bugreports app
A personal product experiment · 2026 · design and development end to end, with AIAn idea’s road to a demo — prompt by prompt, skill by skill
bugreports. app is a civic reporting system where a problem is filed with its evidence: a broken pavement, a street light that never comes on, a charging point out of service, a parcel that never arrived. A photo or a video, a location, thirty seconds. Everyone who has run into the same problem backs the report and comments on it, and one person’s observation turns into a request with weight behind it.
Institutions and brands work the reports from a panel of their own: a queue, response times, a map, a decision. “Resolved” is not theirs to declare — the person who filed it confirms the fix. On top of that sits a reputation and rewards layer: how many reports filed, how many resolved, a ranking in your neighbourhood and your province; an institution can attach a discount or a promotion to it. Alongside personal problems there is a tip line, where the evidence is published and passed to the institution it concerns.
What follows is how that idea became a working demo.
The institution panel is a working app too: open the queue, decide on a report, look at the map. Every figure is sample data, every institution invented.
Every prompt is a skill, every skill a stage. This project ran on a library I built myself; hover a service to read when it is called.
The DEINS skill library
Digital Experience & Innovation Studio · 15 chapters · 119 servicesEmber: the 89 services applied on this project · grey: the 30 not applied.
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017 skills
Strategy
Where the organisation is going and why — decided before anything is researched or built.
- 01.1Business StrategyWhere to compete and how to win — chosen before any product or design decision means anything.
- 01.2Experience StrategyWhen every touchpoint optimises locally and the whole contradicts itself, someone defines what the experience is for.
- 01.3Product StrategyWith several products, deciding which to invest in, which to maintain and which to retire.
- 01.4Brand StrategyWhen the brand means different things inside and out, or a new offering must sit inside an existing one.
- 01.5Digital StrategyWhen digital investment is scattered across channels with no shared logic about what digital is for.
- 01.6AI StrategyAI is asked for from the top without a clear view of where it creates value, what it costs and what it risks.
- 01.7Transformation StrategyWhen the strategy needs the organisation to work differently, not just to build something new.
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028 skills
Research & Intelligence
Evidence about users, markets and competitors, with what was observed kept apart from what was concluded.
- 02.1User ResearchWhen decisions depend on how people actually behave and why, and the team is guessing.
- 02.2Customer ResearchWhen the question is the commercial relationship — who buys, why they choose, why they leave.
- 02.3Market ResearchA market-level question: size, structure, demand, entry viability, regulatory shape.
- 02.4Competitive IntelligencePositioning and pricing built on what competitors actually do — not what the sales team believes.
- 02.5Behavioral ResearchWhen behaviour and stated intention diverge — wanting it and not using it, dropping at a step that looks fine.
- 02.6Data / Insight SynthesisEvidence sits in several places and nobody can say what it collectively means.
- 02.7Trend / ForesightDecisions with long payback need a view of how the ground may shift.
- 02.8AI-assisted ResearchWhen research volume exceeds hand analysis and AI can accelerate the mechanical parts.
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038 skills
Product
Direction and evidence become a defined product: what gets built, for whom, in what order.
- 03.1Product DiscoveryBefore anything is built: establishing that the problem is real, valuable and solvable for this company.
- 03.2Product DefinitionA validated direction becomes a scope precise enough to build against.
- 03.3Product StrategyOne product's defensible direction: who it is for, what it wins on, what it will not do.
- 03.4Product ManagementDeciding what gets built next, saying no coherently, keeping stakeholders aligned.
- 03.5RoadmappingA shared view of sequence and intent — without becoming a delivery-date contract.
- 03.6Product ValidationTesting a belief about value, demand or usability before significant build cost is committed.
- 03.7Product AnalyticsBehavioural evidence from the product itself: what people do, where they stop, what predicts staying.
- 03.8Product GrowthGrowth from the product itself — activation, retention, expansion, referral — rather than from spend.
