From here to there and back again - Simon Wardley | Craft 2025

June 04, 2026

From here to there and back again - Simon Wardley (Keynote Outline)

A Craft 2025 keynote by Simon Wardley — former CEO, researcher, twice voted a top-50 most influential technologist in the UK, inventor of Wardley mapping, and “a believer in death by PowerPoint.” Only ~5–10% of the audience knew his mapping. He lays out the talk’s own agenda: the origin of mapping → what a map is and isn’tpatterns you discover from maps → change/anticipation (cloud → serverless → AI) → how AI is changing codingdecision making — and, “if we’re very lucky,” sovereignty (which he’s “not allowed to speak about”). Delivered “the morning after the night before.”


1. Origin: From Strategy to Maps

1.1 The clueless CEO (Fotango)

  • He worked for Fotango, an online photo service — 16 lines of business, ~10 million users, very profitable.
  • Its big problem was the CEO: “completely clueless, making stuff up” — and “I was the CEO.”
  • His “strategy” was copied statements like “customer focus, lead an innovative effort through agile and open source,” with a few words changed.
  • Afraid of being discovered, he read every strategy book and got nowhere.

1.2 Sun Tzu’s five factors

  • A Charing Cross bookseller sold him two translations of Sun Tzu’s The Art of War; the second revealed a pattern.
  • The five factors in competition:
    1. Purpose / moral imperative — a reason to do something.
    2. Landscape — the environment you compete in.
    3. Climate / “the heavens” — how the landscape is changing (climatic patterns).
    4. Doctrine — rules/principles of organization.
    5. Leadership — gameplay.

1.3 John Boyd’s OODA loop

  • John Boyd (“the mad major”), a US Air Force pilot, created OODA (heavily used in political circles):
    • Observe the environment (landscape + climatic patterns);
    • Orient around the space (principles/doctrine);
    • Decide where to act;
    • Act.
  • The overlap between Sun Tzu and OODA excited him — his first real idea (2005, ~20 years ago) of what strategy is — and drove him toward observing the landscape, i.e., maps.

1.4 The Battle of Thermopylae as a map

  • Studying military history: his favorite is Thermopylae (“hot gates”).
  • Themistocles blocked the Straits of Artemisium, forcing ~140,000–170,000 Persians down a narrow coastal path where 4,000 Greeks (including the 300 Spartans) could defend.
  • The map let you argue where to defend (Athens, Thebes, or the straits).

1.5 SWOT vs. a map

  • In his own org he made decisions with a SWOT diagram.
  • He built a SWOT of Thermopylae (strengths: trained Spartans, motivation not to be enslaved; weaknesses: ephors might delay the Spartans, a “truckload of Persians”; opportunities/threats including a “dodgy film a few thousand years later”).
  • Question: to communicate/determine battle strategy, would you use a “magic framework” like SWOT or position and movement as in a map? Answer: a map — “but I was using SWOTs.”
  • Realization (2005): he was running his business with magic frameworks and needed to understand the landscape.

1.6 All his “maps” were graphs

  • He asked the org for all its maps and got mind maps, business-process maps, systems maps, customer-journey maps.
  • Taking a systems map and moving the CRM component changed nothing — whereas moving Australia on a geographic map changes it a lot.
  • None were actually maps — they were graphs.

1.7 Maps vs. graphs — the compass

  • Three UK graphs (three places, two roads M1/M2) are identical; three maps are all different — the difference is the compass.
  • In a map, space has meaning — it represents all the other options/paths/routes, which is why position matters.

1.8 The three characteristics of a map

  1. Anchor (e.g., magnetic north).
  2. Position of pieces (north/south/east/west of each other).
  3. Consistency of movement (through a landscape of options/routes).

1.9 Turning a systems graph into a map

  • Anchor = the users (business, consumers; also regulators for online photos — kept simple).
  • Needs: business needs money (subscriptions, prints, storage); consumers want storage and prints — some overlap.
  • Chain of needs: website → runtime → OS → compute → power; compute → data center — a value chain (within an org) / supply chain (across orgs), the same thing.
  • Still a graph (anchor + position, no movement).

1.10 Evolution supplies the movement

  • Each node is a form of capital that evolves through a common pattern: genesis → custom-built → product/rental → commodity → utility.
  • Positioning nodes by how evolved they are adds movement → now you have anchor + position + movement = a map.

