journey-mapping

Installation
SKILL.md

Journey Mapping

Coverage

Journey mapping covers the family of visualizations that lay out a user's experience as a timeline across stages, actions, thoughts, feelings, and touchpoints. The classic customer journey map (Jeff Patton's writing on story mapping is an adjacent influence; NN/g has codified the canonical structure) typically has a horizontal axis of stages (e.g., Awareness → Consideration → Purchase → Onboarding → Use → Renew/Churn) and vertical lanes for what the user is doing, thinking, feeling, and which touchpoint they are interacting with. An emotional curve rendered along the timeline highlights peaks and troughs — the "moments of truth" that disproportionately shape the overall impression.

A service blueprint (Lynn Shostack, 1984) extends the journey map downward with front-stage elements (what the user sees), the line of visibility, and back-stage elements (what employees, systems, and processes do that the user does not see). Below those, support processes show the infrastructure that enables back-stage work. Service blueprints are appropriate when the experience involves human or system handoffs that the user never sees but that determine whether the experience succeeds.

The skill also covers current-state vs future-state maps (current documents reality and surfaces pain points; future proposes a redesigned experience and is used to align stakeholders), and the choice of scope — a single transaction, an entire lifecycle, or a specific moment-of-truth blown up in detail. Granularity matches the decision the map will inform; a board-level alignment map is coarser than a redesign brief.

Philosophy

Journey maps exist because experience is temporal and cross-channel, and most artifacts a team produces are neither. A screen design captures one moment; an architecture diagram captures one cross-section; a backlog captures one project. The journey map is the only artifact that asks "what does the user actually live through, end to end, including the parts that happen on phone calls, in physical mail, in the gap between sessions, and in the moments when they think about us and then put it down?"

The practice resists two failure modes. The first is the anodyne happy-path map, where every stage is labeled with a positive verb and the emotional curve is a gentle wave — these maps describe what the team hopes is true rather than what research showed. The second is the everything-everywhere map, where ambition outruns research and the map sprouts lanes for every possible channel without evidence. A journey map's credibility comes from being grounded in synthesis output; without that grounding it is decoration.

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