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049 skills
Experience Design
What people actually meet: structure, flow, interface, service and the joins between channels.
- 04.1UX DesignA product's structure — flows, screens, states — designed before surface work makes change expensive.
- 04.2UI DesignStructure is locked, and the surface is designed to a buildable standard.
- 04.3Product DesignOne designer owns a problem end to end — from understanding it to shipped behaviour.
- 04.4Interaction DesignHow the interface responds — feedback, timing, motion, gesture — designed rather than defaulted.
- 04.5Information ArchitectureUsers cannot find things, teams argue about menus, or a growing product's structure no longer holds.
- 04.6Service DesignThe experience spans channels and back-stage operations, where designing only the screen fixes nothing.
- 04.7Customer ExperienceManaging the customer relationship across its whole lifecycle rather than optimising single interactions.
- 04.8Employee ExperienceInternal tools slow employees down — and the customer experience inherits every one of those frictions.
- 04.9Omnichannel ExperienceCustomers move between channels mid-task and the experience currently restarts each time.
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057 skills
Content & Conversational
The product's words and dialogue — what is said, in what voice, and how it answers back.
- 05.1Content DesignWhen the content is the experience — what is said, in what order, at what depth.
- 05.2UX WritingInterface text written or fixed — labels, errors, empty states, confirmations, notifications.
- 05.3Content StrategyContent produced without shared purpose, decaying without an owner, or duplicating itself across surfaces.
- 05.4Conversation DesignDesigning a conversational interface: what it can do, how it asks, how it fails, when it hands over.
- 05.5Voice UXThe interface is heard rather than seen — nothing can be scanned and everything must be remembered.
- 05.6Generative UIParts of the interface are assembled at runtime by a model rather than designed screen by screen.
- 05.7AI Interaction DesignA surface powered by an uncertain model: the interaction sets expectations, exposes control, survives being wrong.
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068 skills
Brand & Creative
How the brand looks, sounds and feels — identity, campaign thinking and the systems that keep it consistent.
- 06.1Brand IdentityBrand strategy becomes a visual and verbal system that works everywhere it will appear.
- 06.2Creative StrategyBefore execution: the insight, the message, and the reason this will move someone.
- 06.3Art DirectionOne visual direction across pieces, formats and producers, so the work reads as one campaign.
- 06.4CopywritingPersuasive copy — headlines, body, calls to action — carrying the proposition in the brand's voice.
- 06.5CampaignA coordinated set of communications running across channels toward one objective and one message.
- 06.6Visual DesignIndividual pieces designed to the brand and art direction — layouts, graphics, presentation, marketing surfaces.
- 06.7Social CreativeCreative that works inside social platforms, where native behaviour and the first second decide everything.
- 06.8ExperientialThe brand experienced physically — event, installation, stand, pop-up, retail moment.
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077 skills
Design Systems
Design decisions as reusable, governed, accessible material: tokens, components, patterns.
- 07.1Design System StrategyBefore building a system: whether one is justified, what it covers, who it serves, who funds it.
- 07.2Design TokensDesign decisions as named values shared by design tools and code, so they change in one place.
- 07.3Component SystemsComponents built once, correctly, and consumed everywhere — in design and in code.
- 07.4Pattern LibrariesRecurring solutions above component level — forms, tables, empty states, onboarding — solved once.
- 07.5Design GovernanceThe system survives contact with many teams: contribution, review, versioning, deprecation, drift control.
- 07.6AccessibilityProducts usable by people with disabilities — designed in, not audited on at the end.
- 07.7DesignOpsDesign work slowed by how the team works rather than by the design problems themselves.
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088 skills
Technology
How the product is shaped and run: architecture, front and back end, integration, performance, security.
- 08.1Technical StrategyTechnology choices that serve the business direction over years, where the estate is inherited or accidental.
- 08.2Solution ArchitectureOne solution designed across systems — components, data flow, integrations, boundaries — before implementation.
