Design-Tree Exploration (Shape Before Depth)
Before resolving a design decision-by-decision, map the shape of the design tree — the set of major decision axes and their branch points. Walk the tree breadth-first to see its structure, then descend the branches that matter with progressively higher-fidelity prototypes. Shape first, depth second.
The idea
A non-trivial design is a tree: each decision is a node, and choosing a branch opens or closes downstream decisions. There are two ways to explore it:
- Depth-first (the common default): pick a branch, resolve it fully, move to the next. Fast to feel productive, but you commit to detail before you can see the whole tree — so a late branch can invalidate decisions you already nailed down.
- Breadth-first (the refinement): first enumerate the tree's shape — what are the major decision axes, where do they branch, which decisions block which? Only once the shape is visible do you descend, and you descend the load-bearing branches first, raising prototype fidelity as confidence grows.
The insight: the shape of the tree is itself the first artifact. You cannot correctly walk a tree you cannot see. Mapping breadth first turns "20 questions in a row" into "here are the 5 axes that matter, here's how they interact, now let's go deep on the two that are load-bearing." Source: User, 2026-06-15
Why it matters for AI-powered development
This sharpens the pre-PRD phases of the 7-phase pipeline. Matt Pocock's grill-with-docs already frames planning as a design tree — "walk down each branch of the design tree, resolving dependencies between decisions one-by-one" — but it starts depth-first, with no breadth pass to establish the tree's shape. Source: grill-with-docs/SKILL.md, 2026-06-15
Adding a breadth-first "shape the tree" pass before the depth walk:
- Surfaces decision dependencies early — you see which branches block which before sinking time into any one.
- Targets prototype fidelity — prototypes are throwaway code that answer one question; mapping the tree tells you which questions are load-bearing and worth a higher-fidelity prototype (a runnable terminal app for a state model, several UI variations for a look-and-feel).
- Prevents wasted depth — no more fully resolving a branch that a later, unexamined branch makes moot.
The loop
Breadth establishes the map; depth + prototypes walk it. The output feeds straight into the PRD with the load-bearing decisions already settled and cited.
Relationship to other ideas
- Borrowed Intelligence (Drain It into Plans) — shaping the tree with the strongest model up front (the expensive thinking) lets a cheaper agent execute the depth walk. Map once, descend cheaply.
- Harness Engineering — the breadth pass is a loop invariant for the planning stage: don't enter depth until the tree's shape is captured.
Concept Position
| Field | Value |
|---|---|
| Concept family | Brain, memory, and retrieval |
| Concept owned | Before resolving a design decision-by-decision, map the shape of the design tree — the set of major decision axes and their branch poin... |
| Category map | Concept System Map |
Timeline
- 2026-07-01 | Concepts category refresh added this page to the Brain, memory, and retrieval family, linked it to Concept System Map, and kept it standalone because it owns this reusable mental model: Before resolving a design decision-by-decision, map the shape of the design tree — the set of major decision axes and their branch poin... Source: User request, 2026-07-01
- 2026-06-15 | Articulated by Kevin as the refinement the pre-PRD phase of The 7 Phases of AI-Powered Development needs: figure out the shape of the design tree first, then walk it with higher-fidelity prototypes. Implemented the same day as Stage 1 of the Frontend and Design Skills skill (
skills/engineering/grill-with-docs/DESIGN-TREE.md). Source: User, 2026-06-15