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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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.'
  8. 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.
  9. 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. 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. 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. 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. 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. 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. 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.