Paste your product or feature plan and get back the riskiest

Lean UX Framework

by wondelai · MIT license · ★ 2,235 on GitHub · updated Sep 10

Lean UX Framework cover

Paste your product or feature plan and get back the riskiest things you're assuming are true, plus the cheapest way to check each one before you spend money building it.

---
name: lean-ux
description: 'Apply lean thinking to UX: hypothesis-driven design, collaborative sketching, and rapid experiments instead of heavy deliverables. Use when the user mentions "Lean UX", "design hypothesis", "outcome over output", "design studio method", "assumption mapping", "lightweight research", "too much design documentation", or "get the team designing together". Also trigger when reducing design-documentation overhead, getting cross-functional teams to co-design, or running fast usability experiments. Covers hypothesis statements, MVPs for UX, and cross-functional collaboration. For Build-Measure-Learn, see lean-startup. For usability audits, see ux-heuristics.'
license: MIT
metadata:
  author: wondelai
  version: "1.4.0"
---

# Lean UX Framework

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

## Core Principle

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

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

Overview

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

The SKILL.md below is the copy AgentAlley read and checked. The repo has changed it since; the other files are from commit c172996.

Manual install (npx, ZIP)
Claude Codenpx skills add wondelai/skills --skill lean-ux -g -a claude-code
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Lean UX Framework

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

Core Principle

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

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

Scoring

Goal: 10/10. Score a UX process, design plan, or team workflow by the eight-row Quick Diagnostic below: award ~1.25 points per row answered "yes" (8 yeses = 10). Bands:

  • 9-10 — assumptions declared, hypotheses with pre-committed success criteria, lowest-fidelity experiments, whole-team design, weekly research, outcome (not output) metrics, dual-track agile, and a recently invalidated hypothesis on the books.
  • 5-6 — hypotheses exist but criteria are vague or fidelity is over-invested; design and research still partly siloed.
  • <=3 — heavy deliverables, untested assumptions, output-counting, no experiment log.

Always state the current score, the diagnostic rows that failed, and the specific fix for each.

Framework

1. Declaring Assumptions

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

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

Key insights:

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

Product applications:

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

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

See references/hypothesis-canvas.md when running an assumption workshop or writing a hypothesis — the risk/uncertainty prioritization matrix, business-vs-user assumption split, and fillable hypothesis and sub-hypothesis templates.

2. Hypothesis Statements

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

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

Key insights:

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

Product applications:

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

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

See references/outcome-metrics.md when picking the measurable signal for a hypothesis or defining team success — outcomes-vs-outputs, leading-vs-lagging indicator pairs, UX OKRs, and the vanity metrics to avoid.

3. MVPs and Experiments

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

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

Key insights:

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

Product applications:

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

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

See references/experiment-patterns.md when choosing or designing an experiment — the full catalog of experiment types with when/when-NOT-to-run notes, the experiment selection matrix and fidelity ladder, and a design template.

4. Collaborative Design

Core concept: Design is a team sport. Lean UX replaces the solitary designer-then-handoff model with cross-functional sessions where developers, PMs, and designers sketch solutions together.

Why it works: Developers who helped sketch the solution don't need a 40-page spec to build it—shared understanding replaces documentation, diverse perspectives generate more creative solutions, and handoff waste drops dramatically.

Key insights:

  • Design Studio method: diverge (individual sketching), present, critique, converge (refined sketch), iterate
  • The goal is informed commitment, not consensus: the team agrees on what to test, not what is "right"
  • Cross-functional means engineers, QA, data analysts, and stakeholders sketch too
  • Style guides and pattern libraries are living documents; reduce deliverables to the minimum needed for shared understanding (often a whiteboard photo)

Product applications:

Context Application Example
Sprint kick-off Design Studio session (90 minutes) Whole team sketches solutions to the sprint's hypothesis
Feature exploration Collaborative sketching workshop 6-up sketches: each person draws 6 ideas in 5 minutes
Remote teams Virtual whiteboard sessions FigJam or Miro board with timed sketch rounds

Ethical boundary: Collaboration must not become design by committee—a designated designer synthesizes input; the team does not vote on pixels.

