TThe Tim Ferriss Show

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Frameworks

Every named framework pulled from the show — searchable, filterable, and structured down to the steps, examples, and mistakes.

16 frameworks

Innovation5 steps

The Players-in-the-Spotlight Test

Build the tool that makes people entertaining to each other, never the thing that entertains them.

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Innovation6 steps

Core Gameplay Loop Anatomy

Find the one action people repeat forever, then build everything else as scaffolding around it.

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Innovation6 steps

The One-Question Playtest

Throw away the survey and ask only whether they wanted to play again.

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Innovation6 steps

The Zero Effect Brainstorm

Stop hunting for the one right idea and start hunting for anything at all — then your hit rate is one hundred percent.

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Innovation6 steps

Games Should Make the Players Entertaining

Stop building a product that performs for people and start building one that makes people perform for each other.

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Innovation6 steps

Sensory Substitution by Correlation

Route any data stream onto the skin and let the brain decode it against the other senses.

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Innovation6 steps

The I-Can-Do-That Mastery Ladder

Engineer four thoughts in sequence — I can do that, I did that, I know what's next, I can do that too — and repeat until mastery.

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Innovation6 steps

Sanderson's Second Law

Design the limits first — weaknesses, costs and constraints generate more story than powers ever do.

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Innovation7 steps

The Descriptive Test Audience

Run 25 to 100 readers like a Hollywood test screening and ban them from suggesting fixes.

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Innovation5 steps

Network First, Territory Last

Every failed micronation starts with land; build the aligned people, then the archipelago, then seek recognition.

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Innovation6 steps

Deepen Before You Widen

Three things done well beat thirty done shallowly — expand what you already have before adding anything new.

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Innovation6 steps

The Far-Analogy Framework Transplant

Take an analytical framework from a distant field and run it across your own companies.

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Innovation6 steps

The Idiothesis

Generate two stupid hypotheses a day and stay unattached to every one of them.

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Innovation6 steps

Kill It When the Last Good Judgment Gives Up

Set the experiment's stopping rule at judgment exhausted, not at first failed test.

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Innovation6 steps

Bedrock Before Innovation

Master the entire history of your field first, then break from it

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Innovation6 steps

Pattern Inversion Experiment

Name the pattern running through your work, then deliberately build its opposite

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