grow-app
Guided journey from an app people sign up for and then quietly abandon to a sealed retention engine with a habit loop, an activated first run, and one metric the whole team trusts. Orchestrates eight skills phase by phase - hooked-ux, improve-retention, continuous-discovery, lean
Install
npx skills add https://github.com/wondelai/skills/tree/main/grow-app
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install wondelai-skills@llmmart
git clone https://github.com/wondelai/skills.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole wondelai/skills collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
Grow an App
Your app has users who sign up and then quietly disappear — cohorts decay, daily actives are flat, the activation funnel leaks where it always has, and nothing looks obviously broken. This journey seals the bucket: it turns first-time users into activated, then habitual, then would-miss-it users across eight interactive phases. The agent asks before every decision and records the outcome in docs/, so the work resumes across sessions instead of restarting. Growth here is an engineering and design problem, not a bigger ad budget.
Core Principle
Fix the leaky bucket before pouring in acquisition: habit, activation, and retention come before any growth spend. This skill sequences the eight phases, asks every decision question, and records each choice in docs/. The constituent skills carry the method — invoke them rather than improvising their frameworks.
Journey Map
| Phase | Skill | Question it answers | Artifact |
|---|---|---|---|
| 1 | hooked-ux | Why do users come back without us paying? | Extends docs/PRODUCT.md |
| 2 | improve-retention | Why don't new users reach the loop? | Extends docs/PRODUCT.md |
| 3 | continuous-discovery | What do our own users actually need? | Extends docs/PRODUCT.md + docs/CUSTOMER.md |
| 4 | lean-ux | Which bet is worth building? | Extends docs/EXPERIMENTS.md |
| 5 | inspired-product | Is the team building the right things? | Extends docs/PRODUCT.md |
| 6 | lean-analytics | Which single number tells the truth? | Creates docs/METRICS.md — sets the Rule 8 bar |
| 7 | microinteractions | Does it feel alive in the hand? | Extends docs/DESIGN.md |
| 8 | drive-motivation | Will engagement last, or curdle? | Extends docs/PRODUCT.md |
Phases 1-2 seal the loop and the funnel; 3-5 steer with evidence; 6 is the instrument panel; 7-8 are the finish and the ethical backstop. Take the lean-analytics baseline (Phase 6) early — before the Phase 1-2 fixes land — so every change is read against a pre-change number, then keep updating it. Habit formation is slow: read Phase 1's success against the "5% rule" (a habit has formed when 5%+ of users return unprompted), not a single cohort.
Operating Rules
- Resume first. Before anything else, read
docs/GROW-APP-PLAN.mdand every artifact in the Journey Map. If the tracker exists, summarize the journey state in 3-5 lines and ask which phase to enter. Done when the user has confirmed an entry point. A journey with a tracker is resumed, never restarted. - Intake on first run only. No tracker: run the Intake below, then create
docs/GROW-APP-PLAN.mdwith every phase statusedpending | in-progress | awaiting-evidence | done | deferred: reason | skipped: reason. Done when the tracker exists and the user has confirmed the phase plan. - Phase entry. Announce: what the phase does, the decision it forces, the artifact it produces, rough effort. Offer proceed / skip / defer — phases marked GATE may be deferred, never skipped. Mark the phase
in-progresson proceed. Done when the user chose. - Skill invocation and fallback. Load the phase's skill and use it: each phase's Invoke line names the skill by slug — use that skill to run the phase. If it is not available, offer:
npx skills add wondelai/skills/<slug> --global. If the user declines, run the phase from its Brief — the minimum viable method. State which mode you are in. - In-phase decisions. Ask every question under "Decide with the user" — with concrete options and your recommendation. Record the choice in the tracker's Key Decisions. A decision made silently is a defect.
- Phase exit. Present the draft artifact content for sign-off before writing. On approval: write or extend the docs/ files, update the tracker (status, Key Decisions, Next Actions). Done when the files are written and the phase row shows
done. - Artifact discipline. Read before writing; create a file only if missing, otherwise extend — add or update your sections, preserve everyone else's. Files are UPPERCASE in
docs/. Every recommendation lands as a checkbox or a table row with owner and priority. See references/artifact-templates.md when creating a docs/ file for the first time — create it from the full skeleton (all section headings), then fill the sections your phase names. - Retention before acquisition. Acquisition-oriented phases — the optional cold-start-problem, contagious, and crossing-the-chasm, plus any paid-growth work — stay locked while activation and retention sit below the bar set at intake; unlock them only once the cohort curve clears that bar. Every habit loop and reward must pass the Manipulation Matrix: build only what the maker would use and honestly believes materially improves users. When a tactic needs manufactured anxiety or loss aversion, replace it with one built on real value.
Intake
Run only on first start (no tracker). Ask:
- What does the app do, and what core action does a retained user repeat? (defines the Hook loop and the OMTM)
- What are the current retention numbers — day-1/7/30 or week-4 cohorts? (sets the Rule 8 acquisition bar; feeds lean-analytics)
- Where does the activation funnel leak, and what is the first-run flow? (gates improve-retention)
- Solo/small team or a full product trio (PM, designer, engineer)? (scales continuous-discovery and inspired-product)
- Is the app a network/marketplace product, and do engaged users fail to convert to revenue? (flags optional cold-start-problem / monetizing-innovation)
- What analytics and instrumentation exist today? (gates lean-analytics and every experiment)
- Is retention broken by UX or performance rather than missing engagement? (if yes, route to improve-app first)
Skip heuristics: skip Phase 5 for a solo founder with no team to realign; defer Phase 7 until the loop and activation clear their bars; run Phase 3's cadence degraded if no user access exists yet. Then create the tracker from references/artifact-templates.md with every phase statused, and confirm the plan.
