up once years ago and have exactly the job it was built for. A new user has none of that. Your daily use finds polish problems; it hides first-run, learning and fit problems.
Correct for it in three ways. Regularly do a "fresh start": new account, empty data, on a device you don't usually use, timing yourself to first value. Watch someone else's first session at least once a month. And distrust features you want that nobody else has asked for; label them "for me" and keep them small, or behind a setting.
Do
Mine 2- and 3-star competitor reviews into a tallied spreadsheet.
Use surveys to size patterns you found in interviews.
Ask about recent behavior with balanced options.
Track a dozen meaningful events, not everything.
Use your product daily and redo the first run monthly.
Don't
Send a survey to discover what to build.
Ask people to rate hypothetical features.
Treat analytics as an explanation instead of a pointer.
Collect content or personal data you don't need.
Assume your own needs equal your users' needs.
In the wild
Superhuman2018
Vohra's essay on the product/market fit engine described surveying users with the Sean Ellis question, then focusing on the "somewhat disappointed" users who shared the main benefit with the fans. A single, well-chosen question, combined with segmentation, can guide a roadmap.
Basecamp, Things, Bear and other maker-used toolsvarious
Products built and used daily by their makers tend to have unusually good everyday polish. Dogfooding sharpens the daily loop. Pair it with fresh-start runs so first-run doesn't rot.
For the solo creator
Put desk research on a calendar: one hour on Monday mornings reading new reviews of your product and two competitors, plus one forum. Add rows to the spreadsheet. In a month you will have a better picture of your market than most funded teams. Keep analytics to one simple dashboard you actually look at weekly; if you never look at a chart, delete the event.
Common mistakes
The "would you use" survey
It is fast, feels rigorous and produces a nice percentage.
Replace every hypothetical with a past-behavior question. If you can't, the question belongs in an interview.
Reading only your own reviews
Your reviews are about your product, so they feel most relevant.
Competitors' reviews tell you about the job and the market; your own tell you about your execution. You need both.
Analytics without questions
Tools make it easy to capture everything "just in case".
Write the question first ("what share of trials import data in day 1?"), then add only the events that answer it.
Check yourself
Analytics show 60% of new users never create a second note. What should you do next?
a. Analytics found where to look; they cannot explain why. Possible reasons include confusion, but also a mismatch of job, a missing import, or people who were only curious. A tour (b) is a guess at the cause. A rating survey (c) asks for opinions about something they barely used. Whether 40% is good (d) depends entirely on the product; the drop is worth understanding either way.
Part two recap · connect the ideas
You have four sources on one question: five interviews, two observation sessions, a 60-row review sheet and your own daily use. They disagree: interviewees say they "review weekly", observation shows a painful copy-paste ritual, reviews complain about export, and you personally love the review screen. Which conclusion is best supported?
b. Behavior (observation) and public complaints (reviews) agree with each other and outweigh the idealized self-report (chapter 6's say/do gap). Your own use is the most biased source here (chapter 7). Triangulating sources of different kinds is exactly how a solo researcher compensates for small numbers.
Exercise 7.1 2 hours · your product's market
Build a review-mining sheet
Pick two competitors (or two tools people use for the job, including generic ones).
Read their most recent 2- and 3-star reviews on each store, and one forum thread each.
Log at least 50 rows with the columns above: source, stars, exact quote, job, force, theme.
Sort by theme and count. Write the top five themes as user-voice sentences.
Mark which themes your interviews also found, and which are new.
You're done when: you have a 50+ row sheet, a ranked top-five list of struggles in users' words, and three exact phrases you could use on your landing page.
Beginner
Competent
Strong
Notes summarized in your words; no counts.
Exact quotes, tagged and counted.
Themes cross-checked against interviews, with at least one new theme that changes your plan.
Part three
Make sense of it
Research produces piles: notes, quotes, review rows, numbers. Piles do not make decisions. These two chapters turn evidence into insight, insight into a map of opportunities, and that map into a short list of risky beliefs you test before you build.
8
From observations to insights to opportunities
Taught by Teresa Torres, with the IDEO design-thinking tradition
An observation is what you saw; an insight is why it happens and what it means for design. Organize insights as opportunities under one clear outcome, and compare several solutions for each before you pick one.
After a week of research, most people write a list of findings like "users find setup confusing" or "4 of 6 use Notion". These are observations. They are necessary and they are not enough, because they do not tell you what to do. An insight adds two things: an explanation of the behavior and an implication for design. Insights are where your judgment enters, so they are also where you can be wrong, which is why you keep them tied to evidence.
Insight formula
[Observation], because [underlying reason], which means [implication for what we make].
Observation dressed as insight
INSIGHT #3
Users copy their highlights into Notion.
A fact, not a direction. It might mean "build a Notion integration", "replace Notion", or "users love Notion". Each leads somewhere different.
Insight
INSIGHT #3 · from 4 of 6 interviews, 2 observations
Readers copy highlights into Notion because they want them next to their own thinking, not in a separate archive, which means resurfacing should happen where they write, not in a new destination app.
Reason plus implication. Now it suggests a direction (meet them in their writing tool) and rules things out (another standalone archive). And it shows its evidence.
The sense-making staircase. The higher you climb, the more of you is in the conclusion. That's fine and necessary. What's not fine is a decision you can't trace back down to anything a real person did or said.
How might we…
A useful bridge from insight to ideas is the "How might we…?" question, a phrasing that came out of Procter & Gamble in the 1970s and was spread by IDEO. Turn each insight into one: "How might we bring highlights into the place where people write?" The phrasing is deliberate. "How" assumes it can be done, "might" allows ideas that may not work, and "we" invites collaboration (with yourself, on a solo project). Good HMWs are neither too broad ("How might we help people learn?") nor already a solution ("How might we build a Notion plugin?").
The opportunity solution tree
Teresa Torres, in Continuous Discovery Habits (2021), offers a simple visual that keeps discovery honest: the opportunity solution tree. At the top is one desired outcome, a measurable change in user behavior that your product can drive. Below it are opportunities: customer needs, pain points and desires found in research (phrased from the customer's side, not as features). Below each opportunity are several solutions. Below each solution are the assumption tests that would tell you if it works.
A tree, filled for the reading example. The tree forces two habits. First, every solution must hang from an opportunity that came from research, so you can't sneak in a pet feature. Second, you compare at least three solutions for an opportunity, which protects you from falling for the first idea.
Three details make the tree work. The outcome must be something your product can move and you can measure, phrased as user behavior ("more readers revisit a highlight within a week"), not as business results ("increase revenue"), which are lagging and hard to connect to any one decision. Opportunities are phrased from the customer's perspective, ideally in their words; if an opportunity names a feature, it's a solution in disguise. And you work on one target opportunity at a time, chosen by comparing opportunities against each other (how many people have it, how painful it is, how well it fits your strengths), not by scoring each in isolation.
Do
Write insights as observation + reason + implication.
Attach evidence ("4 of 6", "2 observations") to every insight.
Phrase opportunities in the customer's words.
Generate at least three solutions per target opportunity.
Pick one outcome and keep it for a few months.
Don't
Present a list of observations as "insights".
Put features on the opportunity row.
Use revenue as the outcome for design work.
Fall for the first solution you thought of.
Grow a tree so big you never look at it.
In the wild
Product teams using OSTs2020s
Torres' tree is widely used by product teams as a living map that is updated weekly from interviews, rather than a one-off workshop artifact. The value is in keeping it current; a stale tree is just a pretty diagram.
Readwise's resurfacing2017 onward
The product's core feature is not storage but resurfacing a few highlights at a time, through a daily review. That follows from an insight that people don't lack a place to keep highlights; they lack a reason to see them again. The insight's "because" decided the product, not the observation that people highlight.
For the solo creator
Draw your tree on one sheet of paper and pin it above your desk. Keep it small: one outcome, three to five opportunities, three solutions under the one you're working on. Update it after every few interviews. When you're tempted by a new feature idea at 1 a.m., find its place on the tree. If it doesn't hang from an opportunity you've heard from real people, it goes in the "later" list.
Common mistakes
Insights without evidence
Once written, insights feel true, and the trail back to research fades.
Every insight carries a source tag. If you can't find the source, downgrade it to a hypothesis.
Solutions on the opportunity row
"Users need a Notion integration" sounds like a need.
Ask "what would that let them do?" The answer ("use highlights while writing") is the opportunity; the integration is one of several solutions.
One solution per opportunity
The first idea feels obvious, so alternatives seem like a waste of time.
Force three. Even if you pick the first, comparing will improve it.
Check yourself
Which of these is a well-formed opportunity for an opportunity solution tree?
d. It's a customer struggle, in their voice, with no solution baked in. a and c are solutions. b is a business outcome, which sits above the tree (if anywhere), not on the opportunity row.
Exercise 8.1 60 minutes · on your own product
Draw your opportunity solution tree
Choose one desired outcome: a user behavior you can measure and your product can move.
From your affinity map and review sheet, write three to five opportunities in users' words.
Turn your top three clusters into insights using the formula. Attach the evidence.
Compare the opportunities against each other and pick one target.
Write three genuinely different solutions for it, including one that involves no new code (a process, a template, an integration).
You're done when: you have a one-page tree with an outcome, opportunities with evidence, one target, and three solutions under it.
Beginner
Competent
Strong
Outcome is revenue; opportunities are features.
Behavioral outcome; opportunities in user voice with evidence.
Three truly different solutions, including a no-code one, and a clear reason for the target opportunity.