See references/collaborative-design.md when facilitating a Design Studio — the step-by-step workshop protocol (timings, materials, remote variants) and how to keep style guides as living documents.

5. Feedback and Research

Core concept: Continuous, lightweight research replaces big-bang usability studies—small research activities embedded in every sprint instead of quarterly reports.

Why it works: Findings only change a decision while it is still cheap to reverse, so research value decays with every sprint between learning and the decision it informs; small weekly studies keep that gap near zero, which a quarterly report never can.

Key insights:

  • Research types: usability tests, customer interviews, A/B tests, analytics review, surveys, diary studies
  • Five users uncover approximately 85% of usability problems (Nielsen)
  • Continuous cadence: recruit weekly, test weekly, synthesize weekly
  • The whole team should observe at least some sessions to build empathy
  • Proto-personas are refined and eventually replaced by evidence-based personas

Product applications:

Context Application Example
Weekly usability testing Test prototype with 3-5 users every Thursday "Testing Thursday" ritual with rotating facilitators
Post-launch learning Monitor analytics + 3 follow-up interviews Find drop-off points, interview churned users
Persona validation Compare proto-persona assumptions to interview data "We assumed power users are marketers; data shows ops managers"

Ethical boundary: Conduct research with informed consent—participants should understand how their data is used and be free to withdraw.

6. Integration with Agile

Core concept: Lean UX works inside Agile via dual-track development: discovery (learning what to build) and delivery (building it) run in parallel.

Why it works: Design work doesn't fit neatly into a delivery sprint; running discovery one sprint ahead means validated designs are ready when the delivery sprint begins, instead of design forever catching up.

Key insights:

  • The discovery track (research + design) feeds the delivery track (engineering + QA), staggered one sprint ahead
  • User stories gain a hypothesis and success metric alongside acceptance criteria
  • "Definition of Done" for UX includes validated learning, not just shipped pixels
  • Backlog items from invalidated hypotheses are removed, not deferred

Product applications:

Context Application Example
Sprint planning Include hypothesis validation in sprint goals "Sprint goal: validate that inline editing cuts task time 20%"
Backlog refinement Attach experiment results to stories Story moves to delivery only after hypothesis is validated
Retrospectives Review learning velocity alongside delivery velocity "We validated 4 hypotheses and invalidated 2 this sprint"

Ethical boundary: Never use Lean UX as an excuse to skip accessibility, security, or compliance—these are non-negotiable quality standards, not assumptions to test.

See references/agile-integration.md when fitting discovery into a delivery cadence — the staggered dual-track sprint mechanics, how stories carry a hypothesis, and a UX Definition of Done.

See references/case-studies.md when you want a worked end-to-end example to model an engagement on — four composite scenarios (enterprise, startup, agency, internal tools) showing assumptions, experiments, and before/after outcome metrics.

Common Mistakes

Mistake Why It Fails Fix
Treating MVPs as launches Over-building by conflating MVP with first release Reframe: MVP = learning tool, not product launch
Skipping assumption declaration Hidden assumptions become expensive surprises Run a 30-minute assumption mapping session at kick-off
Hypothesis without success criteria Can't tell if the experiment passed Pre-commit to metric, threshold, and sample size
Designer-only design Handoff waste, misalignment, slow iteration Run Design Studio sessions with the full team
Research as a phase Feedback arrives too late to matter Embed lightweight research in every sprint
Ignoring invalidated hypotheses Building features that failed testing Remove invalidated items from the backlog; pivot or drop
Documenting instead of collaborating 40-page specs nobody reads Replace specs with shared understanding from co-design
Measuring outputs not outcomes Shipping features that don't change behavior Define success as behavior change, not delivery

Quick Diagnostic

Audit any UX process or design plan:

