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Core principles

The ideas behind every rule in this reference.

Every rule on this site follows from a handful of principles. When a situation is not covered by a rule, these are what to reason from.

The principles at a glance

Purpose

Building

Reading and living

Purpose

Understand before you solve

A Tree of Influence is a tool for understanding a problem space, not for detailing what to do about it. It can contain actions and artifacts, but it treats them as part of the situation being mapped, not as immutable conclusions.

Groups under pressure rush to solutions. A tree built that way only confirms what people already believed, and gives them false confidence on top. It takes discipline to map what is actually going on first, so the answers that follow are aimed at real causes.

In practice:

The conversation is the product

The value of a Tree of Influence is created while people build it: when someone sees that their local problem is caused by something three teams away, or that five people have been fighting symptoms of the same cause. The diagram remains as a result of that conversation, so the understanding does not evaporate when everyone goes back to their desks.

In practice:

The tree ends at understanding

The tree's job ends when the group understands the problem space well enough to act. Assigning owners, planning projects, estimating effort, and tracking progress all come after, and they take the tree as input.

A Tree of Influence is not a project plan, a backlog, a decision record, or a status tracker. It can feed all of them. Asking it to be one of them overloads it and blurs what it is for.

In practice:

Building

Capture first, categorize later

Building a tree has 2 modes. During construction, anything goes: any idea, in any wording, with any kind of influence. During refinement, the group sorts, types, and sharpens what is there. Mixing the two kills the volume and honesty that construction needs.

The board during Seed 11 nodes and 0 arrows: 3 root / problem, 2 desired state / outcome, 6 not yet typed. A text version follows the diagram. [P]Documentation isout of date [P]Senior peoplehave no time tomentor [P]Setting up alaptop takes aweek [O]New hires shipsomething intheir firstmonth [O]New hires feelwelcome andconfident Each teamonboardsdifferently New hires areafraid to askquestions Assign each newhire a buddy Docs are stale Automate laptopsetup Buy a new wikitool Legend [P] Root / Problem [O] Desired State / Outcome Not yet typed Flow: roots (bottom) → outcomes (top).
White nodes are new contributions. Their type is decided later. Duplicates and solutions are welcome for now.
Diagram as text: The board during Seed

Nodes:

  • Root / Problem: "Documentation is out of date"
  • Root / Problem: "Senior people have no time to mentor"
  • Root / Problem: "Setting up a laptop takes a week"
  • Desired State / Outcome: "New hires ship something in their first month"
  • Desired State / Outcome: "New hires feel welcome and confident"
  • Not yet typed: "Each team onboards differently"
  • Not yet typed: "New hires are afraid to ask questions"
  • Not yet typed: "Assign each new hire a buddy"
  • Not yet typed: "Docs are stale"
  • Not yet typed: "Automate laptop setup"
  • Not yet typed: "Buy a new wiki tool"

No arrows yet.

In practice:

Start from what people already know

A blank board stalls a room. Before a session, the facilitator places what is already known: obvious problems, stated goals, work already underway. These seeds are a catalyst, not a constraint. Participants must feel free to challenge, reword, or ignore them.

There is no required starting point. Groups seed with problems, goals, actions, observations, or all of them at once. Some start from 2 separate lists, problems and outcomes, and discover everything in between.

In practice:

Every arrow has a direction

Arrows mean "this influences that," and every one points from source to target. Direction is the one thing that is never loose: an undirected web of sticky notes is not a Tree of Influence.

Influence arrows 3 nodes and 2 arrows: 2 root / problem, 1 desired state / outcome. A text version follows the diagram. [P]Insufficientautomated testcoverage [P]Developersafraid torefactor [O]Maintainable,evolvable code Legend [P] Root / Problem [O] Desired State / Outcome Flow: roots (left) → outcomes (right).
Every arrow points from the source of influence to what it influences.
Diagram as text: Influence arrows

Nodes:

  • Root / Problem: "Insufficient automated test coverage"
  • Root / Problem: "Developers afraid to refactor"
  • Desired State / Outcome: "Maintainable, evolvable code"

Arrows:

  • "Insufficient automated test coverage" influences "Developers afraid to refactor"
  • "Developers afraid to refactor" influences "Maintainable, evolvable code"

In practice:

A node's type comes from its role, not its wording

A node is a problem, an action, an outcome, or an artifact because of where it sits in the tree and where its arrows go, not because of its grammar. A problem can be a crisp statement or a hard number.