9
Assumption mapping: test the riskiest belief first
Taught by David J. Bland, Teresa Torres and Marty Cagan
Every product idea rests on a stack of beliefs. List them, sort them by how much they matter and how much evidence you have, and test the important, unproven ones first, with the cheapest test that could change your mind.
When you pick a solution, you are betting that several things are true at once: people want it, they can use it, you can build it, and it can sustain you. Usually most of those beliefs are fine. One or two are shaky, and if they turn out false the whole thing fails. Assumption mapping is a way of finding those one or two before you've spent months building on top of them.
Kinds of assumption
A long-standing frame from IDEO's design thinking groups risks into three: desirability (do people want it?), feasibility (can we build it?) and viability (can it sustain the business?). Marty Cagan, in Inspired, splits product risk into four: value, usability, feasibility and business viability. Teresa Torres adds ethical assumptions (could this harm anyone?). For a solo creator, a practical list is:
Type
Question
Example (highlights app)
Desirability
Do they want this, enough to change behavior?
Writers want highlights surfaced while they write.
Usability
Can they figure it out and use it in the moment?
Writers will remember a global shortcut.
Feasibility
Can you build it, alone, reliably?
Kindle highlights can be fetched without a cable.
Viability
Can it pay for itself and your time?
400 people will pay ₹299 a month.
Ethical
Could it harm users or others?
Storing reading history is acceptable to users and safe.
The map
David J. Bland, in Testing Business Ideas (2019, with Alexander Osterwalder), popularized a simple 2×2: one axis is importance (if this is wrong, does the idea fail?), the other is evidence (how much have you actually seen?). The quadrant that matters most is important and unproven. That is where you test first.
Importance against evidence. The red quadrant holds the beliefs that, if false, sink the product and that you haven't checked. Note that a feasibility risk (Kindle sync) sits beside a viability risk (price). Solo creators often only test the technical one, because it's the one they enjoy.
Choosing the cheapest test that could change your mind
For each "test first" assumption, design a test: what you'll do, what you'll measure, and what result would make you change course. Write the threshold before you run it, so you can't move the goalposts afterwards. Then pick the cheapest test that could produce that result.
The test ladder. A fake door is a button or pricing option for something that doesn't exist yet, which explains that it's coming and counts the clicks. Concierge means delivering the value by hand (you email someone their highlights each Sunday). Wizard of Oz looks automated to the user but a human does the work behind the curtain. Be honest with people when you use these, and never take money for something you won't deliver.
Lab: place the assumptions
Scenario: You've run 6 interviews (4 of 6 copy highlights by hand), mined 60 reviews, and got Kindle import working on your own device only. Nobody has paid you anything yet. Select an assumption, then click a quadrant.
Importance →
Evidence →
There's no single right map: evidence depends on what you've done. The comparison shows how an experienced designer would place each one for this scenario, and why.
Do
List assumptions of every type, not only technical ones.
Write the pass/fail threshold before running a test.
Start at the bottom of the test ladder.
Re-map after each test; evidence moves things right.
Don't
Test what's easy or fun instead of what's risky.
Treat building the whole product as the test.
Read a weak result as "promising" because you hoped.
Run fake doors that deceive or take money dishonestly.
In the wild
Dropbox demo video2007–2008
Before the product was broadly available, Drew Houston posted a short screencast showing how it would work, aimed at a technical audience. The beta waiting list grew dramatically overnight, by his own account. The riskiest belief was desirability, not feasibility. A video tested it in days.
Zappos1999
Founder Nick Swinmurn tested whether people would buy shoes online by photographing shoes in local stores and buying them at full price when someone ordered. A concierge test answered the viability-of-demand question before any warehouse existed.
Buffer2010
Joel Gascoigne put up a landing page describing the product, then a pricing page, before building it, and talked to people who signed up. A two-page fake door tested both desirability and willingness to pay.
For the solo creator
Developers naturally test feasibility first, because it's the risk they know how to attack and enjoy attacking. Make a rule: before any build longer than two weeks, you must have run at least one test on a desirability or viability assumption from the red quadrant. A landing page with a pre-order button takes a day, and it tests the assumption that most often sinks solo products: that anyone will pay.
Common mistakes
Hidden assumptions
The most dangerous beliefs feel like facts, so they never make the list ("people have this problem weekly").
For each part of your solution, finish the sentence "This only works if…" five times.
No threshold
Without a written pass mark, any result looks encouraging.
"If fewer than 20 of 200 visitors click 'Pre-order', I'll rethink the price or the segment." Write it down first.
Check yourself
You believe freelancers will pay $8/month for your invoice tracker. You have five enthusiastic interviews and zero payments. Which test is the best next step?
c. Willingness to pay is a viability assumption in the red quadrant. A pre-order tests it with real behavior (the strongest rung of the evidence ladder) for about a day's work. Surveys (b) and asking interviewees (d) collect future-tense opinions. Building first (a) is the most expensive test possible.
Part three recap · connect the ideas
You notice your opportunity solution tree has only one solution under the target opportunity, and it's the idea you had before any research. Which earlier ideas does this violate?
a. A single pre-research solution is a sign of solution love and anchoring (a bias from The Human Mind). Generating alternatives is a cheap guard against it. The Mom Test and forces may also be relevant, but they don't describe this symptom.
Exercise 9.1 45 minutes, plus a 1-day test · on your own product
Map, then test one assumption
For your chosen solution, write at least 12 assumptions, covering all five types. Use "This only works if…".
Place them on the 2×2. Be harsh about evidence: only things you've seen count.
For the top two in "test first", write a test card: hypothesis, test, metric, pass threshold, cost.
Run the cheaper of the two this week.
Record the result and move the assumption on the map.
You're done when: your problem file has a 12+ item assumption map, two test cards with thresholds written in advance, and one completed test result.
Beginner
Competent
Strong
Only feasibility assumptions; no thresholds.
All five types; thresholds written first; one test run.
The test result changed a decision (price, segment, scope), and you recorded what you'll test next.
Part four
Strategy for one
Strategy sounds like something for companies with boards. For a solo creator it's simpler and more important: a short set of decisions about who you serve, what you're better at than the alternatives, and what you will never do. Those decisions do your design work in advance. They settle hundreds of small questions before you have to argue with yourself about each one.
10
Positioning and the narrow niche
Taught by April Dunford, with Marty Neumeier and Alexander Osterwalder
Positioning is the context you set so the right people instantly understand why your product matters to them. Define it from the alternatives people use today, what only you do, and who cares most about that, and make the group small enough that you can be the obvious choice for it.
April Dunford, in Obviously Awesome (2019), defines positioning as how a product is the best in the world at delivering some value that a well-defined set of customers cares a lot about. The key word is context. People understand a new product by comparing it to something they know. If you don't choose that comparison, they will, and they often choose badly: your calm reading app gets judged as "a worse Kindle" when it was meant to be "a better notebook for what you read".
The components, in order
Dunford breaks positioning into five components (plus optional relevant trends) and insists on an order, because each depends on the one before:
Start from the alternative, end with the category. Most people start with the category ("it's a reading app") and inherit all the wrong comparisons. Dunford's order makes the category a conclusion: you choose the frame that makes your strengths obvious to the people who care.
Two points from Dunford are especially useful for solo creators. First, competitive alternatives are what customers would really do without you, which is often a spreadsheet, a generic tool, an assistant, or nothing (chapter 2's job thinking, again). Second, best-fit customers are not "who could use this". They are the subset who care a lot about your specific value, and who will buy quickly, stay, and tell others. Start there, even if the group feels too small.
Why narrow wins for one person
Depth beats width at the start. A thousand people who'd be very disappointed without you is a sustainable indie business. A million who find you "fine" is a marketing budget you don't have. You can widen later from a position of strength.
A narrow niche also makes design easier. Every decision gets a clear test ("does this help readers who write?"), the right defaults become obvious, and you can use the vocabulary of that group. It feels risky to exclude people. In practice, a focused product attracts people from neighboring groups who like its clarity, while an unfocused one attracts nobody in particular.
The "only" statement
Marty Neumeier, in Zag (2006), proposed a blunt test of differentiation: complete the sentence "Our product is the only [category] that [what makes it different]." If you can't finish it without lying, or without "best" and "easiest", you're not differentiated yet. He extends it with who, where, why and when; a compact version for a solo product:
The only statement
[Product] is the only [category] that [unique attribute], for [best-fit customers] who [the job or struggle].
Don't
Your reading, supercharged.
The all-in-one AI-powered platform for modern readers.
Get started
Could be anything. No alternative named, no specific value, no specific person. "All-in-one" and "AI-powered" are features, not reasons.
Do
Every quote you've highlighted, one shortcut away.
For non-fiction readers who write. Stop copying from Kindle into Notion. Search your highlights from any editor.
Try it with your highlights
Context set in two lines. Names the alternative (copying into Notion), the unique attribute (search from any editor), the value and the best-fit customer. The wrong people self-select out, which is good.
Value proposition, briefly
Alexander Osterwalder's Value Proposition Canvas (2014) is a related tool: on one side, the customer's jobs, pains and gains; on the other, your product's pain relievers and gain creators. It is useful as a check that every feature maps to a real pain or gain. For one person, positioning already does most of this work, so treat the canvas as optional. The headline of your landing page and the name of your category are where positioning becomes visible; designing those lives in Identity & Launch.
Do
Start positioning from what people use today.
Pick a best-fit group that cares a lot, even if small.
Choose a category that makes your strength obvious.
Test your "only" statement on a stranger in the group.
Don't
Describe yourself with "all-in-one", "supercharged", "modern".
Claim "best" or "easiest" as your difference.
Default to the obvious category and inherit giant rivals.
Try to appeal to everyone at launch.