Question If No Action
Are assumptions explicitly declared? Hidden assumptions drive decisions Run an assumption mapping workshop
Is there a testable hypothesis? Building on opinion Write hypothesis in standard format before designing
Is the experiment the lowest fidelity that answers the question? Over-investing before learning Downgrade to paper prototype or smoke test
Does the whole team participate in design? Handoff waste and misalignment Schedule a Design Studio session
Is research happening every sprint? Feedback loop too slow Establish a weekly testing cadence
Are you tracking outcomes, not just outputs? Shipping without learning Define behavior-change metrics per feature
Does UX work feed into Agile smoothly? Design bottleneck or sprint-zero trap Implement dual-track agile with staggered sprints
Can you point to a recently invalidated hypothesis? Not learning; confirmation bias Review the experiment log and celebrate a pivot

Further Reading

For the complete methodology, research, and case studies:

  • "Lean UX: Designing Great Products with Agile Teams" by Jeff Gothelf & Josh Seiden
  • "Sense and Respond" by Jeff Gothelf & Josh Seiden (scaling outcome-focused thinking across organizations)

About the Authors

Jeff Gothelf is an organizational designer, coach, and author who spent over 15 years leading UX teams at companies including TheLadders and Neo Innovation; watching teams waste months on unvalidated deliverables led him to create Lean UX. Josh Seiden is a designer and product strategist with 25+ years of experience who co-founded the interaction design practice at Cooper and was Managing Director at Neo Innovation. Together they co-authored Lean UX and Sense and Respond.

