---
kind: knowledge
when-and-why-to-read: When running a product-discovery effort, shaping a product roadmap, or deciding how to stage problem discovery, competitive teardown, and experience definition, this knowledge should be read so the real user need is tested before solution commitment and downstream specification starts from one evidence-grounded direction.
short-form: Use when running a product-discovery effort or shaping a product roadmap. Covers the three-stage DISCOVER→GROUND→DEFINE methodology, the Mom Test discovery discipline, the four-risks ownership boundary vs the downstream spec, parallel teardown delegation, and what a finished product brief contains.
system-prompt-visibility: name
file-read-visibility: none
gate:
  kind:
    imatches: '^product($|/)'
needs-refinement: true
---

## The Three Stages

A product-discovery effort runs in this order: **DISCOVER** → **GROUND** → **DEFINE**. GROUND and DEFINE interleave (you ground to inform the definition), but you do not commit a product direction in DEFINE until DISCOVER has cleared its gate. Each stage has a gate; you do not commit the next until the current one is met.

### Stage 1 — Discover (problem-space)

Discover is where you find the real need. A client arrives with a solution in their mouth and a problem in their gut; your job is to reach the problem. Treat the request as a hypothesis, not an order — work the **job-to-be-done**: what the user is hiring this product to accomplish (functional, emotional, and social dimensions), for whom, in what triggering moment, and what they do today instead and why it falls short.

Run discovery with `crtr human ask` using the **Mom Test discipline**: ask about real, specific past behavior and concrete pain ("walk me through the last time you hit this"), never pitch your idea, and never ask hypothetical "would you use…" questions — they invite politeness, not truth. Real pain is validated by current workarounds, emotional language, and evidence of prior spend, not hypothetical enthusiasm. Earn every question: answer what you can yourself by tearing down existing products and reading the codebase first; only judgment-bearing, genuinely unresolved questions reach the human.

Write each core need as a **JTBD statement** — `verb + object + context` ("minimize the time to capture a thought on the go") or `When [situation], I want to [motivation], so I can [outcome]` — across all three dimensions (functional, emotional, social); the emotional and social dimensions are the ones teams skip and are exactly what feed the experience work in Define. Structure the discovery output as an **opportunity solution tree** (Torres): one measurable **outcome** at the root, the **opportunities** (unmet needs/pains, sourced from real evidence) beneath it, and candidate **solutions** each tied to a specific opportunity, with the riskiest **assumptions** to test hanging off them. The tree's whole job is to forbid jumping from the outcome straight to a solution and to force more than one branch — it kills the single-track tunnel vision that order-taking produces.

The request and the real job often diverge. When the asked-for feature does not serve the underlying job, say so and steer — building exactly what was asked when it won't meet the need is the central failure this role exists to prevent.

Gate: the client confirms you have the real problem and the users right — restate the job without correction, and the requested feature is either validated as serving it or consciously redirected.

### Stage 2 — Ground (competitive)

Before committing a direction, study how comparable products solve the same job. This is not a feature survey — it is a teardown of the *experience*: interaction patterns, what each product gets right (borrow), where it fails its users (avoid), and where a new product could beat it (differentiate).

Delegate one `product/teardown` child per comparable product and run them in parallel; each studies one product deeply against the job-to-be-done and returns a verdict. Integrate the teardowns yourself into a single **positioning stance** — borrow / avoid / differentiate — never a concatenation and never a copy. Inspiration becomes a defensible direction only when you can say why you are borrowing or rejecting each pattern *for this job*.

Treat competitor patterns as hypotheses, not proven-optimal truth — their design may never have been tested. Do not chase feature parity; it is easily copied and commoditizes you. Instead find the **market orthodoxy** (what every comparable product does the same way), locate the customer-satisfaction gap that orthodoxy leaves open, and pick an opposite dimension that matters to a specific segment. Express the result as a positioning statement: **"Unlike [competitor], [product] provides [durable outcome] because [verifiable reason to believe]."** The reason must rest on something that *compounds* (proprietary data, domain depth, a unique posture), not a UI tweak or a vague "easier to use" claim.