In the wild
Superhuman2017 onward
Positioned on speed for people who live in email, at a premium price, rather than as "a better Gmail" for everyone. A narrow, demanding group and one unique attribute (speed) made the category obvious.
iA WriterInformation Architects, 2010
Entered a market full of word processors by positioning around focus and simplicity for writers, with deliberately few options. Choosing the frame (a writing tool, not a word processor) made the missing features a strength.
Linear2019 onward
Positioned as fast, opinionated issue tracking for software teams, implicitly against heavily configurable enterprise trackers. The competitive alternative (a slow, flexible tool people resent) defined the unique attributes: speed and opinions.
HEY37signals, 2020
Launched as email with a different philosophy (screening first-time senders, no tracking pixels) rather than as one more mail client. Positioning around a stance attracts the people who share it and repels the rest.
For the solo creator
Your positioning is a design document. Put the "only" statement at the top of your problem file and your README. When you're deciding whether to build something, ask whether it strengthens the unique attribute for the best-fit customer. If it only makes you more like the alternatives, it's probably a distraction. Revisit positioning after launch: your best customers will tell you, through what they praise and who they are, what you're actually best at.
Common mistakes
Positioning by feature list
Features are what you built, so they feel like the story.
Translate each feature into the value it delivers and the alternative it beats. Keep only the one or two that matter most to the best-fit group.
Fear of narrowing
Excluding people feels like leaving money on the table.
Narrow the message, not the door. Anyone can still buy; you just speak to one group.
The default category
"Note-taking app" is the first label that comes to mind.
List three possible categories and ask which one makes your unique attribute look most valuable.
Check yourself
Your habit tracker's best users are people recovering from burnout who like its gentle tone and lack of streak pressure. Which positioning follows Dunford's approach?
b. It starts from best-fit customers who care a lot (people after burnout), names the unique attributes (gentle, no streaks), and frames against the alternative (streak-based trackers that create guilt). a competes on the wrong attribute; c and d say nothing.
Exercise 10.1 60 minutes · on your own product
Position your product in five steps
List the competitive alternatives your interviewees actually use, including "nothing".
List your unique attributes: things you have that those alternatives lack.
Translate each attribute into value, with any proof you have (a quote, a number).
Describe the best-fit customers: who cares most about that value? Use behaviors, not demographics.
Choose a market category from three options. Write the "only" statement and a two-line headline.
Show the headline to two people in the target group. Ask them, without explaining, what they think it is and who it's for.
You're done when: you have a filled five-component worksheet, an "only" statement, a two-line headline, and two reactions from target users.
Beginner
Competent
Strong
Category first; "best"/"easiest" as difference.
Components in order; specific best-fit group; honest only statement.
Target users correctly explained what it is and who it's for, and you revised based on their words.
11
Principles, anti-goals and making users awesome
Taught by Kathy Sierra, with Jason Fried, Des Traynor and Derek Sivers
Write a few product principles that settle real trade-offs, and a list of anti-goals that names what you will never become. Aim the whole product at the user's growth in their own craft, not at their attention to your app.
Principles that do work
Most "principles" pages are useless because they state things nobody would argue with: "simple", "delightful", "user-first". A useful principle helps you choose between two good options. The test: would a reasonable product choose the opposite? "Fast over flexible" passes, because many good products choose flexibility. "Easy to use" fails, because no one chooses "hard to use".
The Agile Manifesto (2001) used a form worth borrowing: "X over Y", where both X and Y are good, and you're declaring which wins when they collide. It forces you to name the cost of your choice.
Don't
Our principles
Simple
Beautiful
User-centered
Powerful
Delightful
Platitudes. Nobody would choose the opposite, so they never decide anything. "Simple" and "powerful" also quietly contradict each other with no rule for which wins.
Do
Our principles
Reading over managing. No feature may add a chore.
Defaults over settings. One good choice beats three options.
Your files, your format. Export is always one click, always free.
Quiet over sticky. No streaks, no badges, no guilt.
Trade-offs, named. Each one has a reasonable opposite and would settle a real argument ("should we add a reading streak?" No, principle 4).
Principles you can see in calm products
Some companies publish principles; for others you can infer them from consistent decisions. The table below is a reading of observable product behavior, not quotations of official documents. Practise this inference; it's a good way to learn taste.
Product
Principle you can infer
Visible evidence
iA Writer
Focus over options
Very few settings; focus mode dims everything but the current sentence or paragraph; a carefully chosen default typeface.
Things 3
Calm over capability
No tags-everywhere complexity on the main screens; a gentle Today view; generous whitespace; deliberate animation.
Linear
Speed and opinions over configurability
Keyboard-first commands; a fixed workflow model (cycles, triage) instead of endlessly custom fields. Linear also publishes its own "Linear Method" practices.
Reeder
Reading over feed management
Typography-first article view; the interface recedes while reading.
Anti-goals
An anti-goal is something you could do, that might even help in the short term, and that you have decided never to do. It protects your product from slow drift. For a calm product, anti-goals are often the most important part of strategy, because the pressures (growth, engagement, feature requests) all push in one direction.
Pressure from outside, a boundary you chose. Each arrow is something users, investors, competitors or your own ambition will push for. Some are reasonable for other products. Writing them down in advance, with a reason, makes it possible to refuse without re-arguing each time.
Saying no
Steve Jobs made the point at Apple's developer conference in 1997, roughly: focus is not saying yes to the thing you're focusing on, it's saying no to the hundred other good ideas. Jason Fried and David Heinemeier Hansson's Getting Real (2006) gave it as a default: start with no; make every feature fight to get in. Des Traynor of Intercom wrote about why product strategy means saying no: each yes adds cost forever, and it adds up quietly (chapter 15 shows how). Derek Sivers' rule, "if it's not a hell yeah, it's a no", is a decent heuristic for a solo creator's roadmap.
Saying no to users kindly is a skill. Thank them, restate the underlying problem, explain your reason in terms of your principles, and, where possible, point to a way to get the job done (an export, an integration, another tool). People respect a clear, principled no far more than a vague "it's on our roadmap".
Make users awesome
Kathy Sierra's Badass: Making Users Awesome (2015) reframes the purpose of a product. People don't want to be good at your tool; they want to be good at what the tool lets them do. Nobody wants to be an expert in a camera's menus. They want to take great photos. Her argument is that sustainable success comes from users getting better at the thing they care about, and talking about that, rather than from users liking your product.
The suck zone, after Kathy Sierra. Every new user starts out feeling clumsy. Most people who quit, quit there. Your onboarding, defaults and empty states (chapter 16) exist to shorten this dip and give early evidence of getting better at the craft, not at the app.
This changes what you measure and what you build. Instead of "how much do they use the app?", ask "are they getting better at the thing they came for?" A writing app asks whether people are writing more and better; a reading app, whether people remember and use what they read. It also changes your marketing: show what users can do, not what the app has.
Do
Write 3–5 principles as "X over Y" trade-offs.
Keep a written anti-goals list with reasons.
Say no clearly, kindly, with a principle and an alternative.
Measure users' progress in their craft.
Don't
Publish platitudes as principles.
Decide each feature request from scratch.
Hide behind "it's on the roadmap".
Optimize for time-in-app as a proxy for value.
In the wild
Basecamp / 37signals2000s onward
Known for publicly declining whole categories of features and writing about why, in Getting Real, Rework and on their blog. Stating principles in public makes them easier to keep.
Duolingo vs calm learning appscontrast
Duolingo deliberately uses streaks and reminders to build habit, and it works for its goals. Calmer learning tools choose the opposite. "Streaks over calm" and "calm over streaks" are both legitimate principles. Pick one on purpose.
For the solo creator
Principles and anti-goals are your colleagues. With no team to argue with, they are what stops you drifting when a loud user, a competitor's launch or a late-night idea pulls you sideways. Keep them to one page, put them where you write code, and read them before each planning session. Write a saved reply for declined requests that quotes the relevant principle; you'll use it every week.
Common mistakes
Principles nobody would oppose
They feel safe and positive.
Apply the opposite test. If the opposite is absurd, delete or sharpen the principle.
Anti-goals that quietly expire
A big customer or a dip in growth makes an exception tempting.
Write the reason next to each anti-goal. Change it only deliberately, in writing, not by one exception at a time.
Making the app the hero
You love your product, so you show it off: features, screens, stats about the app.
Rewrite one screen, email or landing section to feature the user's result instead.
Check yourself
A user of your calm note app asks for a "daily writing streak" to motivate them. Your principles include "Quiet over sticky: no streaks, no guilt." What's the best response?
c. The request hides a job (motivation, seeing progress). You can serve the job in a way consistent with your principles. Building it as an option (a) erodes the principle and adds permanent cost. Renaming it (d) is the same thing, less honestly.
Part four recap · connect the ideas
Your positioning says "for non-fiction readers who write". A big potential user asks for a fiction-reading mode with book clubs. Which earlier tools help you decide, and how?
b. You decided the edges earlier, precisely so this decision is quick. Fiction readers and social features were outside the frame from the start. Scoring it (a) treats it as a fresh question; the point of strategy is that it isn't one.
Exercise 11.1 45 minutes · on your own product
Write your principles and anti-goals
List ten decisions you've already made in your product. For each, ask "what did I trade away?"
Group them into three to five "X over Y" principles. Apply the opposite test to each.
Write five anti-goals, each with a one-line reason.
Write a saved reply for declining requests, with a slot for the principle and an alternative.
Rewrite one screen or email so the user's progress is the hero, not your app.
You're done when: you have a one-page principles and anti-goals document, a saved decline reply, and one rewritten piece of copy.