Done when docs/GROW-APP-PLAN.md exists with every phase statused and the user has confirmed the plan.
Phases
Phase 1 — Design the habit loop that brings users back (hooked-ux)
Purpose: Build the engine of return — a Hook loop strong enough that users come back on an internal trigger, not a paid notification.
Brief (fallback): The Hook Model runs Trigger → Action → Variable Reward → Investment. Migrate external triggers (push, email) to internal ones (an emotion — boredom, FOMO, anxiety). Make the action trivially simple. Make the reward variable across tribe/hunt/self. Sequence investment after the reward so it raises switching cost and loads the next trigger. A loop with one weak phase stalls, not half-works.
Invoke: Use the hooked-ux skill with the core loop and how daily-active users return today. Ask it to (a) map the loop across all four phases, rate each 0-10, and name the weakest, and (b) design honest variable-reward concepts powered by data you already have, each checked against the Manipulation Matrix.
Decide with the user:
- Which internal trigger (emotion) should pull users back — confirm one.
- Which single phase is weakest and gets the highest-leverage fix now — or defer if the loop is already forming (5%+ unprompted return).
- Which reward type to strengthen — tribe (social), hunt (resources), or self (mastery) — rejecting any concept that fails the Manipulation Matrix.
Artifact: Extend docs/PRODUCT.md ## Hook Model (trigger → action → variable reward → investment; weakest phase named). Update the tracker.
Done when: PRODUCT.md names the internal trigger and all four phases, the weakest phase and its fix are recorded, onboarding is re-engineered so a new user completes one full Hook cycle in the first session, and the user picked the fix to ship.
Phase 2 — Fix activation by making the first action almost effortless (improve-retention)
Purpose: Get new users to the loop by making the first meaningful action almost effortless.
Brief (fallback): B=MAP — behavior fires only when Motivation, Ability, and a Prompt converge. Motivation is unreliable; raise Ability instead. Simplicity is capped by the scarcest of six resources: time, money, physical effort, mental effort, social deviance, non-routineness. Shrink the target to a Starter Step that delivers value in under 30s, anchor it to an existing routine, and celebrate the win immediately.
Invoke: Use the improve-retention skill with the real activation flow step by step and the day-1/7/30 drop-offs. Ask for a B=MAP friction audit rating all six Ability-Chain factors, the scarcest resource named, a Starter Step redesign, and event-based prompt rules.
Decide with the user:
- Which is the scarcest Ability resource for the first action — fix that link first, not the obvious one.
- The Starter Step (tiniest valuable action) and its celebration moment.
- Which time-based prompts convert to event-based, dropping any that fail "would I appreciate this now?".
Artifact: Extend docs/PRODUCT.md ## Activation & Retention Plan (friction/moment | fix | owner | status). Update the tracker.
Done when: the scarcest resource is named, the Starter Step, celebration, and prompt changes are rows with owners, each day-1/7/30 drop-off is mapped to its likely B=MAP failure, and the user approved the fix list.
Phase 3 — Run continuous discovery so you stop guessing (continuous-discovery)
Purpose: Replace generic best-practice with a weekly stream of evidence about your own users.
Brief (fallback): Aim for at least one customer touchpoint per week. Build an Opportunity Solution Tree: outcome at the top → customer opportunities (needs/pains in the customer's words) → candidate solutions/experiments. Never leap outcome→solution. Interviews are story-based ("tell me about the last time you…"), captured as one-page snapshots. Test the riskiest leap-of-faith assumption first, cheaply.
Invoke: Use the continuous-discovery skill with the retention outcome and known churn patterns. Ask for an Opportunity Solution Tree, a current-state experience map of how churned users try to succeed today, a weekly story-based interview snapshot template, and an assumption map for the next planned feature.
Decide with the user:
- The single outcome at the top of the tree.
- Which two or three opportunities to pursue first.
- The weekly cadence and recruitment mechanism the team can actually sustain — set it now or run degraded.
- The riskiest leap-of-faith assumption inside the next feature (desirability, viability, feasibility, usability) and the cheapest test for it.
Artifact: Extend docs/PRODUCT.md ## Opportunity Solution Tree Notes, ## Outcome Roadmap (outcome/problem | job served | priority | status), and ## Discovery Cadence; extend docs/CUSTOMER.md ## Interview Evidence (date | who | facts | commitment). Update the tracker.
Done when: the tree's outcome and top opportunities are recorded, the cadence is scheduled, the first interview snapshot template exists, and the riskiest assumption has a cheap test designed.
Phase 4 — Replace debate with cheap experiments (lean-ux)
Purpose: Turn opportunities into falsifiable bets settled by behavior, not meetings.
