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Validation plan

What has to be proven before each part of the product gets built, and in what order. This page exists to prevent the most expensive failure mode available to a technically strong founder: spending a year building a system that works perfectly and that nobody needed.

The premise is simple. Everything in the backlog is a hypothesis. Code is the most expensive way to test a hypothesis. Use it last.

The rule​

Build the cheapest thing that can make the assumption fail.

If an assumption survives a conversation, test it with a prototype. If it survives the prototype, test it by doing the job manually. Only when it survives that does it deserve a system. Each rung costs substantially more than the one below it — the units in the table are the point — so the order is not a preference.

RungCostTests
InterviewHoursWhether the problem is real and painful
PrototypeDaysWhether the proposed solution is understood
Concierge — do it by handWeeksWhether the solution actually works
Build itMonthsWhether it works at scale, repeatably

Concierge is the rung that gets skipped, and it is the most informative one. Bitrate can deliver a release for an artist by hand — the founder does the distribution, writes the marketing plan, produces the content, reads the results back — long before any of that is software. Do it ten times and the product design stops being guesswork.

Phases​

Phases are gated by evidence, not by dates. A phase is finished when its question is answered, including when the answer is "no".

Where the project is now​

Phase 0 is complete; phase 1 is owed and being skipped deliberately. The direction is decided — artist-first, ADR-0032 — which was the condition phase 0 was blocked on.

What has not happened is phase 1. Nobody has been interviewed, so every claim about the customer in this section is still reasoning rather than evidence, and the decision was to build the artist workspace before closing that gap. That is a recorded, accepted risk rather than an oversight: see the known risk. Interviews are reordered, not cancelled, and the cheapest moment to run them is alongside the first build rather than after it.

Two things are out of sequence and should not wait for their phase: Law Gate 0, because the site is already public, and the defects in the tech roadmap, because they are things that are already wrong rather than things to build.

Phase 0 — Foundation​

Question: what is being built, for whom, and why would it win?

The written work is done and lives in this section: vision and positioning, the backlog, and the business model hypothesis.

Exit criterion: the dependency chain can be stated in one paragraph without contradicting itself — and the listener-first vs artist-first question has been decided.

Both conditions are now met. Artist-first is chosen and recorded in ADR-0032.

Phase 1 — Validation​

Question: is the problem real, expensive, and shaped the way the vision assumes?

  • 20–30 interviews with independent artists. Not a survey. Ask what they did for their last release, in order, and what it cost them in money and hours. Do not describe Bitrate.
  • Map the artist journey from what they actually say, not from the product's structure.
  • Find the expensive problems — the ones with real money or real hours attached.
  • Willingness to pay — what they already pay for today, to whom, and how much.
  • Run a concierge release end to end, by hand, for at least one artist.

Exit criterion: a specific, repeated, expensive problem that Bitrate is positioned to solve, stated in artists' own words — plus evidence that someone would pay for it.

This phase can fail, and it failing is a success. Discovering in month two that the problem is different from the assumption is worth far more than discovering it in year two.

Phase 2 — MVP definition​

Question: what is the smallest thing that solves the validated problem?

Value proposition, MVP scope, user flows, requirements, the success metric, the pricing hypothesis, and the architecture — the last of which is Stage 2 of the tech roadmap.

Exit criterion: a scope that can be built in weeks and that a phase 1 interviewee would recognise as solving their problem.

The likely MVP boundary, subject to what phase 1 finds:

upload → release workspace → distribution → marketing help → analytics

Everything else in the backlog is explicitly out.

Phase 3 — Launch preparation​

Question: can Bitrate legally and operationally accept a real artist's release?

This is where Law roadmap Gates 1 to 3 must be satisfied — the artist agreement, the distribution arrangement, and payments. Plus the analytics from Stage 3, because a launch that is not measured teaches nothing, and support.

Gate 0 is not a phase 3 item — it is overdue now

An earlier draft folded Gate 0 into this phase. That is wrong and the error matters, because Gate 0 is triggered by the site being publicly reachable, which it already is. The registration form currently tells users they accept Bitrate's Terms and Privacy Policy, and neither document exists anywhere in the repository; the links are dead anchors and no acceptance is recorded.

That is a live exposure on a deployed site, not preparation for a future launch. It does not wait for phase 3, and it does not wait for an artist. See Gate 0.

Exit criterion: an artist can complete a release end to end, and nothing in that path is legally or operationally improvised.

Phase 4 — First market​

Question: do artists complete a release, and do they come back for a second?

The targets, in order: 10 artists → 50 → 100. Deliberately small numbers, because the information is in the individual cases at this stage, not in the aggregate.

Measure activation and retention. Interview everyone who dropped out — they know more about the product's problems than everyone who stayed.

Exit criterion: artists complete releases without hand-holding, a meaningful share return for a second, and Bitrate has earned real revenue.

The second release is the whole test. One release proves curiosity. Two proves the product worked.

Phase 5 — Product-market fit​

Question: does it hold up as a business?

Cohort retention, pricing tested rather than assumed, referral loops, automation of what is still manual, and only then scaling acquisition.

Exit criterion: cohorts retain, the unit economics work, and growth is not entirely founder-powered.

Phase 6 — Scale​

Listener growth, social, marketplace, international, partnerships, real infrastructure scaling, team, funding. Everything here is premature before phase 5, however tempting.

What is being tested at each layer​

Each product layer has one question that decides whether the next one deserves to be built. The rows are in build order, which is not the layer numbering — see why those differ:

LayerThe questionAnswered by
Artist WorkspaceDo artists complete a second release through Bitrate?Phase 4
Bitrate AIDo artists act on the advice?Phase 5
AutopilotDo they accept more often than they override?Phase 5–6
PlayerDo listeners return without being told to?Phase 6
Marketplace / PlatformIs there a core worth extending?Phase 6

Anti-patterns​

Named because they are the failure modes this specific project is most exposed to — a strong engineer with a large backlog and no users yet.

  • Building through phase 1. Interviews are slow and unsatisfying; the backlog is right there. Building instead of interviewing feels like progress and is the most common way this fails.
  • Treating signups as validation. A signup costs nothing and proves nothing. The metric is completed releases — see Metrics.
  • Skipping concierge. "It won't scale" is true and irrelevant. Nothing needs to scale at ten artists.
  • Building the whole backlog because each item is good. Every item in it is good. That is the problem, not the justification.
  • Choosing the interesting problem over the validated one. Autopilot is more interesting than a release checklist. The release checklist is what someone will pay for first.
  • Asking people whether they would use it. They will say yes. Ask what they did last time and what it cost them.