Beginner
Competent
Strong
Principles are adjectives.
Trade-offs with reasonable opposites; anti-goals with reasons.
You used the document to settle a real pending decision, and noted which principle decided it.
Part five
Scope: deciding what to build, and how much
You have a problem, evidence, a position and principles. Now the question is size. Solo creators rarely fail by building too little. They fail by building too much, too slowly, and running out of energy before anything reaches users. These four chapters are about cutting: shipping something complete and small, fixing time instead of scope, choosing between good options, and seeing the hidden cost of every feature.
12
The MVP misunderstanding
Taught by Henrik Kniberg, with Eric Ries and Jason Fried
A minimum viable product is not a broken first slice of your big vision. It's the smallest complete thing that solves the core job for someone, well enough that they'd be sad to lose it. Each version should be usable on its own.
Eric Ries popularized the term "minimum viable product" in The Lean Startup (2011) as the version that lets you learn the most with the least effort. In practice the phrase got bent into an excuse: ship something half-built, buggy and ugly, and call it an MVP. Users don't experience your roadmap. They experience the thing in front of them, and a half-built thing teaches you only that people don't like half-built things.
Henrik Kniberg drew the clearest picture of the difference in his 2016 essay "Making sense of MVP". If the customer needs to get from A to B, don't build a car one part at a time (a wheel, then a chassis, then a body), because nothing is usable until the end. Build a skateboard, then a scooter, a bicycle, a motorcycle, and a car. Each one gets the person from A to B. Each one teaches you something, and you might discover they'd be happy with the bicycle.
After Henrik Kniberg's skateboard-to-car drawing. In the top row nothing is usable until the end, so you learn nothing from users for months. In the bottom row every version solves the job (get from A to B) a little better, and every version is a chance to learn what really matters.
What makes something "viable"
Kniberg suggested replacing "MVP" with clearer terms: earliest testable (the skateboard: does anyone use it?), earliest usable (the bicycle: people choose to use it), and earliest lovable (the motorcycle: people love it and tell friends). The phrase "minimum lovable product" is used in the same spirit: the smallest thing that people don't just tolerate but are glad to have.
For software, "complete and small" means one job, end to end, with quality. A highlights app's skateboard might be: paste in your Kindle clippings file, see every highlight from one book on a clean page, search them, copy one with its citation. No accounts, no sync, no tags, no AI. But the parts that exist are fast, readable and reliable. That's a real product for a real moment. It's also something one person can ship in two weeks.
Horizontal slice
Everything at 35%. Users hit an unfinished edge within a minute, and you can't tell which part they'd have valued.
Vertical slice
One job at 100%. Small enough to finish, good enough to love, and every reaction is about the thing you actually intend to make.
Do
Define v1 as one job, end to end, done well.
Make each version usable on its own.
Polish the small surface that exists.
Decide what you'll learn from each version.
Don't
Ship a thin layer of every planned feature.
Use "MVP" to excuse bugs and ugliness.
Build infrastructure (accounts, sync) before the core job works.
Assume the car is the destination.
In the wild
Instagram2010
Its founders had first built Burbn, a check-in app with many features, then cut it down to photos, filters, likes and comments for the iPhone. The lovable product was a small, complete part of the larger one.
Twitter, Basecamp, many indie appsvarious
Early versions did one thing, with obvious gaps (no search, no threads, no integrations), and the core loop was usable from day one. People forgive missing features. They don't forgive a broken core.
For the solo creator
Your skateboard should fit in two to six weeks of your real available time, not your ideal time. If your v1 needs accounts, sync, payments and three platforms, you've designed a car. Strip until one job works on one platform. Local-first and single-device are often fine for a first version, and much less code. And notice the quiet benefit: a small, complete product is something you can talk about, show and sell next month.
Common mistakes
"Viable" means "barely works"
The word "minimum" dominates and "viable" gets forgotten.
Set a quality bar for the slice you ship: fast, readable, no data loss. Cut features, never quality on what remains.
Infrastructure first
Developers like to build foundations "properly" before features.
Build the core job with the simplest possible foundation. Add accounts and sync when people who love the core ask for them.
Check yourself
You're building a budgeting app. Which v1 is closest to Kniberg's skateboard?
b. It solves one real job (see where money went) end to end, and is usable on its own. a is a horizontal slice; c is a wheel; d is a test, not a product (useful, but a different tool from chapter 9).
Exercise 12.1 30 minutes · on your own product
Draw your skateboard-to-car row
Write your product's core job in one line (from your problem file).
Describe five versions, each solving that job end to end, from skateboard to car.
For each, write what you'd learn by shipping it.
Estimate the skateboard in real available hours. If it exceeds six weeks, cut again.
You're done when: you have five versions on one page, each usable alone, and a skateboard that fits in six weeks.
Beginner
Competent
Strong
v1 is a horizontal slice or infrastructure.
Every version solves the job; v1 fits six weeks.
You noticed the "bicycle" might be enough for most users, and changed your long-term plan.
13
Appetite and shaping
Taught by Ryan Singer (Basecamp, Shape Up)
Instead of estimating how long a feature will take, decide how much time it's worth, your appetite, and shape a solution that fits. Fix the time, vary the scope, and remove the rabbit holes before you start building.
Ryan Singer's Shape Up (2019) describes how Basecamp built products. It was written for small teams, but its central moves suit a solo creator even better. The most important is a reversal. Usual practice: design a feature, then estimate it, then watch the estimate double. Shape Up: decide first how much time the problem is worth, then design something that fits in that time.
Turning the question around. "How long will this take?" has no honest answer for new work. "How much is this worth to us?" always has one. The box stays the same size; what goes inside it changes.
Appetite
Shape Up uses two sizes. A small batch is a week or two. A big batch is a full cycle of six weeks. Basecamp worked in six-week cycles followed by a two-week cool-down for fixes and exploration. You don't have to copy the numbers, but having a small menu of sizes helps enormously. "Is this a two-week problem or a six-week problem?" is a question about value, and you can answer it from your positioning and research.
Singer also describes a circuit breaker: if a project isn't done by the end of its cycle, it does not automatically get more time. You stop, and decide whether to reshape it and bet again. For a solo creator this rule is gold. It is the cure for the eight-month feature.
Shaping: rough, solved, bounded
Before building, you shape the work: you work out the solution at the right level of detail. Singer says shaped work is rough (not a polished mockup, so there's room to design while building), solved (the main elements and how they connect are worked out) and bounded (it's clear what's out). Two sketching techniques help you stay at that level.
Breadboarding borrows from electronics: a breadboard has the components wired together with no case. In UI terms, you write places (screens, dialogs, menus), the affordances in each (buttons, fields, things the user can act on), and connection lines showing how affordances take you between places. No layout, no visuals. It's the flow, as words.
A breadboard for the quote finder. In ten minutes you've decided the flow and noticed a question (what does "esc" return to?) without drawing a single pixel. It's easy to change, which is the point.
Fat marker sketches are for when the idea is visual. You sketch with a pen so thick (Singer suggests imagining a broad marker) that you can't add detail. It forces you to stay at the level of "there's a list here, a big field there" rather than choosing fonts.
Too detailed, too early
Commits to details before the flow is right. You'll defend these pixels instead of questioning the idea.
Fat marker
Just enough. Field, list, selection, one key action. Layout details are left to the build, where you can test them for real.
Rabbit holes and no-gos
A rabbit hole is a part of the work that could swallow unbounded time: a tricky edge case, an unknown technical question, a design decision with many options. Shaping means finding these before you start and patching them: decide the edge case now ("long quotes are truncated at 400 characters with a 'more' link"), spike the technical unknown for half a day, or cut the part. No-gos are things you explicitly exclude from this project ("no tag filtering", "no Windows"), so you don't slide into them mid-build.
Singer's pitch bundles all of this into a short document with five parts: problem, appetite, solution (breadboards and fat marker sketches), rabbit holes, no-gos. For a solo creator, writing a one-page pitch for yourself before each cycle is the single most effective planning habit I know.
Uphill, then downhill. Shape Up's hill chart separates uncertainty from effort. Work is risky while it's uphill; once you've figured it out, it's just work. A dot that sits uphill for days is a rabbit hole announcing itself. Solve uphill items first.
Do
Set an appetite before designing a solution.
Shape with breadboards and fat marker sketches.
List rabbit holes and patch them before starting.
Write no-gos into the pitch.
Use a circuit breaker: no automatic extensions.
Don't
Estimate a detailed spec and hope.
Start building with unanswered core questions.
Hand yourself a pixel-perfect mockup to "just implement".
Extend a cycle because you're "almost done".
Work on downhill tasks while an uphill one festers.
In the wild
Basecamp and HEY37signals
Built in six-week cycles with shaped pitches, as described in Shape Up, which is free to read online. The method came from shipping real products with very small teams.
Indie makers adopting Shape Up2020s
Many solo developers describe using appetite and pitches for themselves, often with shorter cycles (two to four weeks). The numbers flex; fixed time and variable scope is the part that matters.
For the solo creator
You are the shaper, the builder and the bettor. That's an advantage: no hand-off. The risk is that you blur the roles and start building while still shaping. Separate them in time: shape on a Friday, decide on Monday, build for the cycle. Keep the pitch to a page. When you hit the end of the cycle, ship what's done, take a short cool-down, and only then decide what's next.
Common mistakes
Appetite as a deadline for a fixed spec
You set six weeks but keep the full feature list.
An appetite only works if scope is negotiable. Mark each element core or nice-to-have up front.
Shaping too precisely
Detailed mockups feel productive and look good.