Brief (fallback): Outcomes over outputs — value is the behavior change, not the deliverable. Write a hypothesis: "We believe [outcome] will happen if [persona] achieves [action] with [feature]," with the metric and threshold committed before the test. Match fidelity to risk (a paper prototype with five users finds ~85% of usability issues); reserve A/B tests for tuning a proven concept. When invalidated, remove from the backlog — don't defer.
Invoke: Use the lean-ux skill with the biggest current design debate or a top discovery opportunity. Ask for three hypothesis statements in the standard format, the lowest-fidelity experiment that could validate the top one, and its pre-committed metric, threshold, and timebox.
Decide with the user:
- Which hypothesis to test first.
- The experiment fidelity — the lowest that answers the actual question.
- The pass/fail line and what leaves the backlog if it fails.
Artifact: Extend docs/EXPERIMENTS.md ## Experiment Cards (hypothesis, type, primary metric + threshold, guardrail, decision rule) and ## Experiment Backlog (idea | ICE | status). Update the tracker.
Done when: at least one experiment card has a pre-committed threshold and decision rule, the backlog is triaged, and the user chose the first test.
Phase 5 — Build the right things with an empowered team (inspired-product)
Purpose: Move the team from feature factory to outcome ownership — problems to solve, not features to ship.
Brief (fallback): Empowered teams get problems, not backlogs, and answer for outcomes. Dual-track: discovery (what's worth building — addressing value, usability, feasibility, viability) runs continuously alongside delivery. Expect 10-20 discovery iterations per shipped feature. Give the team a product vision and an outcome-based roadmap so it can decide autonomously.
Invoke: Use the inspired-product skill with the top three backlog requests and the current roadmap. Ask for an opportunity assessment of each (objective, target user, problem, success measure, alternatives) and a one-paragraph vision plus a quarter of outcome-based roadmap items.
Decide with the user:
- Which backlog request has the strongest evidence — and which to kill before it reaches a sprint.
- The one-paragraph product vision.
- Whether the roadmap is reframed as problems + key results rather than dated features.
Artifact: Extend docs/PRODUCT.md ## Vision and ## Outcome Roadmap (outcome/problem | job served | priority | status). Update the tracker.
Done when: the vision paragraph exists, each of the three requests has a build/kill verdict, and the roadmap rows are outcomes, not features.
Phase 6 — Measure the one number that actually matters (lean-analytics)
Purpose: Point the whole team at the One Metric That Matters and expose the vanity metrics hiding the decay.
Brief (fallback): A good metric is comparative, a ratio/rate (not a cumulative total), and behavior-changing. Business model dictates which metrics matter; stage dictates sequencing (Empathy → Stickiness → Virality → Revenue → Scale). Weak retention = Stickiness stage, so retention is the OMTM — working a later stage first is the canonical mistake. Draw a line in the sand (target, date, miss response), pair the OMTM with a counter-metric, and cohort the data.
Invoke: Use the lean-analytics skill with the current dashboard/metrics and the business model. Ask it to flag vanity metrics, pick the Stickiness-stage OMTM plus a counter-metric, design a one-screen dashboard (OMTM big, ≤6 supporting), and a cohorted retention view.
Decide with the user:
- The OMTM and its counter-metric.
- The line in the sand — target, date, pre-committed miss response.
- Which current metrics are retired as vanity.
Artifact: Create docs/METRICS.md with ## Stage & One Metric That Matters, ## KPI Definitions, ## Baselines & Targets, ## Funnel, and ## Cohort Notes. Update the tracker.
Done when: METRICS.md names the OMTM + counter-metric, records the line in the sand with a date, lists cohorted baselines, the vanity metrics are marked retired, the one-screen dashboard is specified, and the retention bar for the Rule 8 acquisition gate is set.
Phase 7 — Polish the micro-moments that make it feel alive (microinteractions)
Purpose: Close the gap between an app people tolerate and one they love, in the moments they touch daily.
Brief (fallback): Every microinteraction has Trigger → Rules → Feedback → Loops & Modes. Feedback is immediate (<100ms for direct manipulation) and proportionate; animate the element the user touched over a separate toast. Map every state: empty, loading, partial, error, disabled, double-tap. Invest in one or two signature moments that pass the removal test; use long loops to retire hints for power users.
Invoke: Use the microinteractions skill with the five most-used interactions. Ask for a Trigger/Rules/Feedback/Loops audit of each, the sub-100ms feedback and missing edge-case states, and one signature moment implemented in real code.
Decide with the user:
- Which five interactions to audit.
- Which one becomes the signature moment (removal test applied).
- Which edge-case states to implement first.
Artifact: Extend docs/DESIGN.md ## Microinteraction Inventory (interaction | trigger/rules/feedback/loops | fix | status). Update the tracker.
Done when: the five interactions are in the inventory with their missing states and fixes, the signature moment is chosen, and each fix has a status.
Phase 8 — Sustain engagement with intrinsic motivation (drive-motivation)
Purpose: Keep the loops from curdling — engagement that runs on Autonomy, Mastery, and Purpose instead of exploitation.
Brief (fallback): For any task needing cognitive effort, "if-then" rewards crush intrinsic motivation. Lasting engagement is Autonomy (choice over what/when/how/with whom), Mastery (visible progress, flow-calibrated challenge), and Purpose (why it matters). Autonomy killers: forced tutorials, unskippable steps, mandatory notifications. Reserve rewards for meaningful milestones; prefer "now-that" recognition over "if-then" bargains.
