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Methodology

How I work

Five steps from diagnosis to shipping.

With hypothesis-driven design and SUM benchmarking as named methods, plus what twenty years has taught me about workshops that end in commitments.

Step 1 of 5

Diagnose the business and the product system

Before the pixels, the question is what behaviour matters.

A note on paper, before the methods

Every project I’ve shipped started on paper.

There’s something magical about scratching a pen on a page and drawing letters that helps me unblur what’s about to be created and connect with the matter more profoundly than I can on a screen. Twenty years in and the first hour of any project is still pen on paper: the questions I want answered, the people I think I’m designing for, the shape of the thing I’m about to build. The screen comes second.

I mention it because the rest of this page is about methods and tools, and methods without that earlier private thinking step are just frameworks dressed up as work.

01 · Step

Diagnose the business and the product system

Before the pixels, the question is what behaviour matters. I spend the first month of every engagement listening (to the CEO, to engineering, to support tickets, to users when I can get them) and writing down what I hear in plain language. By week four I usually have a one-page diagnosis.

The output isn’t a recommendation deck. It’s a shared map. A team that agrees on the diagnosis can disagree productively about the solution.

This is also where I work out what not to do. That part comes from two places: deep solitary thinking of my own, often on paper, and pressure-testing with the team. Subtracting scope is harder than adding it; most teams I’ve joined had a roadmap full of things nobody could honestly say belonged.

In practiceGVC cashier rebuild

02 · Step

Shape the smallest thing that teaches us something

Big bets are cheaper when the first iteration earns the right to the next one. I treat each early build as a deliberate test of an assumption, not a delivery.

The four-line shape matters because it forces a commitment. “We believe X” is harder to wriggle out of than “we should think about X.” When the bet fails, the four lines are also the cleanest post-mortem you can run: which line was wrong?

In practiceHypothesis-driven design

03 · Step

Design the system, not just the screen

Loops, incentives, pricing, community, data: the screen is the visible end of the system. If the system is broken, no amount of pixel craft will fix the product. If the system is right, even a rough screen can carry the experience.

This is also where I push back hardest when a stakeholder asks for a “redesign.” Often the screen is fine. The system around it isn’t.

In practiceSellerCrowd

04 · Step

Prototype fast with AI

Claude Code, prompt specs, eval loops. Shipping has become a new way of thinking. The cost of finding out whether an idea is good has collapsed.

Prototyping is no longer a separate phase reserved for the things engineering can afford to spike. “What if it looked like this?” is now answered in twenty minutes, not three sprints.

What it doesn’t change: the judgment about which prototype to build. That’s still the senior IC’s job. Models are fast and literal; they need someone in the room who knows what the team is actually trying to learn.

In practiceBuilding in 2026

05 · Step

Ship, measure, adjust

The work isn’t finished when it’s pretty. It’s finished when the numbers move.

SUM is one tool inside a broader habit: ship the thing, watch the metric, and be willing to revert. The version I’m proudest of is rarely the version I drew first.

In practiceSUM, the single usability metric

A note on workshops

The point of the workshop, every time, is to end with commitments.

Not with vague alignment, not with a nice deck, not with a “we should follow up on this.” I almost never run a Sprint by the book: the right workshop is the one I custom-craft for the team in the room, using Gamestorming’s recipes as building blocks.

The single most useful facilitation move I know is voice-leveling: giving everyone equal time to speak, and controlling the loud voices so the quieter ones share their thinking first.

The first Tarifa workshop. Sketches on paper, prototypes on screen, the same evidence in front of every person at the table.
The first Tarifa workshop. Sketches on paper, prototypes on screen, the same evidence in front of every person at the table.
The Learn Path workshop. Evidence on the wall, team in the same room, ideas getting cheaper to test.
The Learn Path workshop. Evidence on the wall, team in the same room, ideas getting cheaper to test.
Workshops with Clay and the leadership team in Barcelona, 2021. Diagnose first, ship second.
Workshops with Clay and the leadership team in Barcelona, 2021. Diagnose first, ship second.

All three produced commitments the team kept.