Stay at breadboard and fat-marker level. Leave room to discover details while building.
Check yourself
Four weeks into a six-week cycle, you discover that syncing highlights across devices is much harder than expected. Under Shape Up, what do you do?
d. Fixed time, variable scope: you cut to fit. Sync turned out to be a rabbit hole that shaping missed, which is normal. The circuit breaker stops automatic extensions (a, b). The core may still be valuable, so abandoning everything (c) throws away four weeks of good work.
Exercise 13.1 90 minutes · on your own product
Write a one-page pitch
Pick your next feature. Write the problem as a job story with evidence.
Set the appetite: one week, two weeks, or six. Write why it's worth that much and no more.
Breadboard the flow. Add one fat marker sketch only if layout is central.
List at least three rabbit holes and how you'll patch each.
List at least three no-gos.
Mark each element of the solution "core" or "nice-to-have".
You're done when: your problem file holds a one-page pitch with problem, appetite, breadboard, rabbit holes, no-gos and a core/nice-to-have split.
Beginner
Competent
Strong
Pitch is a feature spec with an estimate.
Appetite first; breadboard; rabbit holes and no-gos listed.
A rabbit hole was resolved by a spike or a cut before building, and the core fits comfortably inside the appetite.
14
Prioritization: frameworks, and why you mostly need conviction
Taught by Noriaki Kano, Sean McBride (Intercom, RICE), and Dai Clegg (MoSCoW)
Prioritization frameworks are tools for comparing options and exposing assumptions, not machines that output the right answer. Learn the four classics, use them as sanity checks, and for a solo product decide mostly with appetite plus conviction grounded in your research and principles.
There will always be more good ideas than time. Frameworks promise to turn the choice into arithmetic. They're useful, in a limited way: they make you state your assumptions (how many people? how much impact? how sure are you?), which is valuable. But with one person, small numbers and fast-changing evidence, the scores are mostly your guesses multiplied together. Know the tools, and know what they can't do.
1 · Impact versus effort
The simplest framework, and often enough. Its weakness is that both axes are guesses, and builders systematically underestimate effort. Use it to spot obvious quick wins and obvious money pits; don't use it to rank the middle.
2 · RICE
RICE was developed at Intercom and described by Sean McBride on the company's blog. Each idea gets four numbers: Reach (how many people it affects in a period), Impact (on a fixed scale: 3 massive, 2 high, 1 medium, 0.5 low, 0.25 minimal), Confidence (100% high, 80% medium, 50% low) and Effort (person-weeks or person-months). The score is Reach × Impact × Confidence ÷ Effort. Its best feature is the C: it explicitly punishes ideas you're excited about but have little evidence for.
Lab: RICE, with your own numbers
Idea
Reach /qtr
Impact
Confidence
Effort (wks)
Score
Change the numbers. Try lowering the confidence on "AI summaries" to 50% (you have no evidence people want it) and watch it fall. Then notice how much the ranking depends on effort guesses you can't really make. That's the lesson: RICE exposes assumptions; it doesn't remove them.
3 · The Kano model
Noriaki Kano, a professor at Tokyo University of Science, published the model in 1984. It sorts features by how satisfaction responds to them. Its great insight is that features are not all of one kind: some only prevent anger, some scale satisfaction linearly, and some delight precisely because nobody expected them.
Three shapes of satisfaction. Must-be features earn no praise when present and fury when absent. Performance features reward every improvement. Attractive features (delighters) cost little in disappointment if missing and produce outsized delight when present. Kano also described indifferent and reverse features (some people dislike them), which most feature lists are full of.
For a calm, small product, Kano suggests a strategy: get the must-bes rock solid (data safety, speed, reliability), compete on one performance dimension your best-fit customers care about, and spend a little of every cycle on a delighter. And remember the arrow: delighters decay into must-bes. Dark mode was once a delight; now its absence draws complaints.
4 · MoSCoW
MoSCoW was created by Dai Clegg at Oracle in the 1990s and adopted in the DSDM agile method. Every item in a release is a Must have, Should have, Could have, or Won't have (this time). It's a fine way to cut scope within a fixed appetite: the Musts must fit comfortably, the Shoulds are planned, the Coulds are the first to go. Its weakness is inflation: under pressure, everything becomes a Must. A good rule is that Musts should take no more than about 60% of the appetite.
Framework
Best for
Main weakness
Solo verdict
Impact/effort
Spotting quick wins and money pits
Both axes are guesses; effort underestimated
Use monthly, quickly
RICE
Comparing many ideas; exposing confidence
False precision with small numbers
Occasional sanity check
Kano
Understanding kinds of value
Proper use needs a survey of users
Use as a lens, not a survey
MoSCoW
Cutting scope within a fixed time
Everything becomes a Must
Use inside every pitch
Appetite + conviction
Choosing the next bet
Can become whim without research
Your default
Why appetite plus conviction
Frameworks were built for teams: many stakeholders, many ideas, a need to make decisions defensible. You have none of that. Your constraint is energy and attention. For you, the next thing to build should be the one you have evidence for (research), that fits your strategy (positioning, principles), that you have the appetite for (time it's worth), and that you have conviction about (you believe in it enough to finish it well). Conviction isn't a whim. It's what's left when your research, strategy and taste agree. Use a framework when you're stuck between two options, or when you suspect you're fooling yourself.
Do
Use frameworks to surface assumptions, especially confidence.
Make must-be quality non-negotiable.
Keep Musts under about 60% of an appetite.
Pick the next bet from evidence, strategy and conviction.
Don't
Treat a RICE score as an answer.
Rank ideas you have no evidence for with high confidence.
Chase delighters while must-bes are broken.
Spend more time scoring than building.
In the wild
IntercomRICE
Published RICE as a way for its product teams to compare ideas consistently, with the confidence factor to counter enthusiasm for pet projects. The framework's purpose was discipline in a growing team, not precision.
Dark mode across iOS and macOS2018–2019
Once Apple added system-wide dark mode, apps without it quickly drew complaints. Kano's decay in action: yesterday's delighter is today's must-be.
For the solo creator
Keep a single ranked list, not a scored spreadsheet. Once a month, spend 20 minutes: drop anything that no longer fits your positioning, move evidence-backed items up, and run a quick impact/effort pass for quick wins. Then pick the next bet and shape it. If you can't choose between two, write a one-paragraph case for each; the one you write more easily is usually the one you have conviction for.
Common mistakes
Spreadsheet theater
Scoring feels rigorous and delays the hard choice.
Cap prioritization time at 20 minutes a month. If the scores disagree with your gut and your evidence, investigate why rather than obeying the number.
Every item a Must
Each item feels essential once you've imagined it.
Ask "would I delay the release for this?" Only those are Musts.
Ignoring must-bes
Must-bes earn no praise, so they feel unrewarding.
Reserve part of every cycle (Basecamp used the cool-down) for reliability, speed and data safety.
Check yourself
Users rarely mention your app's sync, but two people who had sync fail left angry 1-star reviews and cancelled. In Kano terms, sync is…
a. Silence when present and fury when absent is the signature of a must-be. "Few people mention it" (b) is exactly why must-bes get neglected. More options (c) adds risk to the thing that must not fail.
Exercise 14.1 40 minutes · on your own product
Classify and cut your list
Take your top 15 ideas. Label each as must-be, performance, attractive or indifferent (Kano).
Check every must-be: is it already rock solid? Any that aren't go to the top.
Place the rest on impact/effort. Name your quick wins and money pits.
RICE-score only the top five big bets, being honest about confidence.
Pick the next bet, and write two sentences on why you have conviction about it.
You're done when: you have a Kano-labeled list, a short list of quick wins, a written "money pits" list, and your next bet with a conviction statement.
Beginner
Competent
Strong
Scores without labels; everything rated high confidence.
Must-bes checked first; honest confidence; next bet chosen.
A pet idea dropped because of low confidence or poor fit, and a neglected must-be moved to the top.
15
Feature creep and the true cost of a feature
Taught by Des Traynor and 37signals, with Dieter Rams
Building a feature is the cheapest part of owning it. Every feature adds maintenance, support, testing, interface space and interactions with every other feature, forever. Value saturates while complexity compounds, so the best products stop early.
Features are visible and costs are not. When you add a feature, you see a new capability. You don't see the next five years of bug reports, edge cases, documentation, onboarding paragraphs, settings, migrations, OS updates, and the small extra weight every user feels when they look at a slightly busier screen. As a solo creator, all of that lands on you.
The feature iceberg. The build is a one-off cost. Everything below the line recurs. A common rule of thumb in software is that most of a system's lifetime cost is maintenance, not initial development. For a one-person product, below-the-line work is what eats the time you wanted for the next good idea.
Why complexity compounds
The visible cost of features grows linearly: ten features, ten things to build. The hidden cost grows faster, because features interact. With n features there are n(n−1)/2 possible pairs that might affect each other: does search include archived items? Does export include tags? Does sync handle the new field? Ten features have 45 pairs; twenty have 190. Settings are worse: every independent on/off setting doubles the number of possible configurations, so ten toggles create 1,024 combinations you could, in principle, need to test.
Value saturates, complexity compounds. Illustrative, not measured, but the shape matches most people's experience of software. The first features deliver most of the value. Later ones add a little value each and a lot of complexity, for you and for users. Calm products stop near the sweet spot and spend the rest of their effort on quality.
Lab: the feature-cost calculator
3features
3feature pairs that can interact
1settings combinations
12UI states to design (×4 each: empty, loading, error, full)
60upkeep hours / year (illustrative)
Start with the three core features, then add the "nice" ones one by one. Watch the pairs grow faster than the features, and the settings combinations explode. The upkeep number is a rough assumption you can change, but set it honestly: bug fixes, support, OS updates and docs for one feature easily take a few hours a month.
