Cartisan’s Swiss Army Knife of Geospatial Product Thinking
A practical toolbox of seven product-thinking tools for geospatial makers — designed to help you move from GIS capability to products that are clear, usable, and high-impact.
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.
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
- A clear statement of what you’re building, who it’s for, and why it matters.
- A short, 1–2 sentence statement that is user-value led, specific enough to guide decisions, and clear about why this should exist now.
- 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.
- You’ll feel constant scope creep. Every idea will sound equally good, and stakeholders will pull the product in different directions.
- 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
- Understanding who will actually use the product, what they’re trying to do, and what problems are getting in their way.
- User needs are problem-focused, grounded in real-world context and constraints, and based on evidence rather than assumptions.
- Designing from empathy leads to better outcomes than designing from internal or GIS-centric assumptions.
- You risk building tools users don’t care about, then spending time and money fixing adoption problems later.
- 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
- The ecosystem your product sits within — including tools, data, workflows, constraints, and opportunity.
- An understanding of existing tools, awareness of data and technical limitations, and a focus on real gaps and friction.
- It helps you avoid reinventing the wheel or building something that doesn’t fit how work is actually done.
- You may discover late that something already exists, or that integration and adoption are far harder than expected.
- 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
- A prioritised list of what the product does.
- Features are directly tied to user needs, scoped as a small and focused MVP, with a clear list of what is “not now”.
- It controls scope and keeps the product easier to build, explain, and test.
- Build time blows out, complexity increases, and the product becomes harder to use and harder to sell.
- 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
- Visualising how users move through the product and complete tasks.
- Prototypes are workflow-first, rough but clear, and explicitly built to learn rather than impress.
- It surfaces assumptions early and allows you to iterate cheaply before building.
- UX issues appear late, rework becomes expensive, and adoption suffers.
- 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)
- A tangible, working slice of the idea that people can interact with.
- A PoC uses real or representative data, is thin but functional, and is explicitly built to learn.
- It makes spatial interactions real and allows users and stakeholders to give meaningful feedback.
- Constraints surface late, stakeholders don’t “get it” until it’s expensive, and rework increases.
- 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
- Releasing the product and learning from real-world use.
- A soft or beta launch, clear feedback loops, and an iteration mindset.
- Launch is the beginning, not the end. Learning from real use is what improves the product.
- Products stagnate, adoption drops, or tools are quietly abandoned.
- 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.