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MohOneXMohOneX/claude-opus-skills/metrics-design/SKILL.md

metrics-design

Skill0 starsChanged 5 months agoMITView on GitHub

Designs metrics and KPIs that drive the intended behavior and resist gaming, distinguishing what's measurable from what matters. Use when defining success metrics, building a dashboard, setting OKRs/SLOs, or when a current metric is being gamed or driving the wrong behavior.

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Prefer ratios and rates over raw counts (counts grow with traffic and flatter without improvement), and distributions over averages (an …

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  2. Distinctive:

    Game it yourself: if your bonus depended on this metric, how would you move it without doing your job?

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  3. Distinctive:

    Lagging blindspot: if the metric only moves months later, what leading signal tells you sooner that you're wrong?

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  4. Distinctive:

    Every metric you publish becomes a target.

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≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Metrics Design

A metric is an incentive in disguise; people optimize what you measure, including in ways you didn't intend. Design metrics expecting them to be gamed, because they will be.

Separate the three roles a metric can play

  1. North-star (what matters): the outcome you actually care about, often lagging and hard to move directly (retention, true user value).
  2. Driver (what you can move): leading indicators causally upstream of the north-star. The bet is that moving these moves the north-star — validate that link, don't assume it.
  3. Guardrail (what you must not break): metrics that must stay healthy while you optimize the drivers (latency, error rate, cost, trust). Without guardrails, every optimization finds the cheapest harmful shortcut.

Optimizing a driver without a verified link to the north-star, or without guardrails, is how teams hit their numbers while the product dies.

Goodhart-proofing

  • "When a measure becomes a target, it ceases to be a good measure." Anticipate the cheapest way to move the number without creating the underlying value, and add a guardrail or paired metric that makes the shortcut visible.
  • Pair metrics that trade off: speed + quality, volume + retention, activation + long-term engagement. A single metric is always gameable; a tension pair is harder to cheat.
  • Prefer ratios and rates over raw counts (counts grow with traffic and flatter without improvement), and distributions over averages (an average hides the harmed tail).

Adversarial validation

  • Game it yourself: if your bonus depended on this metric, how would you move it without doing your job? That exploit is your design flaw.
  • Vanity check: does this number go up just because the business grew, regardless of whether we improved? (Total signups vs activation rate.)
  • Proxy gap: the metric measures a proxy — under what conditions does the proxy diverge from the real outcome? (e.g., "time on site" up because the UI got confusing.)
  • Survivorship: does the metric only count users who stuck around, hiding the ones the change drove away?
  • Lagging blindspot: if the metric only moves months later, what leading signal tells you sooner that you're wrong?

Non-obvious risks

  • Every metric you publish becomes a target; publishing too many dilutes focus, too few invites tunnel vision.
  • Local metrics drive local optimization that harms the global outcome (team A's metric improves by dumping work on team B).
  • A metric with no owner and no decision attached is measurement theater — costs collection effort, changes nothing.

Output structure

Deliver: the north-star with its (validated, not assumed) causal link to the chosen drivers, the guardrails that bound the optimization, the paired/tension metrics that resist gaming, the self-run gaming exploit and its mitigation, and the decision each metric is meant to inform.

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