Understand the problem
from three perspectives
A great mission starts with an honest briefing. Three roles — UX, Business, and Engineering — each see the problem differently. All three views must be in the room before you can leave the ground.
Set the mission context
Start here — what are you building and who is it for? Everyone fills this in together.
- In one sentence — what problem are you trying to solve? Go around the room. Notice where your sentences differ.
- Who specifically has this problem? Name a real person, not a demographic.
- Does everyone on the team describe the same product? If not — that's important information. Note where you disagree.
- UX Designer: You own the first column. Explain what the user is trying to do, what stops them, and why existing solutions fail. The rest of the team asks: "How do you know that?"
- Business Student: You own the second column. Explain the market gap, the business risk, and how this could make money. The rest of the team asks: "Who is already trying to solve this?"
- Engineer: You own the third column. Explain what is technically hard, what the team doesn't yet know how to build, and what an MVP could realistically do. The rest of the team asks: "What would you cut first?"
- After each column is filled: spend 2 minutes checking if the three perspectives align. Do they describe the same problem? If not, discuss the gap — it's probably your most important assumption.
- Read each other's columns. Do the three problems describe the same core issue, or three different problems?
- Where does the UX perspective and the Business perspective disagree? That gap is your first assumption to test.
- Does engineering's "what an MVP can do" match what UX needs to test the core user pain? If not — which is more important right now?
Translate problems into requirements
— what the product must do
Each problem perspective becomes a requirement: a specific statement about what must be true for the product to work. Requirements define what must be achieved — not how to achieve it.
- UX Designer: Look at the user pain from Stage 1. Turn it into a requirement: what must the product enable the user to do? Use the format "the product must allow [user] to [action] without [barrier]."
- Business Student: Look at the market gap from Stage 1. What does the product need to generate — in terms of revenue, growth, or engagement — to be sustainable? What is the single biggest business constraint?
- Engineer: Look at the technical challenge from Stage 1. What must the system be capable of? What's the non-negotiable technical constraint — the thing that, if you can't do it, the product doesn't exist?
- After filling in: Check for conflicts. Do the UX requirements and engineering constraints create tension? That tension is probably your riskiest assumption — bring it to Stage 4.
- Read across the three tracks horizontally. Does the UX requirement match what engineering says is buildable?
- Does the business model require a scale of users that engineering thinks is too expensive to reach?
- Is there a requirement that all three tracks agree on? That's your safest starting point. Is there one that creates conflict? That's your riskiest assumption — write it down for Stage 4.
Converge on the Big Idea —
your mission objective
All three tracks must converge into one clear product direction. The Big Idea is where UX, Business, and Engineering stop being separate — and start building the same thing.
DVF pre-flight check — does the idea hold up on all three lenses?
Before writing the Big Idea, each role confirms their lens. If you can't answer all three, the idea is not ready.
- UX Designer fills in Desirable: Why will real users want this? Describe a specific person and what they would feel when they first use it. The test: would you personally recommend this to a friend who has the problem?
- Business Student fills in Viable: Describe the economic logic — how does solving this problem create sustainable value? Don't say "people will pay." Say "users will pay £X for Y because the alternative costs them £Z or Z hours."
- Engineer fills in Feasible: Can your team actually build this, with the tools and skills you have, in a semester? Name the one thing that's most technically uncertain. If you're not sure — that's your first tech spike.
Write the Big Idea — together
One unified product direction. Not three separate visions.
- Start with the name. Each person suggests one. Vote. Pick the one that feels most like what you're actually building.
- For the full description: UX writes the first sentence (what it is, who it's for). Business writes the second (how it makes money or grows). Engineering writes the third (what the first version can actually do). Stitch them together.
- Read the final Big Idea out loud. Does it sound like the same product all three of you are building? If not — find the sentence where you diverge and fix it.
From idea to first test flight —
the design hypothesis
Your Big Idea rests on assumptions you haven't proved. Find the one that, if wrong, would end the mission. Then design the simplest possible test to find out.
Design Hypothesis — the testable cause-and-effect claim
A hypothesis is a bet you're willing to be proved wrong on. If you can't be wrong about it, it's not a hypothesis.
- UX Designer fills in "the user" and "the benefit": Who specifically will use this feature? What will they be able to do as a result — stated as something observable and measurable?
- Business Student fills in "the business outcome": What metric improves if the user gets the benefit? State it as a number: "30% of users upgrade to premium" not "more revenue."
- Engineer fills in "the feature": The specific thing the product does that enables the benefit. Be precise — not "a matching algorithm" but "a proximity-based interest tag filter with a 1km radius."
- After completing the hypothesis: Read it out loud. Ask everyone: "On a scale of 1–5, how confident are you this is true?" Record each person's score before anyone discusses. The range of scores is more important than the average.
- Who gave the lowest score? Ask them to explain — without interruption — what they're uncertain about.
- Who gave the highest score? Ask them: "What would need to happen for your score to drop to a 2?"
- The gap between the highest and lowest score is the assumption you understand least as a team. That's your first thing to test.
Riskiest Assumption — what if we're wrong about this?
List what your hypothesis assumes. Rank them by uncertainty × importance. Find the one that, if false, ends the idea.
- Read your hypothesis out loud. After every clause, ask: "But do we actually know that?" Write down every "we're not sure."
- Each person adds at least one assumption. UX adds user behaviour assumptions. Business adds market and economic assumptions. Engineering adds technical assumptions.
- Rate each assumption on uncertainty (how sure are you it's true) and importance (if wrong, does the idea survive?). The top-right quadrant — high uncertainty + high importance — is where you start.
- The riskiest assumption: ask "if this is false, what exactly happens to our product?" The answer must be specific. "We would have no way to acquire users" is specific. "The product wouldn't work" is not.
Experiment Brief — design the simplest possible test
Three questions, not a test card. The experiment brief asks: what are you trying to find out, how will you find out, and what would change your mind?
- Question 1 — What are you actually trying to find out? One specific question, not "does our product work." Something answerable in 48 hours by talking to 5 real people. UX frames this question — it should connect directly to the riskiest assumption.
- Question 2 — What is the simplest human interaction that gives you evidence? Not a prototype. Not a survey. A conversation, a text message, a sketch shown to one person. Engineer: push back if anyone says "let's build an app." Business: push back if it costs money. UX: push back if it takes more than a day.
- Question 3 — What would change your mind? This is the part teams skip. You must name BOTH what a positive result looks like AND what a negative result looks like — in specific, observable terms. "Seemed interested" is not a result. "4 of 5 people said yes and asked when they could use it" is a result.
First Experiment — full brief
Structure your first test flight. Set your pass/fail threshold before you run it — not after.
Mission Overview
Your idea has cleared the launchpad. Review, print, or email your summary.