1---
2name: lean-ux
3description: 'Apply lean thinking to UX: hypothesis-driven design, collaborative sketching, and rapid experiments instead of heavy deliverables. Use when the user mentions "Lean UX", "design hypothesis", "outcome over output", "design studio method", "assumption mapping", "lightweight research", "too much design documentation", or "get the team designing together". Also trigger when reducing design-documentation overhead, getting cross-functional teams to co-design, or running fast usability experiments. Covers hypothesis statements, MVPs for UX, and cross-functional collaboration. For Build-Measure-Learn, see lean-startup. For usability audits, see ux-heuristics.'
4license: MIT
5metadata:
6 author: wondelai
7 version: "1.4.0"
8---
9 
10# Lean UX Framework
11 
12A practice-driven approach to UX that replaces heavy deliverables with rapid experimentation, cross-functional collaboration, and continuous learning. Lean UX shifts the question from "What should we design?" to "What do we need to learn?"
13 
14## Core Principle
15 
16**Outcomes over outputs.** The value of a design is measured not by the fidelity of the deliverable but by the change in user behavior it produces.
17 
18**The foundation:** Traditional UX waterfalls requirements into wireframes, mockups, specs, and code—losing context and hiding untested assumptions at every handoff. Lean UX compresses the distance between idea and evidence: declare assumptions, form hypotheses, run the smallest possible experiment, and let real user behavior settle the argument. Shared understanding replaces documentation; learning velocity replaces pixel perfection.
19 
20## Scoring
21 
22**Goal: 10/10.** Score a UX process, design plan, or team workflow by the eight-row Quick Diagnostic below: award ~1.25 points per row answered "yes" (8 yeses = 10). Bands:
23 
24- **9-10** — assumptions declared, hypotheses with pre-committed success criteria, lowest-fidelity experiments, whole-team design, weekly research, outcome (not output) metrics, dual-track agile, and a recently invalidated hypothesis on the books.
25- **5-6** — hypotheses exist but criteria are vague or fidelity is over-invested; design and research still partly siloed.
26- **<=3** — heavy deliverables, untested assumptions, output-counting, no experiment log.
27 
28Always state the current score, the diagnostic rows that failed, and the specific fix for each.
29 
30## Framework
31 
32### 1. Declaring Assumptions
33 
34**Core concept:** Every design starts with assumptions. Lean UX makes them explicit so they can be prioritized and tested, rather than baked invisibly into specifications.
35 
36**Why it works:** Unspoken assumptions mean teams build on shaky ground and discover problems only after launch; surfacing them early focuses energy on the riskiest ones and reduces the cost of being wrong.
37 
38**Key insights:**
39- Business assumptions define what must be true for the business (revenue model, market size, willingness to pay); user assumptions define who users are and how they behave
40- Prioritize on two axes: risk (how damaging if wrong) and uncertainty (how little we know)
41- Test high-risk, high-uncertainty assumptions first
42- Write assumptions collaboratively as a team, not in isolation
43 
44**Product applications:**
45 
46| Context | Application | Example |
47|---------|-------------|---------|
48| **New feature kick-off** | Assumption mapping workshop | "We assume users want to share reports with teammates" |
49| **Roadmap planning** | Rank features by assumption risk | Prioritize features whose success depends on untested beliefs |
50| **Stakeholder alignment** | Expose hidden assumptions across roles | PM assumes pricing works; engineer assumes scale; designer assumes flow |
51 
52**Ethical boundary:** Assumptions must be honest assessments, not post-hoc justifications—if leadership has already committed to a direction, acknowledge the constraint rather than pretending it's open to falsification.
53 
54See [references/hypothesis-canvas.md](references/hypothesis-canvas.md) when running an assumption workshop or writing a hypothesis — the risk/uncertainty prioritization matrix, business-vs-user assumption split, and fillable hypothesis and sub-hypothesis templates.
55 
56### 2. Hypothesis Statements
57 
58**Core concept:** A hypothesis translates an assumption into a testable prediction, linking a proposed change to a measurable outcome for a specific user segment.
59 
60**Why it works:** Hypotheses force precision—instead of "make onboarding better," the team commits to a prediction that can be proven or disproven, which prevents scope creep and makes the learn step unambiguous.
61 
62**Key insights:**
63- Standard format: "We believe [outcome] will happen if [persona] achieves [action] with [feature]"
64- Every hypothesis specifies persona, action, outcome, and measurable signal
65- Sub-hypotheses break a large bet into independently testable parts
66- Agree on what "validated" and "invalidated" look like before running the experiment
67 
68**Product applications:**
69 
70| Context | Application | Example |
71|---------|-------------|---------|
72| **Feature design** | Write hypothesis before wireframing | "We believe trial-to-paid conversion will rise 10% if new users complete a guided setup wizard" |
73| **A/B tests** | Formalize test rationale | "We believe click-through will rise 15% if we move the CTA above the fold" |
74| **Sprint planning** | Attach hypothesis to each story | Story: "filter by date." Hypothesis: "task completion time drops 30%" |
75 
76**Ethical boundary:** Never cherry-pick metrics after the fact to declare a hypothesis validated—pre-commit to success criteria.
77 
78See [references/outcome-metrics.md](references/outcome-metrics.md) when picking the measurable signal for a hypothesis or defining team success — outcomes-vs-outputs, leading-vs-lagging indicator pairs, UX OKRs, and the vanity metrics to avoid.
79 
80### 3. MVPs and Experiments
81 
82**Core concept:** An MVP in Lean UX is the smallest design artifact that can test a hypothesis with real users—a learning tool, not a product launch.
83 
84**Why it works:** A paper prototype tested with five users in a hallway can invalidate a hypothesis that would otherwise consume a full engineering sprint; matching experiment fidelity to assumption risk maximizes learning per unit of effort.
85 
