| name | wardley-mapping |
| description | Wardley Mapping expert. Explains Wardley Maps and the Online-Wardley-Maps (OWM) text DSL, teaches Doctrine (universal principles) and leadership/gameplay (context-specific plays), and reviews a user's map — what is good, what is weak, and where the potential is — adding colour-coded feedback notes directly to the .wmap/.owm file. Use whenever the user asks to review, critique, improve, or sanity-check a Wardley map; to explain Wardley-mapping concepts (evolution, doctrine, climatic patterns, pioneers/settlers/town planners, the strategy cycle); or to read/write .wmap / .owm files. |
Wardley Mapping
A Wardley Map is a picture of a landscape: user needs at the top, the chain of capabilities they
depend on beneath, each component placed by how evolved it is (left = novel, right = commodity).
Unlike most "strategy" diagrams it is situational and movable — you can reason about how things
will change and what to do about it. This skill lets you (1) explain mapping, (2) read/write the OWM
text DSL these files use, and (3) review a real map and return actionable, colour-coded feedback.
The two axes (always check these first)
- Y — value chain / visibility. Top = visible to the user; bottom = invisible plumbing. A
component sits above the things it needs. The map is anchored by a user (
anchor) and a
need at the very top. No anchor / no user need = the map is not really a map yet.
- X — evolution. Left → right, driven by supply and demand competition:
Genesis → Custom-Built → Product (+rental) → Commodity (+utility). Things only move right
over time, never left. In this codebase the stage boundaries on the 0..1 maturity axis are
0.17 / 0.40 / 0.70 (Genesis 0–0.17, Custom 0.17–0.40, Product 0.40–0.70, Commodity 0.70–1.0).
Coordinates in the DSL are [visibility, maturity], both 0..1: visibility 1 = top, 0 =
bottom; maturity 0 = genesis (left), 1 = commodity (right).
How to review a map (the core job)
- Read the file and build a mental model: anchor(s)/users, components, dependency links,
each component's position, any
evolve movements, pipelines, and decorators (build/buy/outsource,
market/ecosystem, inertia). If given DSL, parse it; if given an image, ask for the .wmap/DSL.
- Check the structure (see
reference/review-playbook.md): is there a real user + need at the
top? Is the value chain ordered correctly (visible on top, dependencies pointing down)? Is each
component's evolution stage realistic (a common mistake is putting commodities like compute,
power or payments too far left)? Are dependencies complete down to commodities, and free of
obvious cycles or missing links?
- Apply Climatic patterns (
reference/concepts.md): which components will evolve right, where
is inertia likely, where does commoditisation enable new genesis (platform effects),
where do practices need to co-evolve.
- Apply Doctrine (
reference/doctrine.md): score the map/organisation against the universal
principles — focus on user needs, high situational awareness, use appropriate methods per
evolution stage, manage inertia, use a common language, think small, etc.
- Spot leadership / gameplay (
reference/concepts.md): concrete plays the map suggests —
commoditise/shift-to-utility, build-vs-buy-vs-outsource by stage, exploit an ecosystem (ILC),
accelerate/decelerate evolution, restructure teams as pioneers/settlers/town planners.
- Deliver feedback two ways:
- A short written assessment: Strengths, Weaknesses / risks, Potential / plays.
- Colour-coded notes added to the DSL, placed next to the component they comment on, so the
user sees the feedback on the canvas. Keep each note to a few words.
Colour convention for feedback notes
This editor supports a per-note colour (project extension, see reference/owm-dsl.md). Use it to
make the review legible at a glance:
| Colour | Hex | Meaning |
|---|
| 🟢 Green | #15803d | Good — well placed / a genuine strength |
| 🟠 Amber | #b45309 | Watch — caution, inertia risk, needs attention |
| 🔴 Red | #b91c1c | Problem — misplaced, risky, or missing |
| 🔵 Blue | #1d4ed8 | Info / neutral observation |
| 🟣 Purple | #7e22ce | Idea / opportunity / suggested play |
Syntax: note <short feedback> [visibility, maturity] (color #hex). Position the note near the
component (offset slightly so it doesn't overlap the node or its label). Example — appending a review
to a map:
note Genuine differentiator — keep in-house [0.46, 0.33] (color #15803d)
note Compute is a commodity; shift to utility/cloud [0.16, 0.46] (color #b91c1c)
note Inertia likely here (sunk cost) [0.30, 0.66] (color #b45309)
note Platform play: expose this as an API [0.55, 0.62] (color #7e22ce)
When you change a map, preserve everything else (round-trip the DSL) and only add/adjust the
feedback notes unless the user asks you to move components. Prefer adding notes over silently moving
the user's components — suggest moves in notes/text and let them decide.
Reference files (read on demand)
reference/concepts.md — evolution stages & how characteristics change, climatic patterns, the
strategy (OODA) cycle, pioneers/settlers/town planners, gameplay catalogue.
reference/doctrine.md — Simon Wardley's Doctrine, the universal principles, grouped by phase.
reference/owm-dsl.md — the full OWM text DSL this project reads/writes, incl. the (color …)
note extension and a worked example.
Authoring new maps
When asked to create a map: start from the user and their need (anchor at top), add the chain
of components downward, link dependencies, then place each on the evolution axis honestly (don't
flatter novel work as commodity or vice-versa). Add evolve arrows for expected movement. Keep it
small and legible. Then run the review steps above on your own map before presenting it.
Sources & licence: the conceptual content (Doctrine, climatic patterns, gameplay, PST) is Simon
Wardley's Wardley Maps work, shared under CC BY-SA. See the reference files for details.