Field · Playbook
Named moves. Carry them into the weekend.
Fifteen heuristics. When, the move, the failure mode. If you cannot name the move you are using, you are probably using the intern's.
01
Read the grain
- When
- Any designed object: API, rubric, institution, room.
- Move
- Ask who built it, what they optimised, what they never imagined. Cut with that, not with the brochure.
- Failure
- Arguing with the system as if the documentation were the terrain.
02
The unstated prize
- When
- Sponsors, prize categories, hiring judges.
- Move
- Name what the person with power actually wants to look like on Monday. Make them the hero of a true story.
- Failure
- Optimising for the printed category list.
03
What 80 teams will ship
- When
- The first twenty minutes of a brief.
- Move
- Print the obvious field. Ask a model for ten. Strike the overlap. Step one constraint off.
- Failure
- Building the weather report.
04
Demo is the product
- When
- Any timed room.
- Move
- Write the script first. Highlight claims. Those highlights are the only tickets.
- Failure
- Architecture as a substitute for a running turn.
05
The building is not on your team
- When
- Venue Wi‑Fi, projectors, accounts, power.
- Move
- Offline happy path plus a filmed backup. Live only on a network you control.
- Failure
- A spinner on stage.
06
The fifteen-second window
- When
- Tired panels, Sunday afternoon.
- Move
- Design the opening as if it is the whole product. Corridor-repeatable by minute one.
- Failure
- Context, team intros, and architecture before the turn.
07
Three chairs
- When
- Scope fights, hour 4, hour 20.
- Move
- Seat turn, proof, residue. Everything else is Monday. Say it out loud.
- Failure
- 'It's small, we'll just add it.'
08
Write how you lose
- When
- Before ideation.
- Move
- Five loss conditions. Invert each into a requirement. Then ideate.
- Failure
- A fog of win conditions with no refusals.
09
And then what
- When
- After any clever move.
- Move
- Ask what happens next from the view of a tired person with power.
- Failure
- Stopping at first order — intern thinking.
10
The hostile question is a gift
- When
- 'This already exists.'
- Move
- Agree. Name the existing thing. Then the minute it fails. That failure is the product.
- Failure
- A feature list as defence.
11
Mean briefs for the intern
- When
- Any model, at idea-time or at code-time.
- Move
- Constraint, judge, kill zone, chair you will not give up. Then dispose of what comes back.
- Failure
- 'Help me brainstorm' — a vacuum that fills with consensus.
12
The slop signature
- When
- Taglines, decks, READMEs, architectures.
- Move
- Strike hollow verbs and any sentence without a person, a minute, or a price.
- Failure
- Shipping consensus with your name on the door.
13
Generate, then kill
- When
- The first ten minutes, and whenever you feel original without evidence.
- Move
- Map the twelve products. Write obituaries. Keep a survivor with a body in it.
- Failure
- Ignoring the model, or obeying it.
14
One still frame
- When
- Saturday morning and Sunday freeze.
- Move
- A stranger should guess the sentence from the image. Twelve words of caption or fewer.
- Failure
- Six charts, a team photo, an architecture poster.
15
The human remainder
- When
- After the intern has drafted.
- Move
- Strike every line a model could write without leaving a desk. Go get one observation that survives.
- Failure
- A well-prompted intern with your name on it.