86**Key insights:**
87- Experiments range from low fidelity (paper prototypes, concierge tests) to high fidelity (coded A/B tests, Wizard of Oz)
88- Choose the lowest-fidelity experiment that can answer the question
89- A good experiment has a clear hypothesis, defined audience, measurable signal, and time box
90- Proto-personas can stand in for full research when speed matters, but must be validated later
91 
92**Product applications:**
93 
94| Context | Application | Example |
95|---------|-------------|---------|
96| **Early concept validation** | Paper prototype or clickable mockup | Sketch 3 concepts, test with 5 users same day |
97| **Demand validation** | Landing page smoke test | "Sign up for early access" measures real interest |
98| **Usability validation** | Clickable prototype test | Figma prototype tested with 5-8 users |
99| **Pricing validation** | Painted door test | Show pricing page, measure click-through before building billing |
100 
101**Ethical boundary:** Smoke tests and fake doors must not mislead users into believing a product exists—disclose test status and offer an opt-out.
102 
103See [references/experiment-patterns.md](references/experiment-patterns.md) when choosing or designing an experiment — the full catalog of experiment types with when/when-NOT-to-run notes, the experiment selection matrix and fidelity ladder, and a design template.
104 
105### 4. Collaborative Design
106 
107**Core concept:** Design is a team sport. Lean UX replaces the solitary designer-then-handoff model with cross-functional sessions where developers, PMs, and designers sketch solutions together.
108 
109**Why it works:** Developers who helped sketch the solution don't need a 40-page spec to build it—shared understanding replaces documentation, diverse perspectives generate more creative solutions, and handoff waste drops dramatically.
110 
111**Key insights:**
112- Design Studio method: diverge (individual sketching), present, critique, converge (refined sketch), iterate
113- The goal is informed commitment, not consensus: the team agrees on what to test, not what is "right"
114- Cross-functional means engineers, QA, data analysts, and stakeholders sketch too
115- Style guides and pattern libraries are living documents; reduce deliverables to the minimum needed for shared understanding (often a whiteboard photo)
116 
117**Product applications:**
118 
119| Context | Application | Example |
120|---------|-------------|---------|
121| **Sprint kick-off** | Design Studio session (90 minutes) | Whole team sketches solutions to the sprint's hypothesis |
122| **Feature exploration** | Collaborative sketching workshop | 6-up sketches: each person draws 6 ideas in 5 minutes |
123| **Remote teams** | Virtual whiteboard sessions | FigJam or Miro board with timed sketch rounds |
124 
125**Ethical boundary:** Collaboration must not become design by committee—a designated designer synthesizes input; the team does not vote on pixels.
126 
127See [references/collaborative-design.md](references/collaborative-design.md) when facilitating a Design Studio — the step-by-step workshop protocol (timings, materials, remote variants) and how to keep style guides as living documents.
128 
129### 5. Feedback and Research
130 
131**Core concept:** Continuous, lightweight research replaces big-bang usability studies—small research activities embedded in every sprint instead of quarterly reports.
132 
133**Why it works:** Findings only change a decision while it is still cheap to reverse, so research value decays with every sprint between learning and the decision it informs; small weekly studies keep that gap near zero, which a quarterly report never can.
134 
135**Key insights:**
136- Research types: usability tests, customer interviews, A/B tests, analytics review, surveys, diary studies
137- Five users uncover approximately 85% of usability problems (Nielsen)
138- Continuous cadence: recruit weekly, test weekly, synthesize weekly
139- The whole team should observe at least some sessions to build empathy
140- Proto-personas are refined and eventually replaced by evidence-based personas
141 
142**Product applications:**
143 
144| Context | Application | Example |
145|---------|-------------|---------|
146| **Weekly usability testing** | Test prototype with 3-5 users every Thursday | "Testing Thursday" ritual with rotating facilitators |
147| **Post-launch learning** | Monitor analytics + 3 follow-up interviews | Find drop-off points, interview churned users |
148| **Persona validation** | Compare proto-persona assumptions to interview data | "We assumed power users are marketers; data shows ops managers" |
149 
150**Ethical boundary:** Conduct research with informed consent—participants should understand how their data is used and be free to withdraw.
151 
152### 6. Integration with Agile
153 
154**Core concept:** Lean UX works inside Agile via dual-track development: discovery (learning what to build) and delivery (building it) run in parallel.
155 
156**Why it works:** Design work doesn't fit neatly into a delivery sprint; running discovery one sprint ahead means validated designs are ready when the delivery sprint begins, instead of design forever catching up.
157 
158**Key insights:**
159- The discovery track (research + design) feeds the delivery track (engineering + QA), staggered one sprint ahead
160- User stories gain a hypothesis and success metric alongside acceptance criteria
161- "Definition of Done" for UX includes validated learning, not just shipped pixels
162- Backlog items from invalidated hypotheses are removed, not deferred
163 
164**Product applications:**
165 
166| Context | Application | Example |
167|---------|-------------|---------|
168| **Sprint planning** | Include hypothesis validation in sprint goals | "Sprint goal: validate that inline editing cuts task time 20%" |
169| **Backlog refinement** | Attach experiment results to stories | Story moves to delivery only after hypothesis is validated |
170| **Retrospectives** | Review learning velocity alongside delivery velocity | "We validated 4 hypotheses and invalidated 2 this sprint" |
171 
172**Ethical boundary:** Never use Lean UX as an excuse to skip accessibility, security, or compliance—these are non-negotiable quality standards, not assumptions to test.
173 