Invoke: Use the drive-motivation skill with the app's gamification, streaks, points, and notification patterns. Ask for an AMP audit rated 0-10, every autonomy violation flagged, the point at which streaks tipped into loss aversion, and a progression redesign around real mastery and purpose.
Decide with the user:
- Which autonomy violations to remove (forced/unskippable steps).
- Which "if-then" rewards convert to "now-that" recognition.
- Whether any streak/points mechanic exploits loss aversion and must change.
Artifact: Extend docs/PRODUCT.md ## Activation & Retention Plan with AMP-audit rows (violation/finding | fix | owner | status). Update the tracker.
Done when: the AMP score and every autonomy violation are recorded, the reward/streak fixes are rows with owners, and the loops pass the Manipulation Matrix from Rule 8.
Optional Phases
| Skill | Add when | Artifact |
|---|---|---|
| cold-start-problem | the app is a network or marketplace product | Extends docs/PRODUCT.md |
| monetizing-innovation | engaged users do not translate into revenue | Extends docs/OFFER.md |
| contagious | users love the app but never mention it | Extends docs/MARKETING.md |
| crossing-the-chasm | growth stalls at the early-adopter boundary | Extends docs/STRATEGY.md |
| jobs-to-be-done | usage patterns say the app is hired for a different job | Extends docs/CUSTOMER.md |
Optional phases follow the same operating rules — load and use each listed skill exactly as a core phase would; insert where the Add-when condition first becomes true. The acquisition-leaning ones — cold-start-problem, contagious, crossing-the-chasm — stay locked behind Rule 8 until retention clears the bar.
Common Mistakes
| Mistake | Fix |
|---|---|
| Buying growth before fixing retention | Pass the Stickiness gate (a flattening cohort curve) before any acquisition spend; keep acquisition phases locked per Rule 8. |
| Relying on external triggers forever | Migrate to an internal trigger via hooked-ux; treat notifications as scaffolding, not the load-bearing wall. |
| Optimizing the wrong Ability-Chain link | Rate all six factors in improve-retention and fix the scarcest resource, not the most obvious one. |
| Jumping from outcome straight to solution | Build the Opportunity Solution Tree in continuous-discovery first; the obvious feature is often the worst of five. |
| Measuring outputs, not outcomes | Instrument every release; in lean-ux and inspired-product, success is a change in user behavior, not stories shipped. |
| Gamifying with points for everything | Reserve rewards for meaningful milestones and run the drive-motivation AMP audit; "if-then" rewards crowd out your power users. |
Completing the Journey
- PRODUCT.md holds a Hook loop with the weakest phase fixed, an activation Starter Step, a living Opportunity Solution Tree, and an AMP-clean engagement design.
- METRICS.md names the Stickiness-stage OMTM plus a counter-metric with a line in the sand (target, date, miss response).
- At least one lean-ux experiment has resolved with a recorded verdict, and invalidated ideas are out of the backlog.
- The retention bar set at intake is met — or the remaining gap is quantified — before any acquisition phase runs.
Close the tracker: every phase done or skipped, with Next Actions carried into PRODUCT.md, METRICS.md, and EXPERIMENTS.md. Then route forward:
- When engagement mechanics cannot fix a product held back by broken UX or performance, continue with the
improve-appskill. - When the app is sticking and the business around it must keep pace — revenue, channels, operations — continue with the
grow-businessskill.
Files (skills)
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references
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artifact-templates.md 2.7 KB
# Artifact templates — grow-app Skeletons this metaskill creates in the user's docs/ folder. Extend-only artifacts (CUSTOMER.md, EXPERIMENTS.md, DESIGN.md, OFFER.md, and the optional MARKETING.md / STRATEGY.md) are governed by the section headings named in each phase — read the existing file, add or update your sections, preserve everyone else's. The two skeletons below (METRICS.md, PRODUCT.md) are the files grow-app most often creates from scratch; copy them verbatim. ## Tracker: docs/GROW-APP-PLAN.md Create this on first run (Intake). Phase rows are pre-filled; fill Status and Date as the journey advances. ```markdown # Grow an App Plan ## Context Intake answers, date started, project specifics. ## Phase Status | Phase | Skill | Status | Artifact | Date | |---|---|---|---|---| | 1. Habit loop | hooked-ux | pending | PRODUCT.md | | | 2. Activation | improve-retention | pending | PRODUCT.md | | | 3. Continuous discovery | continuous-discovery | pending | PRODUCT.md, CUSTOMER.md | | | 4. Lean UX experiments | lean-ux | pending | EXPERIMENTS.md | | | 5. Empowered team | inspired-product | pending | PRODUCT.md | | | 6. One metric that matters | lean-analytics | pending | METRICS.md | | | 7. Microinteractions | microinteractions | pending | DESIGN.md | | | 8. Intrinsic motivation | drive-motivation | pending | PRODUCT.md | | Statuses: pending · in-progress · awaiting-evidence · done · deferred: <reason> · skipped: <reason> ## Key Decisions | Date | Phase | Decision | Rationale | |---|---|---|---| ## Next Actions - [ ] action (owner, due) ``` ## docs/METRICS.md Created in Phase 6 (lean-analytics). Creates: improve-business, grow-app. ```markdown # Metrics ## Stage & One Metric That Matters OMTM · counter-metric · why now. ## KPI Definitions | Metric | Definition | Actionable ratio? | Owner | |---|---|---|---| ## Baselines & Targets | Metric | Baseline (date) | Target | Line in the sand (miss response) | |---|---|---|---| ## Funnel | Stage | Conversion | Benchmark | Bottleneck? | |---|---|---|---| ## Cohort Notes ``` ## docs/PRODUCT.md Extended across Phases 1, 2, 3, 5, and 8; create it here if the project has no PRODUCT.md yet. Creates: create-app, create-business. Extends: grow-app, improve-app. ```markdown # Product ## Vision One paragraph. ## MVP Definition Type, scope, what it deliberately excludes. ## Outcome Roadmap | Outcome / problem | Job served | Priority | Status | |---|---|---|---| ## Opportunity Solution Tree Notes ## Hook Model Trigger → Action → Variable reward → Investment; weakest phase. ## Activation & Retention Plan | Friction / moment | Fix | Owner | Status | |---|---|---|---| ## Discovery Cadence Weekly touchpoint plan. ```
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SKILL.md 21.9 KB