2. Patterns from Maps

2.1 The insurance-company robotics example

  • ~2011, an insurance company had a compute-provisioning bottleneck (order server → goods-in → modify → rack-mount) and was about to spend millions on robotics, with a full business case.
  • Asked what he thought, he avoided challenging their narrative (challenging a story implies “you’re not a great leader”) and instead proposed to map it (15 min arguing about mapping, 15 min mapping).

2.2 Challenge the map, not the story

  • On the map, racks were placed as custom-built.
  • Q: “Why are racks custom-built?” → “We have custom-built racks.”
  • Q: “What modifications are you doing to servers?” → “Servers don’t fit our racks — remove cases, drill holes, add plates.”
  • Someone realized: “Why are we using non-standard racks?” — the entire multi-million-pound robotics project “disappeared in a puff of smoke.”
  • They weren’t daft — they were trapped by past narrative: standard racks didn’t exist when they started, but the system had evolved.
  • Common failure: optimizing process flow without noticing the system itself evolved; plus not understanding users/needs/supply chain.

2.3 The relabeled evolution axis

  • For the decision-making discussion he uses alternate labels (for practices/values): genesis → custom/emerging → product/converging → commodity/accepted.

2.4 How patterns are learned

  • Pre-mortem challenge (map, challenge, act) + post-mortem learning (what changed vs. the map).

2.5 The three pattern families

  • Climatic patterns — “rules of the game,” heuristics applying everywhere (~30).
  • Doctrine / principles — universally useful (not mandatory) patterns like “focus on user needs” (~40).
  • Gameplay — how to manipulate the market to your favor (~150).

2.6 The first few doctrine principles

  • Know your users, then focus on the user need (in that order).
  • Know the details — understand the supply chain.
  • Understand what is being considered — “a world of difference between a standard rack and a custom-built rack.”

2.7 HS2 and no one-size-fits-all method

  • HS2 (high-speed rail 2); James Finley (former CIO) needed to build the whole railway in a virtual world (2012) — “cheaper to dig up a virtual world than the English countryside.”
  • The usual government approach (break into bounded contexts, outsource to different parties) produced cost overruns and failures.
  • James mapped it and asked how to manage it.

2.8 Why one method can’t fit all

  • From adopting extreme programming org-wide (~1999–2000, before the Agile Manifesto; a fan of Kent Beck’s work), by ~2003–04 he learned XP doesn’t work everywhere.
  • As things evolve, their characteristics change (money, computing, penicillin all industrialize over time).
  • So there’s no one-size-fits-all methodology:
    • Left (uncharted): agile/XP — reduce the cost of change.
    • Middle: lean — learning, reduce waste.
    • Right (industrialized): formal methods / Six Sigma — reduce deviation.
  • These are polar opposites — “no magic method,” regardless of what SAFe or anyone claims.

2.9 HS2’s outcome

  • Applied per map region: left = in-house agile; middle = off-the-shelf/lean; right = outsource or Six Sigma.
  • Delivered way under budget and schedule, praised by the Public Accounts Committee (“almost unheard of for IT”).
  • The technique reached the Carbon Mapper satellite (NASA + Planet Labs) as a communication mechanism.

2.10 The heresy of context

  • Saying “agile doesn’t work everywhere” at an agile conference = “burn him, heretic”; same at a Six Sigma conference.
  • All have their context — “even SAFe has its context, it just doesn’t know what it is.”

2.11 Flawed contract structures

  • Overlaying a bounded context (engineering) on a map: a fixed contract fails because the right can be specified but the left can’t (still being learned) — guaranteeing cost overruns.
  • One UK government project saved ~£425 million just by mapping (“sounds ridiculous”).

3. Change & Anticipation

3.1 Pattern 1 — everything evolves

  • Compute (~2005): app → runtime → OS → compute-as-product.
  • Supply/demand competition meant compute would become a utility; he thought Google, it was Amazon EC2 (built by friends Ben Black, Chris Pinkham and others in South Africa).

3.2 Pattern 2 — past success breeds inertia (Blockbuster)

  • Blockbuster was first with a website, first with online video ordering, first with streaming experiments — and went bankrupt first.
  • Netflix was just a DVD mail-order company.
  • Blockbuster’s problem: late fees (their profit source) required stores — past success created inertia.
  • “Inertia killed them, not lack of innovation — they out-innovated everyone.”

