Discovery

A repeatable process for signal

mrq.com

 

Role: Head of Design

Team: Head of Product, Product Designers and CPO

Timeframe: June 2025

Stage: Live Framework

 TL;DR

MrQ needed a consistent, accountable way to move from idea to validated solution; fast, informed, and without wasting cycles.

I built and formalised a Discovery Process: a structured, four-stage framework (Discover → Define → Develop → Deliver) that ensures every problem is understood before it’s solved, and every decision is tied to evidence, not instinct.

It’s not a design process — it’s a company rhythm. Each stage defines who’s accountable, what’s required, and when to stop, iterate, or ship.

Background

As MrQ scaled into multi-squad operations, discovery became noisy. Ideas were surfacing without clear ownership, research was inconsistent, and teams defaulted to “just ship it” over understanding the problem.

The result? Rework, misalignment, and diluted impact.

The goal was to design a repeatable framework — one that created clarity, set pace, and built accountability into every stage.

We needed a process that:

  • Scales across squads

  • Embeds research and validation

  • Clarifies roles and exit criteria

  • Keeps cadence without bureaucracy

Understanding the problem

Discovery wasn’t broken; it was inconsistent. Teams varied in depth, speed, and rigour. Some ran full sprints, others jumped straight to UI.

We mapped the pain points:

  • No shared definition of “done” at each stage

  • Research done ad hoc, often too late

  • PMs and Designers unclear on ownership

  • Stakeholders lacked visibility until too late

The opportunity: codify how good discovery looks — one path, shared by all.

1. Idea → Discover

Purpose: Understand the problem and the player.
Accountable: Product Designer
Collaborators: PM, Player Insights, Tribe Reps

Key actions:

  • Speak to real players (calls, data, empathy maps)

  • Analyse patterns, frame the problem

  • Capture hypotheses: How might we…?

  • Share player insights in Tribe Review

Exit Criteria:
Problem Statement signed off by Tribe Reps

The Process

A simple double-diamond, re-engineered for pace and accountability.
Each phase has one accountable owner, a clear output, and cadenced rituals.

2. Discover → Define

Purpose: Align on the problem and define success.
Accountable: Product Manager

Key actions:

  • Build a solid hypothesis (define why solving this matters)

  • Define baseline + success metrics

  • Check technical feasibility (with Engineering)

  • Co-create measurement methods (surveys, analytics)

  • Run Design Studio sessions every 4 weeks

  • Sync with Leads to remove blockers

Exit Criteria:
Design Brief approved by Tribe Reps

3. Define → Develop

Purpose: Explore, prototype, test, iterate.
Accountable: Product Designer

Key actions:

  • Rapid prototyping + usability tests

  • Iterate fast; log learnings

  • Gather feedback weekly

  • Showcase prototypes to PMs and Tribe Reps

  • Capture insights in Iteration Log

Exit Criteria:
✅ Validated Design Solution, ready for delivery

4. Develop → Deliver

Purpose: Finalise design, prepare for hand-off.
Accountable: Product Designer

Key actions:

  • Final UI: edge cases, error flows, performance constraints

  • QA checklist (visual + functional)

  • Engineer review pre-build

  • Final design sign-off with stakeholders

Exit Criteria:
Final Prototype — interactive, annotated, validated

Design Principles

Accountability over activity

Every phase has one owner.

Cadence creates clarity

Fixed rituals reduce chaos.

Evidence before execution

Validation gates, not vibes.

Signal over noise

Only pursue ideas with real insight.

Results

  • Alignment: Clear ownership and expectations per phase.

  • Efficiency: Less rework; faster iteration cycles.

  • Visibility: Stakeholders looped in early and often.

  • Consistency: Every squad now follows the same path from idea to prototype.

The process scaled across multiple squads without slowing delivery — it became part of how MrQ thinks, not just how it designs.

Lessons

  • A good process is a signal amplifier, not a speed bump.

  • Discovery isn’t linear; the framework gives shape, not shackles.

  • Accountability is clarity; shared ownership is fog.

  • Cadence beats ceremony — short, regular syncs > one-off workshops.

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