Agent Skills: Gaia Product Ideation

Provides Stage 2 ideation guidance for consumer one-off / in-app-purchase products - an ideation frame with a monetization hypothesis and anti-goals (no auto-renew), divergent ideation (brainwriting, Crazy 8s, SCAMPER on top-grossing, genre mashup, forced constraints), a structured backlog with a mandatory monetization seed, hook/core-loop/meta-loop with a monetization overlay, RICE plus desirability/feasibility/net-viability scoring, and selection of ONE concept. Use to converge from an Opportunity Thesis to one concept brief with riskiest assumptions and provisional kill thresholds.

UncategorizedID: frostaura/ai.toolkit.gaia/fa-product-ideation

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plugins/product/skills/fa-product-ideation/SKILL.md

Skill Metadata

Name
fa-product-ideation
Description
Provides Stage 2 ideation guidance for consumer one-off / in-app-purchase products - an ideation frame with a monetization hypothesis and anti-goals (no auto-renew), divergent ideation (brainwriting, Crazy 8s, SCAMPER on top-grossing, genre mashup, forced constraints), a structured backlog with a mandatory monetization seed, hook/core-loop/meta-loop with a monetization overlay, RICE plus desirability/feasibility/net-viability scoring, and selection of ONE concept. Use to converge from an Opportunity Thesis to one concept brief with riskiest assumptions and provisional kill thresholds.

Gaia Product Ideation

Scope and when to use

Use this skill to diverge then converge from the Opportunity Thesis to ONE concept. Scope is one-off + IAP/IAG monetization; B2B seat-based SaaS is out of scope and an auto-renew anti-goal is mandatory unless an in-scope decision is recorded.

Use when:

  • a validated opportunity needs concept generation and selection
  • ideas must carry a monetization seed before they enter the backlog
  • one concept must be chosen with provisional success/kill thresholds

Do not use when:

  • no Opportunity Thesis exists yet (run discovery first)
  • the concept is already chosen and needs monetization design

Required inputs

  • the Opportunity Thesis, personas/JTBD, and WTP-by-segment from discovery
  • the current unit-economics model version
  • the platform target and its implied monetization shapes

Owned outputs

  • a structured idea backlog with monetization seeds and provenance
  • one selected concept brief with hook, loops, and value prop
  • riskiest assumptions and provisional success/kill thresholds

Core workflow

  1. Set the ideation frame: target player, platform-implied monetization shapes, the monetization hypothesis as a divergence frame, and anti-goals (including no auto-renew).
  2. Diverge with silent brainwriting / Crazy 8s, SCAMPER on top-grossing titles, genre mashup/reskin, analogous inspiration, and forced-constraint prompts.
  3. Log every idea into a structured backlog: one-line pitch, taxonomy tags, a MANDATORY monetization seed, and provenance.
  4. For survivors, frame problem->solution JTBD with an explicit payment-attachable moment.
  5. Design hook + core loop + meta loop + reward schedule, then overlay the monetization loop and confirm it is still fun without paying.
  6. Write the value prop and the "why pay"; assess differentiation and moat (cloneable vs durable).
  7. Coarse-screen with knockouts, then score with RICE (Impact = consumer revenue) plus opportunity scoring.
  8. Apply the three lenses - desirability, feasibility, NET-viability - applying store fee and payback AT concept scoring; select ONE concept.

Three-lens selection

  • Desirability: do persona-matched players want it and say why-pay.
  • Feasibility: can the team build the lovable version within constraints.
  • Net-viability: does the concept survive store fee + payback at this scoring stage, not just at launch.

Anti-patterns

  • do not let an idea enter the backlog without a monetization seed
  • do not score Impact on installs or attention instead of consumer revenue
  • do not defer fee/payback math to a later stage when scoring concepts
  • do not pick a cloneable concept with no durable moat by default
  • do not smuggle an auto-renew model past the anti-goal

Handoff and downstream impact

  • hand monetization design the concept brief and the monetization hypothesis
  • hand the money gate the riskiest assumptions and provisional kill thresholds
  • name the loop-back: a failed selection returns to divergent ideation

Completion checklist

  • the backlog entries each carry a monetization seed and provenance
  • the selected concept has hook, loops, value prop, and "why pay"
  • scoring applied store fee and payback at the concept stage
  • riskiest assumptions and provisional success/kill thresholds are explicit

References