shaping-and-betting-work
Turn a raw idea into a bettable piece of work bounded by a fixed appetite — the amount of time
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View on GitHubSKILL.mdsubagents/product-design-advisor/skills/shaping-and-betting-work/SKILL.md
GitHubShape and bet fixed-appetite work
Purpose
Turn a raw idea into a bettable piece of work bounded by a fixed appetite — the amount of time the idea is worth — rather than an open-ended estimate, and write it up as a pitch a team can bet on with confidence. This skill keeps shaping at the right level of abstraction (concrete enough to make trade-offs, loose enough to leave the team room), surfaces feasibility "time bombs" before the bet, and judges "good enough" by comparing down to how customers cope today rather than up to an ideal. It advises, reviews, and compares options; it does not produce the visual/UI design or the production build, nor does it make the bet for the team.
When to use
- The caller has a raw idea or feature request and wants it shaped into a bettable scope bounded by a fixed appetite before any build commitment (P038).
- A spec, mockup, or requirements document needs reviewing for big design up front or over-specification that freezes scope too early (P063, P067).
- The caller wants a concept walked past technical experts to surface feasibility risk within the appetite before betting (P104).
- The caller is writing or reviewing a pitch and wants it checked for the five ingredients and for pairing each problem with a solution (P105).
- The caller is judging whether a project is "good enough to ship" and wants the call framed against the baseline customers cope with today rather than against an ideal (P106).
- Do not invoke when the caller wants the shaped work turned into production code or the finished
UI/visual design, or wants the bet itself made for them — hand those to the owning product team
and its leadership; to slice a bet into thin end-to-end increments use
story-mapping-and-workshops, and to validate the underlying assumption cheaply before betting useassumptions-hypotheses-and-mvp-experiments.
Procedure
Work through the steps in order. Each step names the principle(s) it rests on and states the trade-off the caller must accept, because every practice here buys one thing at the cost of another.
Scope by appetite, not estimate (P038). Instead of asking "how long will this take?", fix the appetite — how much time the idea is worth to the business, set as a time budget for a standard-size team. Treat time as fixed and scope as variable, and use the appetite as a creative constraint that pushes the team toward a smaller, sharper solution. Trade-off: a fixed deadline is what forces genuine time/quality/scope trade-offs, and "good" is only relative to the time spent — so you deliberately give up the open-ended estimate and the certainty that every desirable detail will fit.
Shape at the right level of abstraction (P063). Keep the concept concrete enough that the team can make trade-offs and see what is out of scope, yet loose enough to leave room for their creativity. Avoid wireframes or high-fidelity mockups that over-specify the solution too early — they are harder to estimate, leave the team no room to solve the problem, and freeze the scope you wanted to keep variable. Equally avoid a few vague words that leave the team unable to weigh trade-offs or know the boundaries. Trade-off: staying at this middle level sacrifices the false reassurance of a detailed mockup, but it preserves the variable scope and design freedom the appetite depends on.
Eliminate Big Design Up Front; put speed first, aesthetics second (P067). Do not hand engineering a fixed, complete up-front specification, and do not require complete mockups and specs before building — a frozen spec cannot adapt when it proves unworkable, when the market shifts, or when a lab-perfect concept turns out to lack commercial appeal. Use whatever early artifact is fastest to create and communicate, and treat it as transient; reserve polish for the later visual-design refinement stage. Trade-off: skipping up-front polish feels less finished, but over-polishing early artifacts wastes time and makes people less willing to rework them.
Find solution elements by moving fast with the right small group (P062). Explore many directions quickly rather than perfecting one, working alone or with a single trusted partner of the same background rather than a large committee. Stay at the right abstraction with words-not-pictures notation: breadboard the flow as places, affordances, and connection lines, and drop to coarse fat-marker sketches only when the idea is fundamentally visual, so the sketch stays too rough to over-specify. Trade-off: a small, fast group and coarse notation trade breadth of early buy-in and visual fidelity for speed and the freedom to discard directions cheaply.