--- name: grow-app description: 'Guided journey from an app people sign up for and then quietly abandon to a sealed retention engine with a habit loop, an activated first run, and one metric the whole team trusts. Orchestrates eight skills phase by phase - hooked-ux, improve-retention, continuous-discovery, lean-ux, inspired-product, lean-analytics, microinteractions, drive-motivation - asking the user questions at every decision point and recording results in the project docs/ folder (PRODUCT.md, METRICS.md, GROW-APP-PLAN.md) so the journey resumes across sessions. Use when the user wants to lift activation and retention, design a habit loop, fix a leaky onboarding funnel, or says ''users sign up then disappear''. Do not use to fix broken UX or performance that no engagement mechanic can paper over - run improve-app first; if there is no app yet, use create-app. For one framework in isolation, invoke that skill directly.' license: MIT metadata: author: wondelai version: "1.0.2" --- # Grow an App Your app has users who sign up and then quietly disappear — cohorts decay, daily actives are flat, the activation funnel leaks where it always has, and nothing looks obviously broken. This journey seals the bucket: it turns first-time users into activated, then habitual, then would-miss-it users across eight interactive phases. The agent asks before every decision and records the outcome in `docs/`, so the work resumes across sessions instead of restarting. Growth here is an engineering and design problem, not a bigger ad budget. ## Core Principle **Fix the leaky bucket before pouring in acquisition: habit, activation, and retention come before any growth spend.** This skill sequences the eight phases, asks every decision question, and records each choice in `docs/`. The constituent skills carry the method — invoke them rather than improvising their frameworks. ## Journey Map | Phase | Skill | Question it answers | Artifact | |---|---|---|---| | 1 | hooked-ux | Why do users come back without us paying? | Extends docs/PRODUCT.md | | 2 | improve-retention | Why don't new users reach the loop? | Extends docs/PRODUCT.md | | 3 | continuous-discovery | What do our own users actually need? | Extends docs/PRODUCT.md + docs/CUSTOMER.md | | 4 | lean-ux | Which bet is worth building? | Extends docs/EXPERIMENTS.md | | 5 | inspired-product | Is the team building the right things? | Extends docs/PRODUCT.md | | 6 | lean-analytics | Which single number tells the truth? | Creates docs/METRICS.md — sets the Rule 8 bar | | 7 | microinteractions | Does it feel alive in the hand? | Extends docs/DESIGN.md | | 8 | drive-motivation | Will engagement last, or curdle? | Extends docs/PRODUCT.md | Phases 1-2 seal the loop and the funnel; 3-5 steer with evidence; 6 is the instrument panel; 7-8 are the finish and the ethical backstop. Take the lean-analytics baseline (Phase 6) early — before the Phase 1-2 fixes land — so every change is read against a pre-change number, then keep updating it. Habit formation is slow: read Phase 1's success against the "5% rule" (a habit has formed when 5%+ of users return unprompted), not a single cohort. ## Operating Rules 1. **Resume first.** Before anything else, read `docs/GROW-APP-PLAN.md` and every artifact in the Journey Map. If the tracker exists, summarize the journey state in 3-5 lines and ask which phase to enter. Done when the user has confirmed an entry point. A journey with a tracker is resumed, never restarted. 2. **Intake on first run only.** No tracker: run the Intake below, then create `docs/GROW-APP-PLAN.md` with every phase statused `pending | in-progress | awaiting-evidence | done | deferred: reason | skipped: reason`. Done when the tracker exists and the user has confirmed the phase plan. 3. **Phase entry.** Announce: what the phase does, the decision it forces, the artifact it produces, rough effort. Offer proceed / skip / defer — phases marked GATE may be deferred, never skipped. Mark the phase `in-progress` on proceed. Done when the user chose. 4. **Skill invocation and fallback.** Load the phase's skill and use it: each phase's Invoke line names the skill by slug — use that skill to run the phase. If it is not available, offer: `npx skills add wondelai/skills/<slug> --global`. If the user declines, run the phase from its Brief — the minimum viable method. State which mode you are in. 5. **In-phase decisions.** Ask every question under "Decide with the user" — with concrete options and your recommendation. Record the choice in the tracker's Key Decisions. A decision made silently is a defect. 6. **Phase exit.** Present the draft artifact content for sign-off before writing. On approval: write or extend the docs/ files, update the tracker (status, Key Decisions, Next Actions). Done when the files are written and the phase row shows `done`. 7. **Artifact discipline.