| name | design-shotgun |
| description | Generate 3–5 radically different UI variations for the same feature to force divergence before convergence. Each variation has a memorable name, declared trade-offs, and a failure mode. |
When To Use
- Before committing to a UI layout when multiple valid approaches exist.
- When stakeholders are stuck debating one idea without alternatives.
- When the first design idea "feels fine" but hasn't been stress-tested against alternatives.
- During greenfield feature design after requirements are clear but layout is not.
- When a feature has high interaction complexity (dashboards, data displays, multi-step workflows).
Related: /brainstorming for named architectural approaches; /plan-design-review to score the chosen variation; /office-hours if the feature identity isn't defined yet; /plan-ceo-review to align on scope before shotgunning.
Do not use this skill for trivial UI (single button, copy change), for backend-only changes, when a PRD-approved design spec already exists and is locked, or when only one viable layout exists (then note the constraint and proceed).
Core Stance
- The first design idea is rarely the best — it's just the most available to the mind that generated it.
- Divergence must happen before convergence: generate extremes to find the center, not variations on the first idea.
- Each variation must be named, distinct in layout metaphor, and defensible — not three shades of the same layout.
- Variations expose hidden assumptions: "I didn't realize this could be a timeline view."
- The user picks one variation as the direction. The others are discarded — this is not a committee blend of all five.
Research Backing
- Osborn (1953), Applied Imagination — structured brainstorming principle: defer judgment, generate quantity before quality, then converge. Shotgun applies this to UI layout generation.
- Nielsen (1993), Usability Engineering — parallel design methodology: generating 3–4 alternatives independently produces measurably better final designs than iterating on a single version.
- Dow et al. (2010), Parallel Prototyping Leads to Better Design Results — empirical study: designers who created multiple prototypes in parallel produced better final solutions (higher expert ratings, more diverse ideas) than those who iterated serially on one design.
- Tassoul & Buijs (2007), Creative Problem Solving: Clustering and Ideation — forced divergence through constraints and extreme positions before clustering into a chosen direction.
Process
-
Define the feature slice
- One sentence: what job does the user need to accomplish?
- Constraints: data shape, interaction requirements, known technical limits.
- Anti-goals: what this feature explicitly is NOT.
-
Identify axes of variation
- Information density: dense (spreadsheet) ↔ sparse (one-thing-per-screen).
- Navigation model: modal ↔ inline ↔ progressive disclosure ↔ search-forward.
- Layout metaphor: table ↔ cards ↔ timeline ↔ canvas ↔ list-detail.
- Interaction primacy: click-driven ↔ type-ahead ↔ gesture-driven.
- Pick 3–4 axes that matter most for this feature.
-
Generate 3–5 named variations
- Each with a memorable, descriptive name — not "Option A" but "Dense Command Table," "Kanban Explorer," "Timeline Narrative."
- Description: layout sketch (ASCII or text), key interaction beats, what it optimizes for, what it sacrifices.
- Visual character: information density, color use, motion profile.
- State coverage: loading state, empty state, error state, edge case for each variation.
-
Declare trade-offs per variation
- Table: Variation | Optimizes for | Sacrifices | Best when | Worst when | Failure mode
- Failure mode: the condition under which this variation breaks down (e.g., "fails when data exceeds 500 rows," "fails on mobile <375px").
-
User selects direction
- Present all variations with their trade-off table.
- User picks one variation as the direction.
- If none fits, user specifies which aspects to remix — then generate a sixth variation that combines the specified aspects. Still pick one.
-
Document the shotgun
- Save all variations to
docs/designs/SHOTGUN_YYYYMMDD_[feature-slug].md.
- Discarded variations are institutional memory — they explain why certain directions were rejected.
- The selected variation becomes the input to
/plan-design-review.
Operating Rules
- Generate at least 3 variations, at most 5. Two is not divergence — it's a binary choice, not exploration.
- Variations must differ in their layout metaphor, not just their color or spacing. Same-list-with-different-colors is one variation.
- Do not design-implement any variation — this is divergence only. Implementation starts after
/plan-design-review on the chosen direction.
- Do not mix-and-match into a franken-design unless the user explicitly requests a remix as a sixth variation.
- Each variation must declare its failure mode. If you can't think of one, the variation isn't specific enough.
- If only one variation seems possible, push harder: "What if we removed the sidebar entirely? What if this was a command palette instead of a page?"
Output Format
Return a markdown report with these exact sections:
- Feature Slice (one sentence + constraints + anti-goals)
- Axes of Variation (3–4 axes with extremes)
- Variation A: [Name] — description, strengths, sacrifices, failure mode
- Variation B: [Name] — description, strengths, sacrifices, failure mode
- Variation C: [Name] — description, strengths, sacrifices, failure mode
- (Variation D/E if applicable)
- Trade-off Matrix (table)
- Selected Direction (with rationale)
- Shotgun Document Path
- Recommended Next Step
Example
Feature Slice
Product catalog browsing for a B2B wholesale platform. 5,000+ SKUs with complex filtering (category, price range, minimum order quantity, lead time). User needs to compare 2–4 products side by side and request quotes.
Axes of Variation
- Density: dense rows ↔ visual cards ↔ spatial scatter
- Navigation: faceted sidebar ↔ inline filters ↔ search-forward
- Comparison: side-by-side fixed panel ↔ hover flyout ↔ dedicated compare page
Variation A: Dense Command Table
Spreadsheet-like rows, faceted sidebar, inline checkboxes → compare drawer.
Optimizes for: power users scanning 50+ rows, batch operations.
Sacrifices: visual appeal, mobile experience, first-time learnability.
Failure mode: fewer than 20 products — feels empty and overwhelming.
Variation B: Visual Card Grid
3-column card grid, image-first, hover quick-compare, search bar with autocomplete.
Optimizes for: visual browsing, first-time discovery, product imagery.
Sacrifices: scan speed at high row count, batch operations.
Failure mode: products lack images — cards become empty shells.
Variation C: Spatial Scatter Canvas
2D scatter plot (price × lead time), dot size = MOQ, select dots → compare panel.
Optimizes for: trade-off pattern recognition, outlier discovery.
Sacrifices: learnability, accessibility, text-based search.
Failure mode: all products cluster in one region — no visual separation.
Trade-off Matrix
| Variation | Optimizes for | Worst when | Failure mode |
|---|
| Dense Command Table | Scan speed, batch ops | <20 products, mobile | Feels empty |
| Visual Card Grid | Discovery, imagery | No images, >200 products | Empty shells |
| Spatial Canvas | Pattern recognition | Clustered data, accessibility | No separation |
Selected Direction
Variation A (Dense Command Table) — user prioritizes scan speed for repeat buyers.
Shotgun Document Path
docs/designs/SHOTGUN_20260524_product-catalog.md
Recommended Next Step
Save shotgun doc, then /plan-design-review on the Dense Command Table variation.