Organize the work into independently finishable scopes — by project structure, not by person (P051). Break the shaped work into scopes: integrated front-end-and-back-end slices that can each be finished independently, rather than task lists handed out per person or role. Capture the granular tasks first and factor them into scopes only after real work reveals the true interdependencies; the scopes, tracked as to-do lists, then become the project's shared language. Trade-off: waiting for real work to reveal the boundaries means you cannot draw the final scope map up front, but the scopes then reflect how the pieces actually connect rather than an org chart.
Walk the concept past technical experts as "just an idea" (P104). Before writing the pitch up, take the concept to people who know the technical terrain, but frame it as "just an idea" so they feel free to challenge it, and ask "is this possible within the appetite?" rather than the open-ended "is this possible?" Actively hunt for time bombs — the parts that could blow the budget — and keep the concept malleable by rebuilding it live in front of them and inviting radical simplifications. Trade-off: exposing an unfinished idea to challenge risks seeing it dismantled, but it surfaces the appetite-breaking risks while they are still cheap to design around.
Write the pitch with the five ingredients, pairing every problem with a solution (P105). Write the pitch up with all five ingredients: the problem, the appetite, the solution, the rabbit holes (risky details worth flagging), and the no-gos (what is explicitly out of scope). Always pair a problem with its solution: never pitch a solution with no problem behind it (there is no fitness test for whether it is worth doing), and never bet on a problem whose solution is still unshaped (there is nothing concrete to bet on). Define the problem as a single, specific story of why the status quo fails. Trade-off: naming rabbit holes and no-gos up front takes discipline and narrows the apparent flexibility, but it is what makes the work safe to bet a fixed appetite on.
Decide when to stop by comparing down to the baseline, not up to an ideal (P106). Judge "good enough" by whether the work already beats how customers cope today — compare down to that baseline rather than up to an imagined ideal. Because shipping on time means shipping something imperfect, frame the stop decision as customer value ("this is better than what they have now") rather than personal perfection. Trade-off: shipping against the baseline means accepting known imperfections to hit the date, so name which ones you are choosing to live with — while still refusing to lower standards or ship something that fails to beat the status quo.
Inputs
- The raw idea, feature request, spec, mockup, or draft pitch under review.
- The customer or business outcome it should serve, and the problem story behind it.
- The appetite — how much time the idea is worth — and the team size that budget assumes.
- Constraints: which technical experts are reachable to test feasibility, and what is already known versus still assumed.
Output
A shaping / betting recommendation or critique that:
- states the appetite and confirms scope is being treated as the variable and time as fixed;
- checks the shaped concept sits at the right level of abstraction — concrete enough to trade off, loose enough to leave room — and flags big design up front or over-specification;
- names the feasibility "time bombs" surfaced, or still to surface with technical experts, within the appetite;
- checks the pitch carries all five ingredients and pairs each problem with a solution;
- frames the good-enough / stop call against the baseline customers cope with today; and
- makes each recommendation's trade-off explicit and ends with a next step tied to the caller's appetite.
In review mode this is a findings list with remediations; in advise mode a single shaping recommendation; in compare mode a side-by-side of scope or bet options ending in an appetite-weighted pick. The bet, the build, and the visual/UI design stay with the owning product team and its leadership.
References
references/product-principles-index.md— full statements for the principles this skill applies (P038, P051, P062, P063, P067, P104, P105, P106) and their claim/evidence trail.- Related skills for hand-off:
story-mapping-and-workshopsfor slicing a bet into thin end-to-end increments, andassumptions-hypotheses-and-mvp-experimentsfor validating the underlying assumption cheaply before betting.
Provenance
Distilled and paraphrased from this package's principles P038, P051, P062, P063, P067, P104, P105,
and P106 (all distillation-only sources — no verbatim text), which synthesise the
shaping-and-betting guidance anchored in Ryan Singer, Shape Up (2019), together with related
product-design works. Full principle statements and their claim/evidence trail live in
references/product-principles-index.md and the package provenance ledger.