- 08.3Web DevelopmentA web product built to a production standard — performant, accessible, maintainable.
- 08.4Mobile DevelopmentA mobile application built, released and maintained through app store cycles.
- 08.5Platform EngineeringProduct teams slowed by infrastructure, environments and deployment rather than by product problems.
- 08.6CloudInfrastructure designed, migrated or optimised on cloud, with cost and resilience as explicit inputs.
- 08.7API / IntegrationSystems exchanging data reliably — including when the other side misbehaves.
- 08.8Technical DeliveryDesign and specification become running software, predictably and without quality surprises.
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099 skills
AI & Agentic Experience
Capability powered by models and agents — including how it behaves when it is wrong.
- 09.1AI Product DesignA feature powered by a probabilistic model: the design works when it is right, wrong and refusing.
- 09.2Generative AIWhen generation is the core capability, quality, cost and control are engineered rather than hoped for.
- 09.3AI AgentsA model taking actions through tools across multiple steps rather than answering a single question.
- 09.4Agentic UXUsers delegate work to a system that acts for them — safely, legibly and reversibly.
- 09.5Conversational AIA model-powered conversational system serving real users reliably and within its competence.
- 09.6AI PrototypingTesting an AI idea quickly for feasibility and value before committing to engineering.
- 09.7AI EngineeringAI capability running in production — reliable, observable, evaluated and affordable.
- 09.8AI Workflow AutomationRepetitive knowledge work partly automated with AI inside an existing process.
- 09.9AI GovernanceGoverning AI use: what is allowed, who is accountable, how quality and harm are monitored.
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108 skills
Data & Analytics
Making data trustworthy, measured and decision-bearing: pipelines, analysis, experimentation.
- 10.1Data StrategyData scattered, inconsistently defined and untrusted, with decisions made system by system.
- 10.2Product AnalyticsBuilding the analytics capability itself: instrumentation, pipeline, governance and tooling.
- 10.3Customer AnalyticsCommercial decisions needing customer-level understanding: value, segmentation, churn risk, lifecycle.
- 10.4Data EngineeringData moved reliably from sources to a modelled, trusted, queryable state.
- 10.5Data ScienceWhen a statistical or machine-learning model is the right tool for a decision that recurs at volume.
- 10.6ExperimentationAnswering a causal question — did this change cause that outcome — rather than observing correlation.
- 10.7MeasurementA measurement framework: what success means and how it will be observed.
- 10.8Decision IntelligenceRecurring high-stakes decisions made systematically, with options, evidence, uncertainty and trade-offs explicit.
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118 skills
Growth & Marketing
Getting the product to market and growing it: positioning, acquisition, lifecycle, conversion.
- 11.1Go-to-MarketA product reaching a market — positioning, channel plan, pricing and launch sequence.
- 11.2Growth StrategyGrowth planned as a system — which loops, which channels, which constraints — not as a list of tactics.
- 11.3Performance MarketingPaid acquisition run against a commercial target rather than platform vanity metrics.
- 11.4CRMCustomer relationships managed systematically across sales and service: data, process and communication.
- 11.5LifecycleCommunication orchestrated across the lifecycle — onboarding, adoption, retention, win-back — triggered by behaviour.
- 11.6SEO / GEOOrganic discovery in search engines and, increasingly, in generative answer engines that cite rather than link.
- 11.7Marketing AutomationMarketing communication and routing running automatically at volume, reliably and within consent rules.
- 11.8Conversion OptimizationA funnel losing people at identifiable points, where the losses can be reduced systematically.
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128 skills
Commerce
Selling: the storefront, the catalogue, payment and checkout, and the loyalty behind a second purchase.
- 12.1E-commerceAn online store designed end to end — discovery, product, cart, checkout, post-purchase.
- 12.2MarketplaceA two-sided platform designed or grown, where supply and demand each depend on the other.