Less, but better
Dieter Rams' motto "Weniger, aber besser" (less, but better) is usually read as an aesthetic. It's also an economic argument for solo creators: fewer features means more time per feature, which means each one can be fast, reliable and well designed. The products you admire for calm (Things, iA Writer, Reeder, Kindle) are not missing features by accident. Their makers decided again and again not to add.
When you do add, prefer features that remove work or deepen the core job over features that broaden the product. And practise removing: look at your usage data once a quarter for features used by very few people. If a feature serves no best-fit customer and costs upkeep, removing it, with notice and an export path, is a legitimate design decision.
Checklist: before you add a feature
Problem
Strategy
Cost
Do
Count the upkeep, not just the build.
Prefer better defaults to new settings.
Deepen the core job before broadening.
Review rarely-used features quarterly.
Don't
Add a setting to avoid a design decision.
Add features to match a competitor's checklist.
Treat removal as failure.
Say yes because it's "only a small feature".
In the wild
Google Reader to Reeder2013 onward
After Google Reader shut down, calm RSS readers such as Reeder competed by doing less: excellent reading, a few well-chosen sync options, not every feature a power user might ask for. In a crowded category, restraint is a position.
Basecamp 32015
37signals has spoken about rebuilding Basecamp rather than piling more onto older versions, keeping old versions running for existing customers. Sometimes the way to cut accumulated complexity is a deliberate fresh start, with care for those who depend on the old one.
Big-platform settingscontrast
Large operating systems and office suites accumulate settings screens few people fully understand. Even with huge teams, every toggle multiplies complexity. With one person, it multiplies faster than you can test.
For the solo creator
Your time is the budget, and below-the-line costs spend it silently. Keep a simple log for a month of where your non-feature hours go (bugs, support, updates). Most solo creators are shocked. Then use the checklist above as a gate: any feature that can't tick most boxes waits. Your users won't miss what you didn't build. They will notice what you had time to make excellent.
Common mistakes
Settings as indecision
When two options both seem fine, a toggle avoids choosing.
Choose the default that serves your best-fit customer. Add a setting only if a real group truly needs the opposite, and you've heard it from them.
Feature-matrix envy
Competitors' comparison tables make gaps look like weaknesses.
Revisit positioning: compete on your unique attribute, not on their checklist.
Check yourself
Your app has 12 features and 6 settings. Someone asks for a 13th feature with 2 new settings. How much does the possible interaction surface grow?
c. n(n−1)/2 gives 66 pairs for 12 features and 78 for 13 (12 new pairs). Two new on/off settings multiply configurations by 2×2 = 4, from 2⁶ = 64 to 2⁸ = 256. Good modular code (b) reduces how often pairs cause bugs, but doesn't remove the design questions or the testing burden.
Part five recap · connect the ideas
Which combination best describes a well-scoped next release for a solo product?
d. Each chapter in this Part contributes one constraint, and together they produce small, complete, reliable releases. a is the horizontal slice; b ignores appetite and fit; c is infrastructure before value.
Exercise 15.1 45 minutes · on your own product
Audit your feature surface
List every feature and every setting in your product.
Count feature pairs and settings combinations. Note the five pairs that cause the most edge cases.
For each setting, write which best-fit customer needs the non-default value. Mark any with no answer.
From analytics or your own sense, mark features used by under 10% of active users.
Choose one setting to remove (by picking a better default) and one feature to simplify or retire.
You're done when: you have a complete feature/setting inventory with counts, one setting removed or scheduled for removal, and one feature simplified.
Beginner
Competent
Strong
Inventory only.
Inventory, counts and one concrete removal.
Removal shipped with a clear note to users, and you measured the time it saved.
Part six
The first five minutes, and everything after
A good product that people abandon in its first five minutes is, in practice, a bad product. And a product that launches and stops listening drifts away from its users. These last three chapters cover activation and onboarding, how retention and your pricing model shape design, and the feedback loop that keeps a solo product honest after launch.
16
Onboarding, activation and time-to-value
Taught by Samuel Hulick, with Kathy Sierra and Luke Wroblewski
New users decide in minutes whether your product is worth learning. Get them to a real, personal result as fast as possible, teach in context rather than in tours, use empty states and sample data as onboarding, and ask for commitment (sign-up, payment, permissions) only after they've seen value.
Remember the suck zone from chapter 11. Every new user starts out not knowing your product and not yet trusting it. Their patience is short and their alternatives are a tap away. Onboarding isn't a tutorial; it's the shortest path from "what is this?" to "oh, this is useful to me". Samuel Hulick, whose UserOnboard teardowns made the topic popular, frames it as helping people become successful at what they came to do, not teaching them your interface.
Three terms worth separating
Time-to-value
How long from first open until the person gets something they care about. Measure it in seconds and minutes, by watching real first sessions.
Aha moment
The moment a person feels the value: "oh, it found that quote instantly." It's subjective, so you find it in research.
Activation
A measurable event that marks a new user as having got the value, chosen because it predicts they'll come back: "imported a book and copied a quote in the first session". It's how you count aha moments at scale.
Well-known examples of activation metrics are widely cited from larger companies: Facebook's early growth team focused on users connecting with a handful of friends quickly, and Slack's leaders have said that teams which had exchanged around 2,000 messages were far more likely to keep using it. The specifics don't transfer. The method does: find the early action that best predicts retention, and redesign the first session to get people there.
Count the gates before value. Luke Wroblewski has long argued for "gradual engagement": let people use the product before asking them to sign up. Each gate (form, verification, permission prompt) is a point where anxiety and habit (chapter 2) win.
Empty states are onboarding
The first screen most products show a new user is empty: no notes, no tasks, no highlights. An empty screen teaches nothing and invites the question "now what?" There are three kinds of empty state, and each needs design: first use (nothing yet), user-cleared (they finished everything, which deserves a calm "all done") and no results (a search or filter returned nothing, so help them recover). The first-use empty state is the most important screen in your onboarding, because every user sees it.
A good first-use empty state does three things: says what will appear here, offers the one action that fills it, and, where possible, shows a preview of what it looks like full. Sample data is often the strongest version: the product shows itself working, with realistic content the user can explore, edit and delete.
First run: empty vs. sample data
Highlights 0 items
No highlights.
Highlights Sample · from 2 classic books
"It is not that we have a short space of time, but that we waste much of it."Seneca · On the Shortness of Life · try searching "waste"
"The unexamined life is not worth living."Plato · Apology · press ↵ to copy with citation
These are samplesDrop your Kindle "My Clippings.txt" here to see your own, or clear samples.
Without: technically accurate and useless. The user doesn't know what highlights will look like, how to add them, or why they'd want to. Most will close the app.
With: the product demonstrates itself. Real-looking content shows the value, hints teach two key actions in context, the import action is one obvious step, and samples are clearly labeled and easy to remove.
Progressive onboarding beats tours
The product tour, a sequence of tooltips or carousel screens explaining the interface before use, is the most common onboarding pattern and one of the least effective. People skip them, and those who don't skip forget, because they're learning answers to questions they haven't asked yet. You know why from The Human Mind: working memory is small and learning sticks when it's tied to a goal.
Progressive onboarding teaches at the moment of need: a hint next to the search field the first time the list gets long, a one-line tip after the first copy ("Tip: ⌥Space opens search from any app"), a gentle prompt to import once they've played with samples. Each piece of teaching is small, contextual and dismissible, and it appears because the user did something, not because a timer fired.
Don't
A lecture before the lesson. Six screens about UI parts, before any goal exists. Most people tap "Next" without reading.
Do
A lesson at the moment of success. They just copied a quote; now the shortcut has meaning. One line, dismissible, never shown again.
Sign-up friction
Every field, verification step and permission prompt before value costs you people. Practical rules: let people try before an account when you can (local-first apps make this easy); ask only for what you need now (email, maybe; name, birthday, company, rarely); prefer passwordless sign-in links or platform sign-in; explain every permission at the moment it's needed, in plain words, rather than asking for all of them at launch. Duolingo is a well-known example: you can start a lesson before creating a profile, and the sign-up arrives after you've learned something.
Where the sign-up sits
Create your account Step 1 of 3
Full name
Email
Password (8+ chars, 1 symbol)
How did you hear about us? ▾
Continue
Next: verify email · set preferences
Highlights 12 imported from your file
Your highlights from Deep Work are ready.Search them, copy one, see if it helps.
Keep these across devices? Save with email (no password, we send a link). Or keep them on this device only.
Gate first: four fields, three steps and a password rule before the user knows whether the product is any good. Anxiety and effort arrive before any pull.
Value first: they've already seen their own highlights. Sign-up now has a reason (keep them across devices), asks for one field, and offers a no-account option. Commitment follows value.
Do
Watch five first sessions and time the path to value.
Define one activation event and track it.
Design the first-use empty state with an action and a preview.
Teach in context, at the moment of need.
Ask for sign-up, payment and permissions after value.
Don't
Open with a carousel or a multi-step tour.
Show a blank screen that says "No items".
Ask for data you don't need yet.
Request every permission at first launch.
Leave sample data indistinguishable from real data.
In the wild
Things 3Cultured Code
On first launch it includes a short built-in project whose to-dos teach the app by being done: you learn to complete, schedule and move items by acting on the tutorial itself. The onboarding is made of the product's own content, so learning and using are the same act.
Duolingo2010s onward
Lets you choose a language and start a lesson before creating a profile, then asks you to save your progress. Gradual engagement: commitment is requested once there's something to keep.
Notion2018 onward
Offers templates and pre-filled starter pages, so a blank workspace is never the first experience. For flexible tools, sample structures teach what's possible far better than a list of block types.
Superhuman2017 onward
Famously onboarded new users through a one-to-one session with a person for a long period of its early growth. At small scale, personal onboarding is both the best experience and the best research. Solo creators can do this for their first users.
For the solo creator
Onboarding is a high-leverage place for a solo creator's time, because every single user passes through it. Do a "fresh start" run monthly (chapter 7) with a stopwatch. For your first 20 to 50 users, offer a 15-minute call to set them up: you'll learn more about your first five minutes than from any analytics, and those users will become your most loyal. And build sample data early; it doubles as your demo, your screenshots and your test fixture.
Common mistakes
Teaching the interface, not the outcome
You know the UI intimately, so explaining it feels helpful.
Rewrite each onboarding step as an outcome the user gets ("find a quote") rather than a part of the UI ("this is the sidebar").
An activation metric that's easy, not meaningful
"Opened the app twice" is easy to measure and to move.
Choose the event that best predicts week-4 retention in your data, even if it's harder to reach. Re-check it as you grow.
Sample data that pollutes
Samples get mixed into real data and confuse search, export or sync.
Label samples clearly, keep them out of exports, and offer a one-tap "clear samples" that's easy to find.
Check yourself
Your writing app asks new users to create an account, choose a theme, pick a default font and enable notifications before they see the editor. 45% leave before writing anything. What's the strongest first change?
c. Remove the gates before value. Good defaults make the choices unnecessary at first (principle: defaults over settings). A progress bar (a) or nicer screens (b) make the gates more pleasant but keep them. A tour (d) adds a gate.
Exercise 16.1 90 minutes · on your own product
Map and cut your first five minutes
Do a fresh-start run on a clean device. Screenshot every screen until you reach value. Time it.
Lay the screenshots in a row and mark each one: value, gate or teaching.
Watch two other people do the same, silently. Note where they hesitate or leave.
Redesign: remove or move every gate after value, design the first-use empty state with a sample or preview, and convert any tour into two or three in-context tips.
Define one activation event and how you'll measure it.
You're done when: you have a before/after storyboard of the first session, a time-to-value number before and after (estimated or measured), and a written activation event.
Beginner
Competent
Strong
Polished the existing tour.
Gates moved after value; empty state redesigned; activation defined.
Time-to-value cut by half or more, verified by watching a new person, and sample data shipped.
17
Retention curves and how your pricing model shapes design
Taught by Rahul Vohra and Sean Ellis, with Patrick McKenzie
The shape of your retention curve, not its starting point, tells you whether you've solved a real problem: a curve that flattens means a group has made your product a habit. Your pricing model then decides where commitment sits in the journey, and that changes what your onboarding and interface must do.
Reading a retention curve
Take everyone who started using your product in the same week (a cohort). For each following week, plot the share still active. Every product's curve drops at first: curious people leave. What matters is what happens next. If the curve keeps falling toward zero, you have a leaky bucket: no amount of marketing will build a lasting user base. If it flattens, some group has found lasting value, and your job is to understand who they are and find more of them.
Shape over level. Illustrative curves. A flattening curve at 20% beats a falling curve that starts higher. Benchmarks vary hugely by category (a tax app is used yearly, a notes app daily), so compare your curve with your own earlier cohorts more than with other products.
Lab: shape a retention curve
Onboarding work (chapter 16) mostly lifts week 1. Solving the job well for a best-fit group lifts the floor. Try a high week 1 with a zero floor, then a modest week 1 with a 25% floor, and compare week 12.
The Sean Ellis question from chapter 7 is a useful companion to the curve: ask the people on the flat part how they'd feel without the product, and what they use it for. Their answers tell you your real best-fit customer and your real job, which are often slightly different from what you planned.
Your pricing model is a design decision
How you charge decides where in the journey people commit, and what your product must prove before that point. It's not just a business choice to make at launch; it changes onboarding, interface and even which features make sense. (Designing the pricing page itself is covered in Identity & Launch.)
Where each model asks for commitment. The further left the ask, the more your marketing and first impression must carry. The further right, the more your ongoing value must carry. A subscription asks again every period, so retention becomes your design brief.
Model
What design must do
Pressure it creates
Calm-product examples
Free (donations, open source)
Be excellent with no conversion step
Sustainability; you may need another income
Many open-source tools
Freemium
A genuinely useful free tier and a fair, understandable limit
Temptation to cripple free or nag about upgrading
Bear (Pro subscription for sync and extras), Obsidian (free app, paid Sync and Publish)
Free trial
Reach value and habit before the clock ends; clear trial status
Rushed onboarding, countdown anxiety
Many Mac and web apps (7–30 days)
One-time purchase
Persuade before purchase; upgrades must justify themselves
Income only from new users or paid upgrades
Things 3 (paid per platform)
Subscription
Keep delivering value; make cancellation honest and easy
Pressure to show "activity" and ship constantly
Ulysses (moved to subscription in 2017)
Some guidance for choosing. Subscriptions fit products with ongoing costs (sync, servers, AI) or ongoing value (content, continuous updates); one-time purchases fit tools that do a stable job well and run locally. Freemium works when the free tier has real value and the paid line is easy to explain (more storage, sync, team use), and it fails when the free tier is a demo in disguise. Trials suit products whose value appears within days. Patrick McKenzie (patio11), who wrote widely about pricing software as an indie developer, made a long-running case that small software makers tend to charge too little; low prices attract price-sensitive customers and leave you no margin for the time support and quality require.
Watch out
Pricing models create temptations that conflict with calm design: fake urgency on trial countdowns, hiding the cancel button, nagging upgrade modals, crippling the free tier. These harm trust and usually retention. If your model only works with dark patterns, change the model, not your principles. See Honest & Calm.
Do
Plot weekly cohort retention and watch the shape.
Interview people on the flat part of the curve.
Choose a pricing model that matches your costs and the job's rhythm.
Design onboarding around where your model asks for commitment.
Make trial status and cancellation clear and easy.
Don't
Judge success by sign-ups or week-1 numbers alone.
Compare your retention to unrelated categories.
Pick subscription by default for a stable offline tool.
Cripple the free tier into a nagging demo.
Use countdown pressure or cancellation mazes.
In the wild
Ulysses2017
Moved from paid-upfront apps to a subscription, explaining the change publicly and offering existing customers a discount. The move drew criticism at first. Pricing changes are design changes: communicate them like a feature, with reasons, and take care of existing users.
Obsidian2020 onward
The core app is free for personal use, storing plain Markdown files locally; money comes from optional services (Sync, Publish) and voluntary licenses. Charging for an ongoing service (sync) rather than for the core tool aligns price with cost and builds trust.
Things 32017
Sold as a one-time purchase per platform, with years of free updates. For a stable, local tool, a one-time price is a clear, calm promise.
For the solo creator
You can only learn from retention if you have cohorts big enough to see a shape, so early on, combine small numbers with conversations: email every person who stopped after week 1 and every person still active at week 8, and ask one question each. For pricing, decide with your costs, your job's rhythm and your principles, then design onboarding to fit. Revisit once a year, not every week.
Common mistakes
Fixing the top, ignoring the floor
Week-1 retention responds quickly to onboarding tweaks, so it gets all the attention.
Track week 4 and week 12 too. If the floor is near zero, the job or the fit is the problem, not the first session.
Underpricing
Solo creators fear that charging more will scare people away.
Price for the best-fit customer who values the job, not for the most price-sensitive visitor. A fair, higher price funds the quality and support they want.
Check yourself
App A keeps 60% of users after week 1, falling steadily to 3% by week 12. App B keeps 35% after week 1 and flattens at 22% from week 5 on. Which is in a better position, and why?
b. Shape over level. B has a stable base to grow from; improving its onboarding would lift the whole curve. A's users keep leaving however many arrive. Revenue (d) matters, but retention shape is a strong signal on its own.
Exercise 17.1 60 minutes · on your own product
Read your curve, check your model
Plot weekly retention for your last four cohorts (or, pre-launch, sketch the curve you expect and why).
Identify the shape. Is there a floor? How high?
Email three people on the flat part: "What do you use it for, and what would you do without it?"
On the pricing journey diagram, mark where your model asks for commitment. List what your product must prove by then.
Check your onboarding against that list. Note one mismatch and a fix.
You're done when: you have a retention chart (or a reasoned sketch), three answers from retained users, and one concrete onboarding change tied to your pricing model.
Beginner
Competent
Strong
Only total user counts.
Cohort curve read correctly; model's commitment point identified.
Retained users' answers refined your best-fit customer, and you changed onboarding or pricing because of it.
18
Feedback loops after launch
Taught by Teresa Torres and 37signals, with the makers of Linear and Things
After launch, the best research arrives on its own: support emails, feature requests, reviews, cancellations. Collect it in one place, translate requests into problems, count people rather than votes, and close the loop with a changelog that tells people what changed and why.
Launch is not the end of research; it's when research becomes cheap. Real users, with real stakes, tell you what's wrong every day. The danger flips: before launch you had too little evidence; after launch you can drown in it, and the loudest voices will try to steer. A light, regular feedback loop keeps the signal and filters the noise.
The loop, not a pile. Step 6 is the one most solo creators skip, and it's what makes people keep sending feedback: they see it matter. Step 4 is where your principles and anti-goals (chapter 11) protect you from the loudest request.