Two problems worded very differently 3 nodes and 2 arrows: 2 root / problem, 1 desired state / outcome. A text version follows the diagram. [P]Lack oftechnicalleadership [P]About 55% offixed bugs arenew regressions [O]Under 20% offixed bugs arenew Legend [P] Root / Problem [O] Desired State / Outcome Flow: roots (left) → outcomes (right).
One node is a statement and one is a statistic. Both are problems, because of where they sit and where their arrows go.
Diagram as text: Two problems worded very differently

Nodes:

  • Root / Problem: "Lack of technical leadership"
  • Root / Problem: "About 55% of fixed bugs are new regressions"
  • Desired State / Outcome: "Under 20% of fixed bugs are new"

Arrows:

  • "Lack of technical leadership" influences "About 55% of fixed bugs are new regressions"
  • "About 55% of fixed bugs are new regressions" influences "Under 20% of fixed bugs are new"

In practice:

Keep the vocabulary small

The notation is deliberately small: 4 node types, 1 default arrow, and 2 optional refined arrows. Every extra distinction costs attention, and attention spent classifying the diagram is attention not spent understanding the problem.

For relationships, a rule of thumb: one arrow style is fine. Two means something real surfaced. Three means you are probably classifying instead of understanding.

In practice:

Reading and living

Every tree carries its legend

A legend takes seconds to make and saves every future reader from guessing, including the people who built the tree, two months later. With a legend, a stranger can read the tree. Without one, someone has to be in the room to explain it.

In practice:

Adapt the conventions, and say so

The colors, orientation, and arrow styles on this site are what practitioners converge on naturally, because they make trees readable. Follow them by default. When a problem space needs something different, adapt, and record the difference in the legend.

The Tree of Influence offers structure without rigidity. Rules exist so trees can be read by anyone. They do not exist to stop a group from drawing what it knows matters.

In practice:

The tree describes the present

A tree is a map of the problem space as it is now. When a problem is resolved, delete it. Do not mark it done. History should live in saved copies of earlier versions, not in the current tree.

The onboarding tree in April 4 nodes and 3 arrows: 2 root / problem, 1 action / intervention, 1 desired state / outcome. A text version follows the diagram. [P]Documentation isout of date [P]Setting up alaptop takes aweek [A]Automate laptopsetup [O]New hires shipsomething intheir firstmonth Legend [P] Root / Problem [A] Action / Intervention [O] Desired State / Outcome Flow: roots (bottom) → outcomes (top). Context: onboarding, April 2026.
April: laptop setup is one of the problems in the way.
Diagram as text: The onboarding tree in April

Nodes:

  • Root / Problem: "Documentation is out of date"
  • Root / Problem: "Setting up a laptop takes a week"
  • Action / Intervention: "Automate laptop setup"
  • Desired State / Outcome: "New hires ship something in their first month"

Arrows:

  • "Documentation is out of date" influences "New hires ship something in their first month"
  • "Setting up a laptop takes a week" influences "Automate laptop setup"
  • "Automate laptop setup" influences "New hires ship something in their first month"
The onboarding tree in October 3 nodes and 2 arrows: 2 root / problem, 1 desired state / outcome. A text version follows the diagram. [P]Documentation isout of date [P]New hires waitweeks for systemaccess [O]New hires shipsomething intheir firstmonth Legend [P] Root / Problem [O] Desired State / Outcome Flow: roots (bottom) → outcomes (top). Context: onboarding, October 2026. Previous version saved as "April 2026".
October: laptop setup is solved, so it is gone. A new problem has appeared. The April version is saved, not edited.
Diagram as text: The onboarding tree in October

Nodes:

  • Root / Problem: "Documentation is out of date"
  • Root / Problem: "New hires wait weeks for system access"
  • Desired State / Outcome: "New hires ship something in their first month"

Arrows:

  • "Documentation is out of date" influences "New hires ship something in their first month"
  • "New hires wait weeks for system access" influences "New hires ship something in their first month"

In practice:

A tree is alive while it is useful

A tree does not need perpetual maintenance. It is alive while it is generating understanding. When people stop returning to it because they are busy acting on what they learned, the tree has done its job. That is success, not abandonment.

A tree is a mind map, not a monument. Some trees live for a single session. Others are revived at every planning cycle for years.

In practice: