Surfaces the risky assumptions behind a new product idea or strategic bet: sorts them into value, usability, feasibility, and viability buckets, ranks them by impact and evidence, and turns the riskiest ones into cheap experiment cards. Use when someone has a product idea, pitch, or plan and needs to find what could kill it, decide what to test first, or design a cheap test before committing budget or build time.
./install.sh assumption-mappingname: "assumption_mapping" description: "Surfaces the risky assumptions behind a new product idea or strategic bet: sorts them into value, usability, feasibility, and viability buckets, ranks them by impact and evidence, and turns the riskiest ones into cheap experiment cards. Use when someone has a product idea, pitch, or plan and needs to find what could kill it, decide what to test first, or design a cheap test before committing budget or build time."
Before a team commits money or build time to a new idea, find every belief the plan depends on and test the dangerous ones first. This skill runs one unified flow: pull the assumptions out of the pitch, sort them into risk buckets, rank them by how much they hurt and how little evidence exists, and write an experiment card for each of the riskiest. The output tells the team exactly what to test, how, and what result would kill the idea. No build work starts until the risky beliefs are checked.
The risk buckets come from Marty Cagan's four big risks (SVPG, introduced in Inspired); the mapping, scoring, and test-card discipline follows David Bland and Alexander Osterwalder's Testing Business Ideas (2019). See references/worked-example.md for a complete run-through on a sample idea.
Ask the requester to state the idea plainly: who it is for, what it does, what it costs, and what has to happen for it to work. Then write down every assumption as a falsifiable belief, one per item, in the form "We believe that [specific claim]." Prompt across all four buckets so nothing hides:
Rules: one belief per item. If an item contains "and", split it into two. Ban vague beliefs ("people want this") and opinions ("this is a good idea"). Aim for 10 to 20 assumptions; stop when new items start repeating old ones.
Put every assumption into the one bucket where being wrong would hurt most. When one fits two, pick the side whose failure is more expensive, not the one that is more comfortable to think about. Note the owner for each bucket: value and viability sit with whoever owns the plan; usability sits with whoever designs the experience; feasibility sits with whoever builds it.
Score each assumption 1 to 3 on two axes:
Test order follows impact first, evidence second. The queue is: high impact + weak evidence (test these first), then high impact + moderate evidence (monitor closely), then everything else. Assumptions with low impact and strong evidence drop off the list entirely. Plot them on the 2x2 of evidence against impact if the team is in a room; the exact position does not matter, only the quadrant.
For each queued assumption, design the cheapest experiment that can still move the belief. Use the test-card template in assets/test-card.md. Each card has:
Assign every card an owner and a deadline. A card without an owner, a deadline, and a written decision is not scheduled.
Deliver:
Keep the SKILL-level answer readable in one screen; the full register and cards can run longer.
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