174See [references/agile-integration.md](references/agile-integration.md) when fitting discovery into a delivery cadence — the staggered dual-track sprint mechanics, how stories carry a hypothesis, and a UX Definition of Done.
175 
176See [references/case-studies.md](references/case-studies.md) when you want a worked end-to-end example to model an engagement on — four composite scenarios (enterprise, startup, agency, internal tools) showing assumptions, experiments, and before/after outcome metrics.
177 
178## Common Mistakes
179 
180| Mistake | Why It Fails | Fix |
181|---------|-------------|------|
182| **Treating MVPs as launches** | Over-building by conflating MVP with first release | Reframe: MVP = learning tool, not product launch |
183| **Skipping assumption declaration** | Hidden assumptions become expensive surprises | Run a 30-minute assumption mapping session at kick-off |
184| **Hypothesis without success criteria** | Can't tell if the experiment passed | Pre-commit to metric, threshold, and sample size |
185| **Designer-only design** | Handoff waste, misalignment, slow iteration | Run Design Studio sessions with the full team |
186| **Research as a phase** | Feedback arrives too late to matter | Embed lightweight research in every sprint |
187| **Ignoring invalidated hypotheses** | Building features that failed testing | Remove invalidated items from the backlog; pivot or drop |
188| **Documenting instead of collaborating** | 40-page specs nobody reads | Replace specs with shared understanding from co-design |
189| **Measuring outputs not outcomes** | Shipping features that don't change behavior | Define success as behavior change, not delivery |
190 
191## Quick Diagnostic
192 
193Audit any UX process or design plan:
194 
195| Question | If No | Action |
196|----------|-------|--------|
197| Are assumptions explicitly declared? | Hidden assumptions drive decisions | Run an assumption mapping workshop |
198| Is there a testable hypothesis? | Building on opinion | Write hypothesis in standard format before designing |
199| Is the experiment the lowest fidelity that answers the question? | Over-investing before learning | Downgrade to paper prototype or smoke test |
200| Does the whole team participate in design? | Handoff waste and misalignment | Schedule a Design Studio session |
201| Is research happening every sprint? | Feedback loop too slow | Establish a weekly testing cadence |
202| Are you tracking outcomes, not just outputs? | Shipping without learning | Define behavior-change metrics per feature |
203| Does UX work feed into Agile smoothly? | Design bottleneck or sprint-zero trap | Implement dual-track agile with staggered sprints |
204| Can you point to a recently invalidated hypothesis? | Not learning; confirmation bias | Review the experiment log and celebrate a pivot |
205 
206## Further Reading
207 
208For the complete methodology, research, and case studies:
209 
210- *"Lean UX: Designing Great Products with Agile Teams"* by Jeff Gothelf & Josh Seiden
211- *"Sense and Respond"* by Jeff Gothelf & Josh Seiden (scaling outcome-focused thinking across organizations)
212 
213## About the Authors
214 
215**Jeff Gothelf** is an organizational designer, coach, and author who spent over 15 years leading UX teams at companies including TheLadders and Neo Innovation; watching teams waste months on unvalidated deliverables led him to create Lean UX. **Josh Seiden** is a designer and product strategist with 25+ years of experience who co-founded the interaction design practice at Cooper and was Managing Director at Neo Innovation. Together they co-authored *Lean UX* and *Sense and Respond*.
216 
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MCP3-5 days | Agents: 6 | Gate Keepers: DevOps Automator +⚙️ Phase 2 Playbook — Foundation & Scaffoldingmsitarzewski/agency-agents · by msitarzewski> Duration: 3-5 days | Agents: 6 | Gate Keepers: DevOps Automator + Evidence Collector★ 154k GitHub starsMCPNEXUS transforms The Agency's independent AI specialists🌐 NEXUS — Network of EXperts, Unified in Strategymsitarzewski/agency-agents · by msitarzewski> NEXUS transforms The Agency's independent AI specialists into a synchronized intelligence network. This is not a prompt collection — it…★ 154k GitHub starsSkillGenerate an Ansoff Matrix analysis mapping growth strategiesphuryn/pm-skills · by phurynGenerate an Ansoff Matrix analysis mapping growth strategies across market penetration, market development, product development, and diversification. Use when considering growth options, planning market expansion, or evaluating strategic growth paths.★ 26.6k GitHub starsSkillSurvey any codebase as a senior advisorImproveshadcn/improve · by shadcnSurvey any codebase as a senior advisor and produce prioritized, self-contained implementation plans for OTHER models/agents to execute. Strictly read-only on source code — never implements, fixes, or refactors anything itself. Use when asked to audit a codebase, find improvement opportunities (bugs, security, performance, test coverage, tech debt, migrations, DX), suggest features or where to take the project next (roadmap, product direction), or generate handoff plans for another agent to implement.★ 9.2k GitHub starsSkillTranslate skills from one industry to anotherCareer changer translatorParamchoudhary/ResumeSkills · by ParamchoudharyTranslate skills from one industry to another, identify transferable skills★ 2.4k GitHub starsSkillA collection of 37 battle-tested marketing skillsOpenClaw Marketing SkillsLeoYeAI/openclaw-marketing-skills · by LeoYeAIA collection of 37 battle-tested marketing skills for OpenClaw agents. Use when you want to install or reference any marketing skill including: CRO (page-cro, signup-flow-cro, onboarding-cro, form-cro, popup-cro, paywall-upgrade-cro), copywriting, copy-editing, cold-email, email-sequence, social-content, seo-audit, ai-seo, programmatic-seo, site-architecture, schema-markup, content-strategy, paid-ads, ad-creative, ab-test-setup, analytics-tracking, referral-program, free-tool-strategy, churn-prevention, revops, sales-enablement, launch-strategy, pricing-strategy, competitor-alternatives, marketing-ideas, marketing-psychology, lead-magnets, product-marketing-context, and data connectors (google-ads-connect, search-console-connect, meta-ads-connect, x-twitter-connect). Start with product-marketing-context to set up your product context document, then use any other skill naturally. Powered by MyClaw.ai.★ 1k GitHub stars

