DiscoverOpportunity Tree
Draw the line from the number you want to move, through player problems, to the ideas worth testing.
A backlog is a list of answers with the questions torn off. Nobody can say which player problem each idea solves. An opportunity tree, after Teresa Torres' opportunity solution tree, puts the questions back.
How to use it
- At the top, write one measurable goal, such as "more new players return on day 7". Agree it first with Decision First.
- Below it, write player problems, needs or desires you have evidence for, in the player's words: "I don't know what to do after the tutorial". Each must link to an interview, review or data point.
- Split big problems until each is specific enough to act on.
- Pick one problem. Under it, write at least three different ideas, so you compare options.
- Under each idea, list what must be true for it to work and how you would test it cheaply. Feed those into an Assumption Map.
Example
A hypothetical puzzle team wants better D7 retention. Their tree shows "runs out of lives and has nothing to do" under the goal, with three ideas beneath it: a practice mode, a daily puzzle and a friend gift. They test the riskiest assumption of each first.
Watch out
- Problems invented in the meeting room. If a branch has no evidence, mark it and go and check it with Problem Interviews.