Build an Impact Map (Gojko Adzic) — a four-level tree connecting a measurable Goal → Actors (who can move it) → Impacts (behaviour changes we want from them) → Deliverables (what we could build). Use when tying features to business outcomes, exposing untested assumptions behind a roadmap, or deciding what NOT to build because it doesn't move the goal.
Scanned 9/6/2026
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---
name: impact-mapping
description: Build an Impact Map (Gojko Adzic) — a four-level tree connecting a measurable Goal → Actors (who can move it) → Impacts (behaviour changes we want from them) → Deliverables (what we could build). Use when tying features to business outcomes, exposing untested assumptions behind a roadmap, or deciding what NOT to build because it doesn't move the goal.
when_to_use: |
Use when a roadmap or feature list exists but the line from "ship this" to
"the metric moves" is fuzzy. Impact mapping makes every deliverable defend
itself against a goal and an actor behaviour. Primarily for the
product-strategist agent; pairs with metrics-design (for the goal) and
prioritization-methods (for ranking deliverables).
allowed-tools: Read, Write
---
# Impact Mapping
A strategic-planning technique (Gojko Adzic, *Impact Mapping*) that prevents the
single most common roadmap failure: **building deliverables that don't actually
move the goal.** It does this by forcing every feature to trace back through an
actor and a behaviour change to a measurable goal — and by making the assumptions
in that chain explicit and testable.
An impact map is a mind-map with exactly four levels, answering four questions.
## The four levels
1. **Goal — WHY?**
The measurable business objective. Must be a metric with a target and a
deadline, not an activity. SMART. Examples: "Reach 5,000 weekly active users by
Q3", "Cut onboarding drop-off from 60% to 30%."
- Bad goal (an activity): "Launch the mobile app."
- Good goal (an outcome): "20% of signups complete first upload within 24h."
2. **Actors — WHO?**
The people/systems who can produce the desired effect — or obstruct it. Be
specific: not "users" but "first-time uploaders", "returning power users",
"the support team", "the recommender system". Include actors who could get in
the way, not just help.
3. **Impacts — HOW?**
The **behaviour changes** we want from each actor — how their actions should
change to move the goal. Phrase as a change in what the actor *does*: "uploads
a second statement", "shares the app with a friend", "stops abandoning at the
password screen." Impacts can also be reductions in harmful behaviour.
*This is the level teams skip — and it's the whole point.* A deliverable with
no actor-behaviour-change behind it is a guess.
4. **Deliverables — WHAT?**
What we could build or do to support an impact. Features, campaigns, copy
changes, process changes. These sit at the **bottom**, not the top — they're
the cheapest level to change and the least certain to matter. A deliverable is
a hypothesis: "*we believe* this deliverable will cause this impact in this
actor, which moves the goal."
## Why the direction matters
Most teams start at the deliverable ("build feature X") and rationalize upward.
Impact mapping forces top-down: goal first, then who can move it, then how their
behaviour must change, then — only last — what to build. The payoff:
- **Deliverables become optional.** If you can hit the impact a cheaper way, the
expensive deliverable dies. The map is a map of *options*, not a plan.
- **Assumptions surface.** Each branch is an assumption you can test. The riskiest
branch is where discovery/experiments should go first.
- **Scope shrinks honestly.** Branches that don't trace to the goal get cut
without drama — they were never justified.
## Process
1. **Lock the goal.** One measurable goal with a target + deadline. If you can't
measure it, fix it before continuing. (Use metrics-design if needed.)
2. **List actors.** Who can move this goal — helpers and blockers. Be specific.
3. **Name impacts per actor.** What behaviour change in this actor would move the
goal? Multiple impacts per actor is fine. Phrase as changed behaviour.
4. **Brainstorm deliverables per impact.** What could cause that behaviour change?
Keep them as candidates, not commitments.
5. **Annotate each branch with:**
- **Assumption**: "We believe [deliverable] → [impact] in [actor] → [goal]."
- **Confidence / evidence**: what tells us this is likely?
- **Cost / effort** of the deliverable.
6. **Find the first bet.** The branch with highest goal-leverage × lowest cost ×
testable-soonest is where to start. Mark assumptions to validate before
committing.
7. **Render the map.** A hierarchical text tree:
```
GOAL: [measurable goal + target + deadline]
├─ ACTOR: [specific actor]
│ ├─ IMPACT: [behaviour change]
│ │ ├─ DELIVERABLE: [thing] — assumption: … — confidence: … — cost: …
│ │ └─ DELIVERABLE: …
│ └─ IMPACT: …
└─ ACTOR: …
```
## Anti-patterns to call out
- **Goal is an activity, not an outcome** → rewrite as a metric.
- **Jumping straight to deliverables** → no actor/impact behind a feature = a guess; flag it.
- **"Users" as the only actor** → too vague to design for; split into real roles.
- **Impacts written as features** ("add a button") → that's a deliverable; the
impact is the behaviour the button is supposed to change.
- **Every branch equally confident** → it never is; force the confidence column.
## Relationship to other great-pm skills
- The **goal** should come from `metrics-design` (North Star / target metric).
- Deliverables, once mapped, feed `prioritization-methods` for ranking.
- `impact-mapping` is referenced as one of the 12 methods in `prioritization-methods`;
this skill is the full operational playbook for it.
## Further reading
- Gojko Adzic, *Impact Mapping: Making a Big Impact with Software Products and Projects*
- impactmapping.org
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