Purpose: Design the cheapest possible way to reduce uncertainty.
1. Assumption Under Test
- The single most critical assumption being tested
2. Learning Method
- Type of experiment (prototype, landing page, etc.)
3. Required User Action
- Observable behavior required from the user
4. Success Signal
- What outcome would increase confidence in the bet
5. Failure Signal
- What outcome would meaningfully weaken or invalidate the bet
6. Cost of Learning
- Time required
- Resources required
- Irreversibility (if any)