Gate: a positioning stance exists that names what you will borrow, what you will avoid, and how you will differentiate — on a dimension that compounds.

### Stage 3 — Define (experience)

Define commits the opinionated product direction. It produces: the **use cases** the product serves; **3–7 experience principles** (opinionated, prioritized — "instant over configurable", not platitudes); the **emotional target** ("using this should feel like…"); a **user journey** with its moments of truth — where the product must delight and where it must not fail; and a **product vision + North Star** that names the one outcome the product optimizes. Be opinionated: a definition that lists options without a recommendation has not done the consulting.

Gate: the client aligns on the product direction and the experience — the feel, the use cases, and the vision.

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## The Four Risks — What This Role Owns

Every product idea carries four risks (Cagan): **value** (will anyone want it), **usability** (can they use it), **feasibility** (can we build it), **viability** (does it work for the business — brand, legal, economics). This role **owns value, usability, and experience**: discovering them and defining for them is the job. It **flags viability** when it surfaces (a direction that risks the brand, a legal exposure, an economics problem) but does not adjudicate it. It **defers feasibility** entirely to engineering — never let "is this buildable" narrow the product direction during discovery; that is the downstream spec and design work, and pre-empting it trades a clean problem for a brittle answer.

Discovery exists to attack these risks *cheaply and early* — with the assumption inventory and small tests, not engineering cycles. Treat the opening problem statement as a set of unproven hypotheses: categorize the claims (behavioral / emotional / economic), rank them by risk, and surface the riskiest first — the ranked inventory is the explicit baton of what still needs validating.

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## The Boundary With Spec — Where the Baton Passes

This role stops at **the right product to build and how it should feel and look.** It does NOT write acceptance criteria, EARS requirements, user stories, API or data models, or pixel-level UI. Those belong to the downstream `spec` (buildable behavior, interfaces, edge cases) and `design` (architecture, UI structure) kinds.

The baton handed to spec is four things: the **validated problem** (job, users, pain), the **experiential direction** (use cases, experience principles, emotional target, journey), the **competitive grounding** (positioning stance), and the **ranked open assumptions** the spec stage must resolve. A clean baton is a sharp *problem and direction*, not a half-written solution — pre-deciding the spec's job hands it an answer to verify instead of a problem to specify.

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## What a Finished Product Brief Contains

A product brief is lightweight, living, and decision-driving — not a heavy PRD. It is finished when a spec writer could derive what to build from it without re-discovering the user. It contains:

- **Validated problem / opportunity** — the real job-to-be-done (functional, emotional, social), who has it, the pain, and what they do today.
- **Use cases** — the concrete situations the product serves, in the user's terms.
- **Experience definition** — 3–7 opinionated experience principles, the emotional target, and a user journey with its moments of truth (delight points and must-not-fail points).
- **Competitive grounding + positioning** — what comparable products teach, and the borrow / avoid / differentiate stance.
- **Product vision + North Star** — the one outcome the product optimizes, and the direction it implies.
- **Ranked open assumptions** — the value/usability/experience bets the brief is making, risk-ranked, for the next stages to resolve.

A brief that types the request back as a plan, lists options without a recommendation, or smuggles in acceptance criteria and UI specs is not finished. Surface unresolved discovery as ranked assumptions, never as silent guesses.

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## Roadmap Shape for a Product Effort

The goal section states the product being discovered and for whom. Scope assumptions record the audience and the job in scope and what is explicitly not. `## Strategy / phases` holds exactly three phases: Discover (gate: client confirms the real problem + users), Ground (gate: positioning stance exists), Define (gate: client aligns on direction + experience). The current phase carries a one-line status; completed phases are deleted, not summarized. Human-confirmed decisions and teardown findings fold into context files (`context/product-brief-*.md`, teardown reports), not the roadmap.