** Read before writing; create a file only if missing, otherwise extend — add or update your sections, preserve everyone else's. Files are UPPERCASE in `docs/`. Every recommendation lands as a checkbox or a table row with owner and priority. See [references/artifact-templates.md](references/artifact-templates.md) when creating a docs/ file for the first time — create it from the full skeleton (all section headings), then fill the sections your phase names. 8. **Retention before acquisition.** Acquisition-oriented phases — the optional cold-start-problem, contagious, and crossing-the-chasm, plus any paid-growth work — stay locked while activation and retention sit below the bar set at intake; unlock them only once the cohort curve clears that bar. Every habit loop and reward must pass the Manipulation Matrix: build only what the maker would use and honestly believes materially improves users. When a tactic needs manufactured anxiety or loss aversion, replace it with one built on real value. ## Intake Run only on first start (no tracker). Ask: 1. What does the app do, and what core action does a retained user repeat? (defines the Hook loop and the OMTM) 2. What are the current retention numbers — day-1/7/30 or week-4 cohorts? (sets the Rule 8 acquisition bar; feeds lean-analytics) 3. Where does the activation funnel leak, and what is the first-run flow? (gates improve-retention) 4. Solo/small team or a full product trio (PM, designer, engineer)? (scales continuous-discovery and inspired-product) 5. Is the app a network/marketplace product, and do engaged users fail to convert to revenue? (flags optional cold-start-problem / monetizing-innovation) 6. What analytics and instrumentation exist today? (gates lean-analytics and every experiment) 7. Is retention broken by UX or performance rather than missing engagement? (if yes, route to improve-app first) Skip heuristics: skip Phase 5 for a solo founder with no team to realign; defer Phase 7 until the loop and activation clear their bars; run Phase 3's cadence degraded if no user access exists yet. Then create the tracker from references/artifact-templates.md with every phase statused, and confirm the plan. Done when `docs/GROW-APP-PLAN.md` exists with every phase statused and the user has confirmed the plan. ## Phases ### Phase 1 — Design the habit loop that brings users back (hooked-ux) **Purpose:** Build the engine of return — a Hook loop strong enough that users come back on an internal trigger, not a paid notification. **Brief (fallback):** The Hook Model runs Trigger → Action → Variable Reward → Investment. Migrate external triggers (push, email) to internal ones (an emotion — boredom, FOMO, anxiety). Make the action trivially simple. Make the reward variable across tribe/hunt/self. Sequence investment *after* the reward so it raises switching cost and loads the next trigger. A loop with one weak phase stalls, not half-works. **Invoke:** Use the `hooked-ux` skill with the core loop and how daily-active users return today. Ask it to (a) map the loop across all four phases, rate each 0-10, and name the weakest, and (b) design honest variable-reward concepts powered by data you already have, each checked against the Manipulation Matrix. **Decide with the user:** - Which internal trigger (emotion) should pull users back — confirm one. - Which single phase is weakest and gets the highest-leverage fix now — or defer if the loop is already forming (5%+ unprompted return). - Which reward type to strengthen — tribe (social), hunt (resources), or self (mastery) — rejecting any concept that fails the Manipulation Matrix. **Artifact:** Extend docs/PRODUCT.md `## Hook Model` (trigger → action → variable reward → investment; weakest phase named). Update the tracker. **Done when:** PRODUCT.md names the internal trigger and all four phases, the weakest phase and its fix are recorded, onboarding is re-engineered so a new user completes one full Hook cycle in the first session, and the user picked the fix to ship. ### Phase 2 — Fix activation by making the first action almost effortless (improve-retention) **Purpose:** Get new users to the loop by making the first meaningful action almost effortless. **Brief (fallback):** B=MAP — behavior fires only when Motivation, Ability, and a Prompt converge. Motivation is unreliable; raise Ability instead. Simplicity is capped by the *scarcest* of six resources: time, money, physical effort, mental effort, social deviance, non-routineness. Shrink the target to a Starter Step that delivers value in under 30s, anchor it to an existing routine, and celebrate the win immediately. **Invoke:** Use the `improve-retention` skill with the real activation flow step by step and the day-1/7/30 drop-offs. Ask for a B=MAP friction audit rating all six Ability-Chain factors, the scarcest resource named, a Starter Step redesign, and event-based prompt rules. **Decide with the user:** - Which is the scarcest Ability resource for the first action — fix that link first, not the obvious one. - The Starter Step (tiniest valuable action) and its celebration moment. - Which time-based prompts convert to event-based, dropping any that fail "would I appreciate this now?". **Artifact:** Extend docs/PRODUCT.md `## Activation & Retention Plan` (friction/moment | fix | owner | status). Update the tracker. **Done when:** the scarcest resource is named, the Starter Step, celebration, and prompt changes are rows with owners, each day-1/7/30 drop-off is mapped to its likely B=MAP failure, and the user approved the fix list. ### Phase 3 — Run continuous discovery so you stop guessing (continuous-discovery) **Purpose:** Replace generic best-practice with a weekly stream of evidence about your own users. **Brief (fallback):** Aim for at least one customer touchpoint per week. Build an Opportunity Solution Tree: outcome at the top → customer