Collect in one place
Feedback arrives scattered: email, app store reviews, social replies, community posts, in-app messages, cancellation reasons. Put it all into one simple list (a spreadsheet, a database, a notes folder), with the date, the person, their exact words, and a link back. Make in-app feedback effortless and include context automatically (app version, device, the screen they were on) so you don't have to ask. And reply to everyone personally if you can; for a solo creator, that personal reply is one of your biggest advantages over large companies.
Listen to problems, not solutions
Users are experts on their problems and amateurs at designing your product. A feature request is a solution someone designed for a problem you haven't seen yet. Your job is to find the problem: "What were you trying to do when you wished for this?" Often the problem behind three different requests is the same, and the best solution is none of the three.
Myth
Henry Ford supposedly said, "If I had asked people what they wanted, they would have said faster horses." There is no good evidence he ever said it. The line is usually used to argue against listening to customers. The better lesson is the opposite: listen closely, to the problem (getting places faster), not to the proposed solution (horses).
Answering a feature request
Priya · TuesdayCan you please add tags? I really need them.
YouThanks! Great idea, I've added it to the roadmap!
Feedback log: tags +1
Priya · TuesdayCan you please add tags? I really need them.
YouThanks Priya. So I build the right thing: when did you last wish you had tags? What were you trying to find or do?
PriyaPreparing a talk. I wanted every highlight about "habits" from five different books, and search only found the word, not the idea.
Feedback log: Opportunity: gather highlights on a theme across booksSituation: preparing a talkRequested: tags
Without: the request is logged as a vote for a solution. The promise ("on the roadmap") creates an expectation you may never meet, and you've learned nothing about the problem.
With: one question turns a solution into a situation and a job. Tags are one answer; collections, semantic search or a "related highlights" view are others. You now count people with this opportunity, not votes for tags.
Count people per problem, not votes per feature
Public voting boards are popular and tempting. They have two problems: they count solutions rather than problems, and they reward people who campaign rather than your best-fit customers. If you use one, treat votes as a pointer for where to ask questions, not as a ranking. In your own log, tag each piece of feedback with the opportunity behind it (from your opportunity solution tree) and whether the person is a best-fit customer. A problem raised by eight best-fit customers outranks a feature requested by forty passers-by.
Close the loop: the changelog
A changelog is the public record of what you've changed. For a solo product it does three jobs: it tells users the product is alive and cared for; it closes the loop for people who asked (reply to each with a link); and it disciplines you, because writing "why this matters" forces you to know. Linear's frequent, well-designed changelog and the detailed release notes of apps like Things show how a changelog can become part of a product's character.
Written for the developer. Says nothing about what changed for the user or why it matters. "Bug fixes and performance improvements" teaches people to stop reading.
Do
November 2026
Find quotes by idea, not just by word
Searching "habits" now also finds highlights about routines and practice. Many of you asked for tags while preparing talks; this solves the same problem with no extra work.
Also: long quotes no longer cut off when copied · Import is about twice as fast
Written for the user. A dated, plain headline, the problem it solves, a nod to those who asked, and small fixes summarized in a line.
Do
Keep all feedback in one log, with exact words and context.
Reply personally and ask about the situation.
Tag feedback to opportunities and best-fit status.
Write changelog entries about user outcomes.
Tell the people who asked when you ship.
Don't
Promise "it's on the roadmap" to everything.
Rank features by vote count.
Let the loudest user set your priorities.
Hide changes in "bug fixes and improvements".
Push "What's new" modals that block work.
In the wild
Linear2019 onward
Publishes a regular, carefully designed changelog that explains new features with visuals and context. A changelog can be a product surface in its own right, and part of the brand.
Indie apps' personal repliesa common pattern
Many solo developers answer every support email themselves, and users frequently mention this in reviews. Personal care is a competitive advantage large companies can't copy.
Cancellation surveyscommon SaaS practice
A single optional question when someone cancels ("What made you decide to stop?") gives a steady stream of switch-away stories. Churn is a switch interview you didn't have to schedule. Keep it one question and never block the cancel.
For the solo creator
Put the loop on your calendar: one or two hours each week to read and tag new feedback, reply, and update your tree. Write a changelog entry for every release, even small ones, in two minutes, while you still remember why. Batch "thank you, this shipped" replies on release day. This loop is also how you keep the weekly customer conversation habit from chapter 5 alive without extra effort.
Common mistakes
The roadmap as a promise box
Saying yes feels kind and ends the conversation.
Say what you'll do: "I'm collecting cases like yours; I'll write if I build something for it." Then actually log it.
Feedback from the wrong people steering
Non-ideal users often write the most.
Mark best-fit status on every log entry. Weigh accordingly.
Silent shipping
After shipping you're tired, and writing feels like extra work.
Template the changelog entry (headline, problem, who asked, small fixes) so it takes two minutes.
Check yourself
Your feedback board shows "Calendar integration" with 120 votes, mostly from a free-tier group that joined from one viral post. Your paying best-fit customers have mostly written about slow search. What's the sensible reading?
c. Votes count solutions from whoever showed up. Search speed is a performance feature (chapter 14) for the people you're built for (chapter 10). Learning the problem behind the calendar request is still worthwhile; it may reveal a smaller, better answer. Ignoring free users entirely (d) throws away research.
Part six recap · connect the ideas
Several new users cancel during your free trial, saying "didn't have time to set it up." Which ideas from across this guide best explain and fix this?
a. Setup effort is the habit force at work, and the trial clock makes time-to-value urgent. The fix is first-session value. They could also be poor-fit customers (d), but "no time to set up" is a classic first-five-minutes problem worth solving first.
Exercise 18.1 2 hours setup, then 1 hour weekly · on your own product
Build your feedback loop
Create one feedback log with columns: date, person, best-fit (y/n), exact words, situation, opportunity, link.
Import the last 30 days of feedback from every channel.
For each feature request, write the problem behind it, or a question you'll ask to find it. Send three of those questions.
Count people per opportunity. Compare with your opportunity solution tree; update it.
Write a changelog template and publish an entry for your most recent change.
Add a weekly one-hour "feedback loop" block to your calendar.
You're done when: you have a populated log, a count of people per opportunity, three problem-finding questions sent, one published changelog entry, and the weekly block in your calendar.
Beginner
Competent
Strong
A list of feature requests with counts.
Problems and opportunities tagged; best-fit marked; changelog published.
A reply revealed a problem that changed what you'll build next, and you told the people who asked when it shipped.
Wrap-up
You started with a picture of a screen. You end with a problem file: a framed problem, jobs and job stories, interview notes and an affinity map, insights and an opportunity tree, an assumption map with a test result, positioning, principles and anti-goals, a shaped pitch, a first-session storyboard and a feedback loop. That file is your product strategy, and it fits on a few pages. Keep it alive; reread it before each cycle.
Ten things to remember
Fall in love with the problem. A workaround is the best proof a problem hurts.
People hire products for a job in a situation. Your competitors are whatever they hire today, including nothing.
Push and pull drive a switch; anxiety and habit block it. The cheapest wins usually reduce the second pair.
Write job stories from moments, not roles: When…, I want to…, so I can….
Ask about specific past behavior, never about your idea or the future. Count commitments, not compliments.
Watch people work. What they do beats what they say.
An insight is an observation plus a reason plus an implication, with its evidence attached.
Test the riskiest unproven assumption first, with the cheapest test that could change your mind.
Narrow positioning, real principles and written anti-goals make hundreds of decisions in advance.
Fix the time, cut the scope, ship something small and complete, get people to value in minutes, and keep listening for problems, not solutions.
Self-assessment: I can…
Practice assignment for the next two weeks
Days 1–2. Fill the problem framing canvas (Ex 1.1) and rewrite your backlog as job stories (Ex 3.1).
Days 2–3. Rewrite your question list (Ex 4.1), post recruiting messages, and build a 50-row review sheet (Ex 7.1).
Days 4–8. Run five interviews, turning one or two into observations (Ex 5.1, 6.1). Debrief within an hour each time.
Day 9. Affinity map, three insights, opportunity solution tree (Ex 8.1).
Day 10. Assumption map and one one-day test, such as a pre-order page (Ex 9.1).
Day 11. Positioning, "only" statement, principles and anti-goals (Ex 10.1, 11.1).
Day 12. Skateboard row and a one-page pitch for your next cycle (Ex 12.1, 13.1).
Day 13. Fresh-start run, first-five-minutes storyboard, activation event (Ex 16.1).
Day 14. Set up the feedback log and the weekly calendar block (Ex 18.1). Reread the whole problem file and write one paragraph: what changed in what you plan to build?
Reading list
The Mom Test
Rob Fitzpatrick, 2013 · the shortest, most practical book on customer conversations. Read it before your first interview.
Competing Against Luck
Clayton Christensen, Taddy Hall, Karen Dillon, David Duncan, 2016 · the Jobs to be Done theory, including the milkshake story.
Demand-Side Sales 101
Bob Moesta with Greg Engle, 2020 · forces of progress and switch interviews from the person who ran them.
When Coffee and Kale Compete
Alan Klement, 2016 · JTBD and job stories, free to read online.
Continuous Discovery Habits
Teresa Torres, 2021 · opportunity solution trees, weekly interviewing and assumption testing as a habit.
Just Enough Research
Erika Hall, 2013 (2nd ed. 2019) · research for people without a research budget, with a sharp chapter on surveys.
Interviewing Users
Steve Portigal, 2013 (2nd ed. 2023) · the craft of listening, follow-ups and debriefs.
Testing Business Ideas
David J. Bland and Alexander Osterwalder, 2019 · assumption mapping and a library of cheap tests.
Obviously Awesome
April Dunford, 2019 · positioning, step by step, with the components in order.