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SkillManage software complexity through deep modulesA Philosophy of Software Design Frameworkwondelai/skills · by wondelaiManage software complexity through deep modules, information hiding, and strategic programming. Use when the user mentions "module design", "API too complex", "shallow class", "complexity budget", "strategic vs tactical", "deep module", "information leakage", "pass-through method", "this code is over-engineered", or "simplify this design". Also trigger when reviewing an interface for simplicity, evaluating whether an abstraction is pulling its weight, deciding whether a comment is worth writing, or choosing between general-purpose and special-purpose approaches. Covers deep vs shallow modules, red flags for complexity, and comments as design documentation. For code quality, see clean-code. For architecture boundaries, see clean-architecture.★ 2.2k GitHub starsSkillMetrics are the language of validated learningActionable metrics guidewondelai/skills · by wondelaiMetrics are the language of validated learning. The wrong metrics create the illusion of progress while the startup drifts toward failure.…★ 2.2k GitHub starsSkillAdvertising media is the vehicle that carries your messagewondelai/skills · by wondelaiAdvertising media is the vehicle that carries your message to your target market. Choosing the right media is not about what is trendy — it…★ 2.2k GitHub starsSkillAn affordance is a relationship between an objectAffordances: Designing for Actionwondelai/skills · by wondelaiAn affordance is a relationship between an object and a person that determines how the object could possibly be used. A chair affords…★ 2.2k GitHub starsSkillLean UX was designed to work inside Agile development teamsAgile integration for lean UXwondelai/skills · by wondelaiLean UX was designed to work inside Agile development teams, not alongside them. The central mechanism is dual-track agile, where a…★ 2.2k GitHub starsSkillThis reference translates the AMP framework from theoryAMP Applied: Practical Applications of Autonomy, Mastery, and Purposewondelai/skills · by wondelaiThis reference translates the AMP framework from theory into practice across six domains: product gamification, team management,…★ 2.2k GitHub stars