opportunities (needs/pains in the customer's words) → candidate solutions/experiments. Never leap outcome→solution. Interviews are story-based ("tell me about the last time you…"), captured as one-page snapshots. Test the riskiest leap-of-faith assumption first, cheaply. **Invoke:** Use the `continuous-discovery` skill with the retention outcome and known churn patterns. Ask for an Opportunity Solution Tree, a current-state experience map of how churned users try to succeed today, a weekly story-based interview snapshot template, and an assumption map for the next planned feature. **Decide with the user:** - The single outcome at the top of the tree. - Which two or three opportunities to pursue first. - The weekly cadence and recruitment mechanism the team can actually sustain — set it now or run degraded. - The riskiest leap-of-faith assumption inside the next feature (desirability, viability, feasibility, usability) and the cheapest test for it. **Artifact:** Extend docs/PRODUCT.md `## Opportunity Solution Tree Notes`, `## Outcome Roadmap` (outcome/problem | job served | priority | status), and `## Discovery Cadence`; extend docs/CUSTOMER.md `## Interview Evidence` (date | who | facts | commitment). Update the tracker. **Done when:** the tree's outcome and top opportunities are recorded, the cadence is scheduled, the first interview snapshot template exists, and the riskiest assumption has a cheap test designed. ### Phase 4 — Replace debate with cheap experiments (lean-ux) **Purpose:** Turn opportunities into falsifiable bets settled by behavior, not meetings. **Brief (fallback):** Outcomes over outputs — value is the behavior change, not the deliverable. Write a hypothesis: "We believe [outcome] will happen if [persona] achieves [action] with [feature]," with the metric and threshold committed *before* the test. Match fidelity to risk (a paper prototype with five users finds ~85% of usability issues); reserve A/B tests for tuning a proven concept. When invalidated, remove from the backlog — don't defer. **Invoke:** Use the `lean-ux` skill with the biggest current design debate or a top discovery opportunity. Ask for three hypothesis statements in the standard format, the lowest-fidelity experiment that could validate the top one, and its pre-committed metric, threshold, and timebox. **Decide with the user:** - Which hypothesis to test first. - The experiment fidelity — the lowest that answers the actual question. - The pass/fail line and what leaves the backlog if it fails. **Artifact:** Extend docs/EXPERIMENTS.md `## Experiment Cards` (hypothesis, type, primary metric + threshold, guardrail, decision rule) and `## Experiment Backlog` (idea | ICE | status). Update the tracker. **Done when:** at least one experiment card has a pre-committed threshold and decision rule, the backlog is triaged, and the user chose the first test. ### Phase 5 — Build the right things with an empowered team (inspired-product) **Purpose:** Move the team from feature factory to outcome ownership — problems to solve, not features to ship. **Brief (fallback):** Empowered teams get problems, not backlogs, and answer for outcomes. Dual-track: discovery (what's worth building — addressing value, usability, feasibility, viability) runs continuously alongside delivery. Expect 10-20 discovery iterations per shipped feature. Give the team a product vision and an outcome-based roadmap so it can decide autonomously. **Invoke:** Use the `inspired-product` skill with the top three backlog requests and the current roadmap. Ask for an opportunity assessment of each (objective, target user, problem, success measure, alternatives) and a one-paragraph vision plus a quarter of outcome-based roadmap items. **Decide with the user:** - Which backlog request has the strongest evidence — and which to kill before it reaches a sprint. - The one-paragraph product vision. - Whether the roadmap is reframed as problems + key results rather than dated features. **Artifact:** Extend docs/PRODUCT.md `## Vision` and `## Outcome Roadmap` (outcome/problem | job served | priority | status). Update the tracker. **Done when:** the vision paragraph exists, each of the three requests has a build/kill verdict, and the roadmap rows are outcomes, not features. ### Phase 6 — Measure the one number that actually matters (lean-analytics) **Purpose:** Point the whole team at the One Metric That Matters and expose the vanity metrics hiding the decay. **Brief (fallback):** A good metric is comparative, a ratio/rate (not a cumulative total), and behavior-changing. Business model dictates which metrics matter; stage dictates sequencing (Empathy → Stickiness → Virality → Revenue → Scale). Weak retention = Stickiness stage, so retention is the OMTM — working a later stage first is the canonical mistake. Draw a line in the sand (target, date, miss response), pair the OMTM with a counter-metric, and cohort the data. **Invoke:** Use the `lean-analytics` skill with the current dashboard/metrics and the business model. Ask it to flag vanity metrics, pick the Stickiness-stage OMTM plus a counter-metric, design a one-screen dashboard (OMTM big, ≤6 supporting), and a cohorted retention view. **Decide with the user:** - The OMTM and its counter-metric. - The line in the sand — target, date, pre-committed miss response. - Which current metrics are retired as vanity. **Artifact:** Create docs/METRICS.md with `## Stage & One Metric That Matters`, `## KPI Definitions`, `## Baselines & Targets`, `## Funnel`, and `## Cohort Notes`. Update the tracker. **Done when:** METRICS.md names the OMTM + counter-metric, records the line in the sand with a date, lists cohorted baselines, the vanity metrics are marked retired, the one-screen dashboard is specified, and