Discovery and scoping

How I turn a request into a plan a team can build.

Requests usually arrive as a feature, a screen, or a competitor to copy, not as a problem. This is how I work back to what the customer is trying to get done, look at the options, and then agree a plan the team can build without guessing.

Discover Define Develop Deliver Problem Solution
Diverge: explore options Converge: pick one
01 · What the customer needs

Start with what the customer is trying to get done

A feature request is one guess at how to help a customer with something they are trying to do. If you build the guess without checking the need behind it, you can ship exactly what was asked for and still miss.

So I first separate the request from the outcome. What is the customer trying to get done, and what would count as progress for them? That is Jobs to be Done: people use a product to get a job done. The classic example is that people don't want a quarter inch drill, they want a quarter inch hole. Often they really want a picture on the wall, and the hole is also just a guess.

02 · The switch interview

Interviewing people about the last time they switched

What people say they want is less useful than what they actually did the last time they switched to something new. A switch interview walks through that moment step by step, from the first sign of trouble to the decision.

I listen for what pushed them away from the old way and what pulled them to the new one. I listen just as closely for the worries and habits that nearly stopped them. Opinions about features are easy to give. The story of a real switch shows what the job is.

  • First thought. When did the old way first stop working for them? This is often weeks before they did anything.
  • Trigger. What happened that made them start looking?
  • Comparing. What options did they compare, and what almost stopped them?
  • Deciding. What made them decide, and what felt better once they had switched?
03 · The four forces

The four forces that decide whether someone switches

Jobs to be Done names four forces at work when someone considers a change. Two move them toward it: the push of a bad situation today and the pull of something better. Two hold them back: worry about the new thing and the habit of the old one.

Teams usually spend their effort making the new thing more attractive. Reducing the worry and making the habit easier to break often matter as much. Mapping all four shows me where the design work is.

Push of the situation
drives progress

What is bad enough about today that the person looks for something else.

Pull of the new way
drives progress

What the new way promises that makes the effort worth it.

Anxiety of the new
resists progress

Worry about the unknown, about looking foolish, or that the switch won't be worth it.

Habit of the present
resists progress

The comfort of the current way, and what they have already put into it.

04 · The Double Diamond

The Double Diamond: when to explore and when to decide

Jobs to be Done tells me what to look for. The Double Diamond tells me when to explore widely and when to narrow down. The hard part is not jumping to a solution before the problem is understood.

It runs twice. The first diamond is about the problem: explore it in Discover, then boil it down to one statement in Define. The second is about the solution: try many options in Develop, then pick one and ship it in Deliver. Each phase has an output, and I don't move on without it.

Diverge
Discover

User and market research. Switch interviews, competitor reviews, and what people already use for the same job. No solutions yet.

Output: a research summary and a map of the job
Converge
Define

Turn the research into one clear problem statement. This is the narrow middle of the first diamond, and where the most gets decided.

Output: a single problem statement and a hypothesis
Diverge
Develop

Come up with several solutions without settling on the first one. Sketch, prototype, and test them against the problem statement, not personal taste.

Output: tested concepts with evidence
Converge
Deliver

Pick one direction and make it ready to ship. Detail it, build it, and hand it off with the success measures already agreed.

Output: a scoped plan that can be built and measured
05 · Define the problem

Writing the problem statement

Define is where most projects succeed or fail. If the problem statement is too broad, scope keeps growing. If it is too narrow, it already assumes a solution.

I write it as one sentence: who has the problem, the job they are trying to do, and the gap between where they are and where they want to be. Every later decision is checked against it. If a feature doesn't help with that problem, I can cut it.

06 · The scope document

What goes into the scope document

Research only helps if the team can see it. The scope document writes down the problem, the bet, and how we'll know it worked, in words the whole team has agreed to.

It doesn't freeze the plan. It makes changes visible, so a change means a conversation instead of a surprise. These are the sections I always include.

Customer problem
The job the person is trying to do and where they get stuck. If this isn't clear, the project needs more discovery before it starts.
Business problem
Why the business is asking now, ideally linked to the customer problem. Writing it down honestly avoids a solution that only serves one side.
Hypothesis
A bet we can test: we believe this change will produce this outcome because of what discovery showed. It has to be something that can be proven wrong.
Success measures
How we'll know it worked, both qualitative and quantitative. The numbers need engineering and product to agree on tracking early, so I raise them now, not at launch.
Out of scope
What we are choosing not to do this time. It protects the project most, and it is the section teams skip most often.

A note on unshipped work: if a project hasn't launched, success is a measurement plan, not a table of results. I say how the bet would be measured instead of making up numbers.

07 · Prioritize and cut

Ranking requirements and deciding what ships first

A list of requirements is only useful once it is in order. I rank features against the problem statement and group them by priority, so the team builds first whatever tests the bet fastest.

What matters most is the line through the list: what goes in the first release and what waits. Keeping that line is part of my job, because scope tends to grow while the schedule gets tighter.

P0
Needed to test the bet. Cut anything here and the release can't tell us if the hypothesis is right.
P1
Makes the release better, but the bet can still be tested without it. First to move if the schedule gets tight.
Later
Worth doing, but not now. Listed in the out of scope section so it is a clear decision, not something forgotten.
08 · Where I use it

Where this process shows up on this site

The case studies on this site follow this process. KeySign is the clearest example. The request was a real estate app. The job behind it turned out to be the twenty minutes after a buyer says yes at the curb.

Naming that job narrowed everything. Working offline stopped being a feature request and became the bet, because phone signal often drops in a driveway. The process is also what lets me show my thinking, not just the result.

In short: treat a requested solution as a guess. Find the job behind it, explore the options, then narrow to one problem and one bet the team can build. Following the same process each time makes that repeatable.

More playbooks

The AI Operating System is how I keep AI output correct. The Figma Operating System is how I keep a Figma file easy to follow as the team grows. The Interface Content System covers the words on the screen.

AI Operating System cover
AI Operating System, how I work with AI
AI rarely fails loudly. It drifts toward work that looks finished but is slightly wrong. This is how I set the goal up front, make drift easy to spot, and make the final call myself.
Figma Operating System cover
Figma Operating System, how I run Figma with AI
AI can now generate designs inside Figma, so the system underneath matters more. These are the naming, status icons, tokens, versions and handoff I keep in my own hands, so the output looks like the product and not a template.
Interface Content System cover
Interface Content System, how I write interface copy
Seven rules for the words in an interface, covering point of view, plain language, errors and accessibility. Each rule shows a weaker version next to a better one.