3.3 Pattern 3 — co-evolution of practice

  • As things evolve, characteristics change, so practice changes.
  • Compute went from high MTTR (months for a machine) to low MTTR (seconds), causing an explosion of higher-order systems.
  • No more capacity planning / N+1 bigger machines; instead distributed systems, design for failure, chaos engineering, continuous deployment.

3.4 No choice over evolution

  • Efficiency enables new innovation/needs (e.g., Netflix), creating new sources of value.
  • Competitors who gain efficiency/speed/new value pressure you to adapt — so with cloud it was “never if, only when.”

3.5 Jevons paradox — the sysadmin story

  • ~2006–07, CIOs said cloud would let them fire sysadmins.
  • Their IT estate of 2,000 physical servers would explode to ~200,000 virtual (the average for a large corporation today).
  • Sysadmins now manage a 100× larger estate (new skills) — fired, then rehired as DevOps at more expensive fees.
  • Cited as the counter to “AI will get rid of software engineers” — “no” (returned to later).

3.6 Cloud investment and Canonical/Ubuntu

  • 2006: invest in new practice + new needs; don’t invest in “best architectural practice / compute-as-product.”
  • Running strategy for Canonical (Ubuntu), they were 3% of the OS market vs. Microsoft and Red Hat.
  • One map, 18 months, £0.5M → took 70% of all cloud computing — “not geniuses; we knew where to target and used the landscape as a force multiplier.”

3.7 The pattern repeats — serverless

  • Emerging practice was eventually named DevOps (credit to Patrick in the room); compute-as-product became “legacy.”
  • By 2014 the runtime shifted to a utilityserverless, with its own co-evolution of practice (eventually “FinOps”) and new needs.
  • Same patterns “since the industrial revolution”; the book The Flywheel Effect covers an insurance company adopting serverless.
  • Saying “DevOps is the new legacy” at a 2018 DevOps conference = heresy again.

3.8 Gameplay and ILC

  • ~150 gameplay patterns (no time). AWS’s book Reaching Cloud Velocity contains 17 pages of his mapping, including ILC (Innovate–Leverage–Commoditize) — how AWS exploits/reshapes industries.
  • “China’s government is really good at this” (but not allowed to discuss sovereignty yet).

4. AI & How Coding Is Changing

4.1 Simplifying the map to 2018

  • Starting from serverless → FinOps → coding environment → applications (~2018), ignoring compute/containers/Kubernetes (“too boring”).

4.2 Machine cognition industrializes

  • Machine cognition / machine learning was rapidly evolving toward a utility (he dislikes “AI” as he disliked “cloud”).
  • Means a change of practice + new needs — exciting only when combined with other practices.

4.3 Conversational programming (2018)

  • Based on Nicholas Negroponte and Ya Freeman: design is a conversation between multiple design perspectives (multiple designers, or in one head).
  • Conversational programming = when one designer is the machine.
  • Alexander Simovic built a system (presented at AWS re:Invent 2018, from a 2018 talk of Wardley’s) that you could converse with and it would build other systems — the earliest conversational programming “in anger,” backed by many AI services.

4.4 2024 — the same patterns, new names

  • Conversational programming is now called copilots / prompt engineering / “chop” / vibe — the name is still unsettled (like DevOps before Andy/Patrick named it).
  • Plus large language models and large multimodal models.
  • No choice over AI (efficiency/value/speed) — “not if, but when.”

4.5 Jevons paradox again — the vibe-coding VP

  • Expect an explosion of higher-order systems: a VP goes home, vibe-codes a financial-reporting system (no idea what the code does), and on Monday demands it go into production — exploding the code-review burden.
  • Getting rid of software engineers means trusting the AI — “fairly dangerous.”
  • His half-joke: the UK intelligence services should offer an independent code-reviewing service (e.g., for a vibe-coded nuclear-plant control system) — “we promise no back doors”; “if not the UK, then the US, or Russia.”

4.6 Tools: the kitchen-blender problem

  • Copilots and coding environments are tools for doing development.
  • He likes tools and soup: a blender makes soup, but you wouldn’t dig a deep mine shaft with one — engineering tools must be contextual.
  • Software engineers use the same tools everywhere (“kitchen blenders everywhere”), and vendors say “you’re bad at digging mine shafts with a blender — have one with AI.”

4.7 The exception: tests

  • The one area done right: tests — small tools (input/output).
  • Nobody says “I’ve got the Acme 100,000 test kit, apply it to our app” — an online-gambling site needs totally different tests from an electronic-healthcare-record system.
  • Yet the coding tools are “the same whether it’s gambling or healthcare” — a problem.

