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Chapter 15 — Minimal Viable Systems

Most systems fail because they start too large.

They try to fix everything, satisfy everyone, and represent the full complexity of reality. That produces a familiar outcome:

  • heavy adoption cost
  • weak enforcement
  • artifact overload
  • inevitable drift into ritual

This chapter defines an alternative: Minimal Viable Systems (MVS).

An MVS is the smallest system that can reliably improve a decision under real constraints and survive misuse.

The Failure This Chapter Prevents

Observable failure: teams design systems that are too complex to adopt, too broad to enforce, and too expensive to maintain.

Symptoms:

  • long rollout plans and training programs
  • many artifacts created before any decision changes
  • stakeholders demand customization before first use
  • the system requires facilitation to function
  • the system becomes “optional” because it’s too heavy

Root cause:

  • the system is designed as a full operating model rather than a decision machine.

What “Minimal Viable” Means Here

Minimal viable does not mean simplistic.

It means:

  • the smallest scope that still has teeth
  • the smallest artifact that is still inspectable
  • the smallest constraint that still forces tradeoffs
  • the smallest adoption path that still produces visible value

An MVS must still include:

  • one observable failure target
  • one optimized decision type
  • one object of control (maybe two at most)
  • one inspectable artifact
  • one enforceable constraint with a default
  • one misuse warning
  • one adoption path

If you remove any of these, the system becomes either:

  • a suggestion, or
  • a template, or
  • a meeting.

The MVS Core Formula

You can build an MVS by committing to this formula:

One Decision + One Artifact + One Constraint + One Default

Everything else is optional until proven necessary.

One Decision

Pick one primary decision type:

  • priority
  • scope
  • ownership
  • sequencing
  • investment
  • diagnosis
  • repair

Avoid multi-decision systems at first. They become political immediately.

One Artifact

The artifact is the “shared object” that makes the decision inspectable.

Examples (by decision type):

  • Priority → ranked stack with capacity allocation
  • Scope → explicit in/out boundary list with change log
  • Ownership → ownership map for one domain/interface
  • Sequencing → dependency map + chosen order
  • Investment → allocation table + rationale + kill criteria
  • Diagnosis → causal map + “next change” decision
  • Repair → repair backlog with protected capacity rule

One Constraint

A constraint is how the system forces reality to be confronted.

Examples:

  • “Max 3 active items; new work displaces old.”
  • “No work starts without an owner and exit criteria.”
  • “If unresolved dependency > 48h, escalate.”
  • “If decision not made by Friday, default ships.”

One Default

Defaults are what prevent “we’ll revisit” from defeating the system.

Examples:

  • “If we can’t agree, we pick the option with lower blast radius.”
  • “If priority isn’t decided, we continue the current top item.”
  • “If ownership unclear, the team closest to the interface owns until reassigned.”

Defaults must be explicit and socially acceptable, or they will be ignored.

The MVS Build Procedure

Step 1: Choose a narrow target failure

Pick a failure you can observe weekly.

Good targets:

  • “Work items labeled small take > 10 days”
  • “Ownership disputes block releases”
  • “Priorities reverse after executive reviews”
  • “Incidents repeat without structural fixes”

Bad targets:

  • “Improve alignment”
  • “Increase innovation”
  • “Improve culture”

Step 2: Choose a decision you can change immediately

Ask:

  • “What decision do we keep avoiding or re-litigating?”

Choose one.

Step 3: Pick the smallest object of control that touches the failure

Prefer objects you can edit without permissions:

  • work item definitions
  • WIP limits
  • interface contracts
  • ownership maps
  • decision logs

Avoid incentives and org chart unless you own them.

Step 4: Design the artifact to be hard to fake

Artifacts should not be “nice to have.” They should be hard to produce dishonestly.

Techniques:

  • include a “decision changed” field
  • include an owner and timestamp
  • include assumptions and constraints
  • include the next action and deadline
  • make it visible to the people affected

Step 5: Add a constraint with an explicit default

Ask:

  • “How will we avoid this decision?”
  • “What rule blocks avoidance?”
  • “What happens automatically if we still avoid it?”

Step 6: Define minimal adoption

An MVS must be adoptable by a small group without institutional permission.

Define:

  • who runs it first
  • how often it runs
  • what it produces on the first run
  • what improvement should be visible within 1–2 cycles

If first value requires org-wide rollout, it’s not minimal.

Minimal Viable System Patterns (Reusable Shapes)

These are MVS “shapes” you can deploy quickly.

Pattern A: Decision Log MVS

Target failure:

  • repeated reversals
  • loss of rationale
  • blame cycles

Decision optimized:

  • diagnosis / investment / scope

Artifact:

  • one-page decision record: context, options, decision, rationale, owner, review date

Constraint + default:

  • “No major work starts without a decision record.”
  • Default: “If no record, work cannot claim priority.”

Pattern B: WIP Cap MVS

Target failure:

  • too much in progress
  • slow cycle time
  • constant context switching

Decision optimized:

  • sequencing / repair

Artifact:

  • visible queue with explicit WIP count

Constraint + default:

  • “Max N items in progress.”
  • Default: “New work displaces lowest priority in-progress item.”

Pattern C: Ownership Boundary MVS

Target failure:

  • cross-team blocks
  • interface disputes
  • “not my problem”

Decision optimized:

  • ownership

Artifact:

  • ownership map for one interface/domain + escalation path

Constraint + default:

  • “Every interface must have an owning team.”
  • Default: “Owning team is the one operating it in production until reassigned.”

Pattern D: Capacity Allocation MVS

Target failure:

  • repair work always sacrificed
  • strategy resets without behavior change

Decision optimized:

  • investment / priority

Artifact:

  • allocation table (e.g., feature/repair/platform) with explicit percentages

Constraint + default:

  • “Allocation is fixed for the cycle.”
  • Default: “If requests exceed allocation, they queue, not steal capacity.”

Misuse Model: How MVS Gets Misapplied

Misuse 1: Minimal becomes “optional”

Teams interpret minimal as “lightweight” and remove enforcement.

Correction:

  • minimal means few parts, not weak constraints.

Misuse 2: Minimal becomes “pilot forever”

People keep it small to avoid commitment or organizational exposure.

Correction:

  • define explicit scale criteria:

  • “If X improves for 3 cycles, expand scope.”

Misuse 3: Minimal becomes “local patch”

Teams fix local pain while the real failure is cross-boundary.

Correction:

  • if the failure is multi-team, your MVS must control interfaces or decision rights, not just team rituals.

The Non-Negotiable Rule Introduced Here

If you cannot produce a system that changes a real decision within two cycles, you are not designing a system—you are designing compliance.

Start minimal. Prove value. Then expand.

Exit Condition for This Chapter

Design one Minimal Viable System by writing:

  1. Target observable failure (3–5 sentences)
  2. One decision type to optimize
  3. One artifact (name + fields it contains)
  4. One constraint + explicit default
  5. One misuse warning + mitigation
  6. Who can adopt it first and what “first value” looks like