This repository contains research and theoretical frameworks for formalizing Wardley Mapping as a mathematical model. The goal is to transform Wardley Maps from a purely visual and qualitative strategic tool into a quantitative framework that enables computation, simulation, and data-driven strategic decision-making.
Wardley Mapping, created by Simon Wardley, is a visual technique for mapping business strategy. A Wardley Map plots components on two axes:
- Y-axis (Visibility): How close a component is to the end user
- X-axis (Evolution): How mature/commoditized a component is, from Genesis → Custom → Product → Commodity
Components are connected by dependency relationships forming a value chain.
This repository explores how to formalize these concepts mathematically. A Wardley Map becomes:
Where:
-
$V$ = set of components -
$E \subseteq V \times V$ = directed dependency edges -
$U \subseteq V$ = anchor set (one or more user-need nodes) -
$\nu: V \to [0,1]$ = visibility function (Y-axis) -
$\varepsilon: V \to [0,1]$ = evolution function (X-axis) -
$t$ = time parameter for dynamics
This formalization enables:
- Generating maps from data
- Validating maps with constraints
- Quantifying strategic positions
- Simulating evolution over time
- Computing decision metrics (differentiation pressure, commodity leverage, dependency risk)
The repo has 20+ docs. Not all are on the critical path. If you're new:
Start here (the core):
- Part 1 — Core Mathematical Model. Read this first. Everything else extends it.
- Part 2 — "Map Evolution, Not Maturity". Deepens the evolution axis interpretation.
- Part 3 — Tea Shop worked example. Grounds the math in a concrete map.
- Part 4 — Simple evolution scoring via ubiquity + certainty.
- Part 5 — Layer-based visibility and sigmoid evolution (refinements).
- Part 6 — Canonical cheat-sheet scoring (19 rows). Supersedes Part 4's 2-factor method.
Then pick the extensions relevant to your problem:
- Inertia — if you're modelling why components get stuck (structured drag).
- Multi-Wave Evolution — if your horizon spans multiple technology generations.
- Component Types — if you want to distinguish Activities / Practices / Data / Knowledge.
Then the strategy layer:
- Gameplay Catalogue — reference list of the 61 plays with math-model effects.
- Doctrine — the 40 universal principles and how they constrain the model.
- Strategic Mastery and Mathematical Models for Wardley Mapping Gameplay — older, longer companion treatments (applied and formal respectively) to the Gameplay Catalogue.
Specialised applications (read if the topic applies):
- Weak Signals & Evolution — detecting when evolution is about to happen.
- Wardley Strategy Cycle — formalising the OODA-loop-style strategy cycle.
Not on the main path:
- The Mathematical Framework — long encyclopedic reference (1200+ lines). Browse for specific techniques, don't read front-to-back.
All docs live under docs/ organised by role.
| Document | Description |
|---|---|
| Part 1 — Core Mathematical Model | The formal tuple model |
| Part 2 — Evolution, Not Maturity | Refining the evolution axis interpretation |
| Part 3 — The Tea Shop Worked Example | Applying the model to a classic Wardley Map |
| Part 4 — Single-Component Evolution | Methods for computing evolution scores |
| Part 5 — Layer Visibility & Sigmoid Evolution | Discrete dependency layers for visibility and a sigmoid logistic curve for evolution |
| Part 6 — Cheat-Sheet Evolution Scoring | Wardley's canonical 19-row cheat sheet with a formal scoring procedure that produces |
| Mathematical Framework | Long encyclopedic reference (1200+ lines). Browse for specific techniques, don't read front-to-back |
| Document | Description |
|---|---|
| Inertia | Wardley's 17 forms of inertia (14 consumer + 3 supplier) with a structured drag term |
| Multi-Wave Evolution | Replaces single-logistic dynamics with multiple diffusion curves per component (generations + chasms) |
| Component Types | Extends the tuple with |
| Document | Description |
|---|---|
| Gameplay | Wardley's 61 gameplays across 12 categories, each mapped to a structured effect on |
| Doctrine | Wardley's 40 doctrine principles (4 phases × 6 categories) with math-model readings of each |
| Document | Description |
|---|---|
| Strategy Cycle — Core | Modeling strategic cycles |
| Strategy Cycle — Example | Applied example of strategy cycles |
| Weak Signals — Core | Detecting and modeling weak signals |
| Weak Signals — Example | Applied example of weak signal detection |
| Strategic Mastery | Older companion treatment of gameplay selection (predates catalogues/gameplay.md) |
| Gameplay Math Models | Older quantitative treatment of plays (predates catalogues/gameplay.md) |
| Document | Description |
|---|---|
| Wardley Map Generator Prompt | AI prompt for generating Wardley Maps in OWM format compatible with create.wardleymaps.ai |
wardley-map Claude Code skill |
Portable skill package — copy to ~/.claude/skills/ and invoke /wardley-map <scenario>. SKILL.md + references/ (7 files: climatic-patterns, doctrine, evolution-stages, gameplay-patterns, inertia, mapping-examples, mathematical-models) |
Visibility from graph distance:
where
Evolution dynamics (logistic S-curve):
where
Caveat. Wardley's climatic patterns state "you cannot measure evolution over time or adoption." The ODE above is a stylized extension for simulation and scenario exploration, not a Wardley-endorsed forecast model.
Evolution stages (canonical names, quartile bands are conventional):
- Genesis:
$[0, 0.25)$ - Custom Built:
$[0.25, 0.50)$ - Product (+rental):
$[0.50, 0.75)$ - Commodity (+utility):
$[0.75, 1.0]$
Decision metrics (heuristics proposed in this repo — not canonical Wardley concepts):
- Differentiation pressure:
$D(v) = \nu(v) \cdot (1 - \varepsilon(v))$ - Commodity leverage:
$K(v) = (1 - \nu(v)) \cdot \varepsilon(v)$ - Dependency risk:
$R(a,b) = \nu(a) \cdot (1 - \varepsilon(b))$
This repository contains theoretical research and documentation.
Based on the Wardley Mapping framework created by Simon Wardley.