- 12.3Commerce StrategyCommercial model decisions before execution: channels, assortment, pricing architecture, margin structure.
- 12.4Product CatalogProduct data structured so customers can find, compare and trust it, and operations can maintain it.
- 12.5PaymentsPayment designed and integrated — methods, authentication, failures, refunds — in a regulated, high-consequence flow.
- 12.6CheckoutThe path from cart to completed order designed for completion rather than for data collection.
- 12.7LoyaltyA loyalty or membership programme designed — or an existing one costing more than it returns.
- 12.8Commerce PlatformsA commerce platform selected, integrated or replaced — a decision with multi-year consequences.
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137 skills
Innovation
Bets on what does not exist yet: portfolio logic, new business models, ventures, concepts.
- 13.1Innovation StrategyInvesting in what does not exist yet, with a defensible answer to where, how much and under what rules.
- 13.2New Business ModelsNot what to build but how value is created, delivered and captured — and who pays whom.
- 13.3Venture BuildingA new business stood up from zero — team, product, first customers — inside or alongside the organisation.
- 13.4PrototypingMaking an idea concrete enough to provoke a real reaction, before anyone commits to building it.
- 13.5Emerging TechnologyA technology new or newly viable, and whether it matters here, now or later.
- 13.6Future ConceptsA vivid, concrete picture of a future product to align people and unlock investment.
- 13.7Organizational InnovationWhen the constraint is the organisation itself — incentives, approval paths, tolerance for failed bets.
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148 skills
Implementation & Delivery
Getting things built and released: from the first working version through launch and the loop after it.
- 14.1MVP DevelopmentA first real version reaching real users — small enough to build quickly, complete enough to be usable.
- 14.2Rapid PrototypingA question only answerable by building it — and the answer changes how the real thing gets built.
- 14.3Design-to-CodeApproved designs becoming implemented interface without drift, and staying together afterwards.
- 14.4Product DevelopmentApproved scope becoming working, maintainable software someone other than its author can operate.
- 14.5Agile DeliveryA delivery cadence — planning, flow, review — that produces shippable increments rather than ceremony.
- 14.6Program ManagementSeveral teams delivering one outcome, where the risk lives in the dependencies between them.
- 14.7LaunchSomething going live: the work is sequencing, readiness and the first hours after release.
- 14.8Continuous ImprovementThe product is live and the work shifts from shipping to improving it against evidence.
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159 skills
Operations & Governance
How the work runs and stays trustworthy: quality, accessibility, privacy and reporting.
- 15.1DesignOpsA design organisation limited by how it operates — tooling, rituals, hiring, workload — not by design skill.
- 15.2ProductOpsProduct decisions slow or inconsistent because the supporting machinery is weak.
- 15.3AI OpsAI capability in production, run as an ongoing operation — monitored, versioned, evaluated and paid for.
- 15.4ResearchOpsResearch happening but slow to start, hard to find afterwards, or inconsistent in how data is handled.
- 15.5Process DesignA recurring process designed or repaired — steps, roles, handoffs and the systems supporting them.
- 15.6Quality EngineeringQuality engineered into how the product is built and released, rather than inspected at the end.
- 15.7Accessibility GovernanceAccessibility held across an organisation over time, not achieved once and lost in the next release.
- 15.8Privacy & CompliancePersonal data is processed, and the product is designed and run in a way counsel can stand behind.
- 15.9Measurement & ReportingA trustworthy, repeatable account of performance, delivered to the people who act on it.
A designer’s worth today lies in knowing why the model decided what it decided, and in being able to think about what to do with that — to understand it, and to direct it.
AI does not always produce a flawless result, and not always down to the pixel. We trust it with a great deal, and most of the time we never notice that it has slipped. Being expert enough to catch that is what makes a person the key player.
AI’s great gift is that it hands you more speed and more capacity than you asked for. As long as we put that to proper use and position ourselves accordingly, we are the ones who come out ahead.