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Playbook · Idea / prototype to Searching (pre-PMF)

Idea and Searching × Discover

Earn first tries without buying traffic: a real waitlist, a one-image mission people can retell, personal asks from the founder, and an informative sample of the value before sign-up.

M0-M1 ×Discover3 lead moves
M0 Idea / prototype
Is there a real itch, felt often enough?
M1 Searching (pre-PMF)
Who, if anyone, is it a must-have for?
Discover
Why would the right people try it?

M0-M1 × Discover

The playbook

Goal. First tries from the right people, at a volume the founder can still talk to.

Moves. A waitlist with real positions and real capacity INF-T-SP-06 (Influence Ch.4, p.90); a one-image mission and a premise people retell GT#10 (Actionable Gamification Ch.5, p.80); the founder asking early fans personally INF-T-LK-01 (Influence Ch.5, p.126); an informative sample of the value before sign-up INF-T-RC-01 (Influence Ch.2, p.17) and experience over persuasion HK-ACT20 (Hooked Ch.3).

Watch. If Value is binding, only these moves are in season on the Discover side. Message tests need traffic you don't have yet.

Lead with these moves

  • TechniqueEvidence grade C. Limited evidence: few or small studies.

    Before launch, or while capacity is truly limited, run a waitlist that shows each person's real position and the real count, and let members share invites. Visible demand is social proof; a line kept long on purpose with room inside is a fake cue that people eventually see through.

  • TechniqueEvidence grade D. Practitioner framework or anecdote: plausible, untested.

    Narrative (GT#10)

    story-framed purpose

    Wrap the product's actions in a short story that gives them a larger purpose, so ordinary steps feel like part of a mission. Chou's version is one striking image and one line at first launch, kept alive in later phases instead of parked on an About page.

  • TechniqueEvidence grade B. Moderate evidence: solid studies with some limits.

    Ask through someone they know

    friend or founder as the asker

    Route the ask through a person the prospect knows and likes: early on, the founder asking people personally; later, a team admin inviting colleagues, a host or creator selling to their audience, a friend's group-buy link. People say yes to people, and refusing a friend feels different from refusing a company.

Not now

  • Scale paid acquisitionPaid traffic into a product that doesn't keep people yet just fills a leaky bucket.
  • Small copy or button A/B testsAt your volume a small tweak would take months to read.
  • Two-sided referral programReferral programs amplify love that isn't there yet.
  • Cash bounty per inviteSmall cash rewards can backfire; make the reward more of the product.
  • Limited-time discounts to convertDiscounts pull in buyers who leave when the discount ends.

Limits

What we don’t claim

Sources

  • Influence · Robert Cialdini

    Ch.4, p.90 · Ch.5, p.126 · Ch.2, p.17

  • Actionable Gamification · Yu-kai Chou

    Ch.5, p.80

  • Hooked · Nir Eyal

    Ch.7 · Ch.3

Source IDs: INF-T-SP-06GT#10INF-T-LK-01INF-T-RC-01HK-ACT40HK-ACT20

Book content is paraphrased, never quoted at length. Last verified October 24, 2026.

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