Understand
Define the challenge before choosing a tool or solution.
GX LIVE MARKETING · LOCAL PREVIEW
A GX guide to understand a challenge, involve people, test a response, and learn from it.
SOLUTION ARCHITECTURE · METHOD
A practice that starts with people, context, and the right question before deciding on a solution.
This method proposes looking at the problem with enough clarity before defending an answer. Understanding, collaboration, and testing turn an initial idea into something that can be reviewed.
This guide presents a framework for an initial conversation; each application requires its own context, scope, and validation.
READING PRINCIPLES
The principles are presented as a framework for design and review. They do not replace a specific recommendation, diagnosis, or implementation.
Define the challenge before choosing a tool or solution.
Listen to the people who experience the journey to identify friction and opportunities.
Turn a hypothesis into a prototype that enables learning without scaling an assumption.
Use what was observed to guide adjustments to the next version.
An idea is not validated by sounding good. The method connects needs, options, and evidence. These five activities help organize the work; they are not a rigid recipe: a test may send us back to the initial question.
01
Before choosing a format, we observe the journey and listen to the people experiencing it. We separate observations from assumptions: friction may lie in information, waiting, interaction, or context, rather than necessarily in the product.
02
We turn that understanding into a question the team can work on. We identify who is affected, when, and under which constraints. We agree on what observation would help assess an alternative, without mistaking an internal preference for an audience need.
03
First we broaden the possibilities as a team; then we assess them against the challenge, resources, and feasibility. Separating those moments lets us explore without dismissing ideas too early, and select without treating a vote or a suggestion as evidence.
04
A script, sketch, sign, mockup, or clickable journey may be enough to test the hypothesis. We choose the simplest representation that helps us learn about the important uncertainty before committing to full production.
05
The test involves people from the relevant context. We record questions, actions, and differences from expectations, including what did not work. That evidence helps us decide what to adjust, keep, or discard, and what needs another test.
Imagine a brand experience where someone walks past because they do not understand what they can do. We do not start by adding screens: we first investigate that friction. The graphic shows a possible working sequence, not an executed activation or a conversion promise.
The same approach can apply to a physical space, an interface, or a project decision. The questions, prototypes, and evidence change; a solution should not be carried from one context to another by default.
Review the invitation, participation, and exit. Rehearsing an activity or testing signs can reveal what someone understands and where they need help before producing the entire space.
Explore brand experiencesExamine a specific task: finding information, understanding an option, or completing a journey. Sketches and prototypes help assess language and navigation before deciding on development.
Explore digital solutionsBring needs and findings into the problem definition. Solution Architecture structures the project; the CORE-A framework connects context, decisions, and learning under human accountability. A methodological guide does not activate data collection or integrations.
Return to Solution ArchitectureCompleting a workshop or having an attractive prototype is not enough. The value of the cycle lies in making explicit what we learned and how it changes the next decision. Scope, participation, and handling of any information are agreed on for each project.
No. The recovered original also covers services and experiences. Here we propose illustrative applications to physical and digital interactions, which need their own validation.
They provide a working structure, not an irreversible sequence. If a test reveals a different problem, we return to understanding or defining the challenge.
No. A test provides evidence under certain conditions. Implementation requires reviewing its limitations, feasibility, and use context.
WITHIN THE SAME SYSTEM