the retention bar for the Rule 8 acquisition gate is set. ### Phase 7 — Polish the micro-moments that make it feel alive (microinteractions) **Purpose:** Close the gap between an app people tolerate and one they love, in the moments they touch daily. **Brief (fallback):** Every microinteraction has Trigger → Rules → Feedback → Loops & Modes. Feedback is immediate (<100ms for direct manipulation) and proportionate; animate the element the user touched over a separate toast. Map every state: empty, loading, partial, error, disabled, double-tap. Invest in one or two signature moments that pass the removal test; use long loops to retire hints for power users. **Invoke:** Use the `microinteractions` skill with the five most-used interactions. Ask for a Trigger/Rules/Feedback/Loops audit of each, the sub-100ms feedback and missing edge-case states, and one signature moment implemented in real code. **Decide with the user:** - Which five interactions to audit. - Which one becomes the signature moment (removal test applied). - Which edge-case states to implement first. **Artifact:** Extend docs/DESIGN.md `## Microinteraction Inventory` (interaction | trigger/rules/feedback/loops | fix | status). Update the tracker. **Done when:** the five interactions are in the inventory with their missing states and fixes, the signature moment is chosen, and each fix has a status. ### Phase 8 — Sustain engagement with intrinsic motivation (drive-motivation) **Purpose:** Keep the loops from curdling — engagement that runs on Autonomy, Mastery, and Purpose instead of exploitation. **Brief (fallback):** For any task needing cognitive effort, "if-then" rewards crush intrinsic motivation. Lasting engagement is Autonomy (choice over what/when/how/with whom), Mastery (visible progress, flow-calibrated challenge), and Purpose (why it matters). Autonomy killers: forced tutorials, unskippable steps, mandatory notifications. Reserve rewards for meaningful milestones; prefer "now-that" recognition over "if-then" bargains. **Invoke:** Use the `drive-motivation` skill with the app's gamification, streaks, points, and notification patterns. Ask for an AMP audit rated 0-10, every autonomy violation flagged, the point at which streaks tipped into loss aversion, and a progression redesign around real mastery and purpose. **Decide with the user:** - Which autonomy violations to remove (forced/unskippable steps). - Which "if-then" rewards convert to "now-that" recognition. - Whether any streak/points mechanic exploits loss aversion and must change. **Artifact:** Extend docs/PRODUCT.md `## Activation & Retention Plan` with AMP-audit rows (violation/finding | fix | owner | status). Update the tracker. **Done when:** the AMP score and every autonomy violation are recorded, the reward/streak fixes are rows with owners, and the loops pass the Manipulation Matrix from Rule 8. ## Optional Phases | Skill | Add when | Artifact | |---|---|---| | cold-start-problem | the app is a network or marketplace product | Extends docs/PRODUCT.md | | monetizing-innovation | engaged users do not translate into revenue | Extends docs/OFFER.md | | contagious | users love the app but never mention it | Extends docs/MARKETING.md | | crossing-the-chasm | growth stalls at the early-adopter boundary | Extends docs/STRATEGY.md | | jobs-to-be-done | usage patterns say the app is hired for a different job | Extends docs/CUSTOMER.md | Optional phases follow the same operating rules — load and use each listed skill exactly as a core phase would; insert where the Add-when condition first becomes true. The acquisition-leaning ones — cold-start-problem, contagious, crossing-the-chasm — stay locked behind Rule 8 until retention clears the bar. ## Common Mistakes | Mistake | Fix | |---|---| | Buying growth before fixing retention | Pass the Stickiness gate (a flattening cohort curve) before any acquisition spend; keep acquisition phases locked per Rule 8. | | Relying on external triggers forever | Migrate to an internal trigger via hooked-ux; treat notifications as scaffolding, not the load-bearing wall. | | Optimizing the wrong Ability-Chain link | Rate all six factors in improve-retention and fix the scarcest resource, not the most obvious one. | | Jumping from outcome straight to solution | Build the Opportunity Solution Tree in continuous-discovery first; the obvious feature is often the worst of five. | | Measuring outputs, not outcomes | Instrument every release; in lean-ux and inspired-product, success is a change in user behavior, not stories shipped. | | Gamifying with points for everything | Reserve rewards for meaningful milestones and run the drive-motivation AMP audit; "if-then" rewards crowd out your power users. | ## Completing the Journey - [ ] PRODUCT.md holds a Hook loop with the weakest phase fixed, an activation Starter Step, a living Opportunity Solution Tree, and an AMP-clean engagement design. - [ ] METRICS.md names the Stickiness-stage OMTM plus a counter-metric with a line in the sand (target, date, miss response). - [ ] At least one lean-ux experiment has resolved with a recorded verdict, and invalidated ideas are out of the backlog. - [ ] The retention bar set at intake is met — or the remaining gap is quantified — before any acquisition phase runs. Close the tracker: every phase `done` or `skipped`, with Next Actions carried into PRODUCT.md, METRICS.md, and EXPERIMENTS.md. Then route forward: - When engagement mechanics cannot fix a product held back by broken UX or performance, continue with the `improve-app` skill. - When the app is sticking and the business around it must keep pace — revenue, channels, operations — continue with the `grow-business` skill.
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