01 VISION02 USER NEEDS03 MARKET04 FEATURES05 FLOWS06 POC07 LAUNCHSEVEN TOOLS / ONE KIT

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Geospatial Makers Start Building!

Stella talks Daniel O’Donohue through the seven tools: turning geospatial capability into products people use, why user research and early launches matter, and what makers can start doing now.

11 February 2026 · 46 min

  • Who it’s for

    This framework is for:

    • GIS specialists building tools and platforms
    • geospatial founders and makers launching products
    • teams delivering digital twins, internal platforms, SaaS, and spatial decision-support tools
  • What it is

    These aren’t rigid phases. They’re tools you can reach for at the right moment:

    • to reduce risk,
    • to avoid building the wrong thing,
    • and to make your product easier to explain, test, and launch.
  • How to use it

    Use this as a self-check:

    • If your answer looks like the “bad habits” column, it’s not failure, it’s a signal to reach for that tool.
    • Skipping tools doesn’t make you faster. It pushes learning into the most expensive phase: the build.

1. Vision

What it is
A clear statement of what you’re building, who it’s for, and why it matters.
What good looks like
A short, 1–2 sentence statement that is user-value led, specific enough to guide decisions, and clear about why this should exist now.
Why it matters
A strong vision sets direction and makes trade-offs easier. It gives you a filter for decisions and a way to say “no” to ideas that don’t serve the core outcome.
If you skip this
You’ll feel constant scope creep. Every idea will sound equally good, and stakeholders will pull the product in different directions.

Example

Good
“Help electricity operators quickly understand network disruption impacts so they can respond faster.”
Weak
“Build a platform to visualise electricity data.”

Key questions to ask

  • Why does this exist?
  • Who benefits if it works?
  • What problem disappears if we succeed?

Common bad habits

  • Treating a feature list as a vision.
  • Leading with technology instead of user value.
  • Writing statements that are too vague to guide decisions.

2. User Needs

What it is
Understanding who will actually use the product, what they’re trying to do, and what problems are getting in their way.
What good looks like
User needs are problem-focused, grounded in real-world context and constraints, and based on evidence rather than assumptions.
Why it matters
Designing from empathy leads to better outcomes than designing from internal or GIS-centric assumptions.
If you skip this
You risk building tools users don’t care about, then spending time and money fixing adoption problems later.

Example

Good
“As a network analyst, I need to see affected pylons without interpreting raw GIS data.”
Weak
“Users want more layers.”

Key questions to ask

  • Who actually experiences this problem?
  • What are they trying to do today?
  • Where do they struggle?

Common bad habits

  • Assuming “the user is everyone”.
  • Describing roles instead of needs.
  • Designing primarily for yourself as a GIS expert.

3. Market / Context

What it is
The ecosystem your product sits within — including tools, data, workflows, constraints, and opportunity.
What good looks like
An understanding of existing tools, awareness of data and technical limitations, and a focus on real gaps and friction.
Why it matters
It helps you avoid reinventing the wheel or building something that doesn’t fit how work is actually done.
If you skip this
You may discover late that something already exists, or that integration and adoption are far harder than expected.

Example

Good
“Users export data from three systems and manually combine it.”
Weak
“Other GIS tools aren’t very good.”

Key questions to ask

  • How is this solved today?
  • Where is the friction?
  • What’s missing?

Common bad habits

  • Claiming “no one else does this”.
  • Ignoring data or system constraints.
  • Over-focusing on features while missing trust, usability, or credibility.

4. Features

What it is
A prioritised list of what the product does.
What good looks like
Features are directly tied to user needs, scoped as a small and focused MVP, with a clear list of what is “not now”.
Why it matters
It controls scope and keeps the product easier to build, explain, and test.
If you skip this
Build time blows out, complexity increases, and the product becomes harder to use and harder to sell.

Example

Good
“Top five affected areas, time filter, export summary.”
Weak
“Full GIS editing, dashboards, reporting engine.”

Key questions to ask

  • What must this do to be useful?
  • What can wait?
  • What adds little value?

Common bad habits

  • Copying features from competitors.
  • Trying to please every stakeholder.

5. Flows & Prototypes

What it is
Visualising how users move through the product and complete tasks.
What good looks like
Prototypes are workflow-first, rough but clear, and explicitly built to learn rather than impress.
Why it matters
It surfaces assumptions early and allows you to iterate cheaply before building.
If you skip this
UX issues appear late, rework becomes expensive, and adoption suffers.

Example

Good
“Select incident → assess impact → export briefing.”
Weak
“A polished dashboard mock-up.”

Key questions to ask

  • What happens step by step?
  • Where do users get stuck?

Common bad habits

  • Polishing UI too early.
  • Designing screens without thinking about flow.
  • Copying GIS-only interface patterns without questioning them.

6. Proof of Concept (PoC)

What it is
A tangible, working slice of the idea that people can interact with.
What good looks like
A PoC uses real or representative data, is thin but functional, and is explicitly built to learn.
Why it matters
It makes spatial interactions real and allows users and stakeholders to give meaningful feedback.
If you skip this
Constraints surface late, stakeholders don’t “get it” until it’s expensive, and rework increases.

Example

Good
“A simple interactive map using real data.”
Weak
“A full system build before validation.”

Key questions to ask

  • What becomes clear once people see this?
  • What breaks?
  • What surprises us?

Common bad habits

  • Over-engineering.
  • Treating a PoC as a production system.

7. Launch & Learn

What it is
Releasing the product and learning from real-world use.
What good looks like
A soft or beta launch, clear feedback loops, and an iteration mindset.
Why it matters
Launch is the beginning, not the end. Learning from real use is what improves the product.
If you skip this
Products stagnate, adoption drops, or tools are quietly abandoned.

Example

Good
“Pilot with one team, learn, then scale.”
Weak
“Launch once and move on.”

Key questions to ask

  • What did we learn?
  • Did it work?
  • What’s next?

Common bad habits

  • Big-bang “final” delivery.
  • No plan for learning or iteration.

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