4.8 Languages and non-determinism

  • Moving from deterministic code to non-deterministic prompts.
  • Aside: “AI hallucinates when it gets it wrong” implies it reasons when right — but AI hallucinates all the time; we just catch some hallucinations as wrong.

4.9 The medium is changing

  • Symbolic instructions in text are shifting toward things like code as a seed.
  • Example: a coherent city-transport map (built with city planners incl. from Budapest) vs. the code that produces it — same problem, two visualizations.
  • Map talk = objects, relationships, context; code talk = rules, syntax, style.
  • Every software department has whiteboards — the same problem discussed two ways (whiteboard context vs. screen) because the medium differs.

4.10 The code is the architecture

  • The idea that AI replaces the coder is born from “create an ERD/architecture diagram + prompts → magically build the system.”
  • He’s a huge fan of vibe coding (~450 hours of experiments) but sees real problems.
  • An architecture diagram is “a statement of belief” — what we wish the architecture were; the real architecture is the code, functions, and connections.
  • “The code is the architecture.” Diagrams/ERDs/specs are wishes/intents/beliefs, not real unless generated from the system.
  • The real decision-maker and architect was always the coder.

4.11 The architectural question: where do humans decide?

  • Vibe coding (literally: “you build the code, I don’t look at it”) hands the decision-making to the AI — which is fine, but you must choose where and how much you value humans in it. That is an architectural question.
  • On a map: outsource some parts (“somebody else’s problem”), vibe-code others (prototype via prompts), and do software-engineering + AI on others (use AI to keep pace, but review the code).
  • Boundaries shift over time as agentic AI does more checks — “probably not nuclear safety systems right now, but maybe in the future.”

5. Decision Making: Coding Is Craft, Testing Is Engineering

5.1 The decision-making chain

  • Decisions require: assessment (between options) ← explorationconversation (with a person or the machine) ← informationsynthesisdevelopment experiencethe system.

5.2 How tests make decisions (the good model)

  • Hypothesis-driven: in TDD, the first hypothesis is “the system lacks this function” — write the test, run it, it fails, then build the function.
  • Systematic exploration: many small discrete tests explore the problem domain.
  • Those tests create a model of the system — “the best specification of a system is the test suite.”
  • Generated information: the red/yellow/green lights are generated from the system, not painted by hand.
  • Development experience: a large number of composable micro-tests (90k–100k; some in the audience 50k; some build without tests — “oh”).

5.3 How coding makes decisions (the ad-hoc model)

  • Grab the kitchen blender (the monolith one-size-fits-all tool).
  • Inspection/synthesis: read code, read log files, grab an architecture diagram wrongly assumed to reflect reality (nearly everyone has seen a diagram that doesn’t match the system).
  • Collect this info manually for “data-centric conversations” — but there’s no real model of the system, only a probably-wrong diagram.

5.4 Reading code — the unmeasured cost

  • Audience: over half their time is spent reading code.
  • Almost no one has ever discussed how to optimize/improve reading code.
  • Over 50% of your development budget is spent reading code, but you’ve never discussed how to optimize it — the single most costly thing we do, and we never discuss it.

5.5 Ad-hoc exploration → gut-feel decisions

  • The exploration path is ad hoc and individual-dependent (not systematic like tests).
  • It ends in a gut-feel / experience-driven decision; push live; sometimes it works, sometimes “go read more code.”

5.6 The core claim

  • Coding is a craft; testing is engineering.
  • The real engineering in software engineering is in testing, not coding — yet the real decisions are made in coding.
  • So: make coding more like actual engineering.

5.7 The fix: composable micro-tools

  • Stop using monoliths; build contextual, composable micro-tools — apply to coding what we learned in testing.
  • AI doesn’t lose its role — but tool vendors (“just add a bit of AI to our tool”) won’t like this; “they have a lovely multi-billion-dollar industry and I don’t think they do us any favors.”

5.8 Tudor Girba’s legacy-migration example

  • Tudor (“Tuda”) Girba and the feenk team were handed a legacy-system translation that one company had failed at over 10–20 person-years.
  • The CIO bet they’d fail within a year.
  • Meeting 1: code handed over. Meeting 2 (four weeks later): “we finished” — they spent the first three weeks building the tool to solve the problem, then solved it.
  • AI’s role: generating new hypotheses and helping build composable micro-tools — but we’re nowhere near the potential because “we’re doing craft, not engineering.”

5.9 The three takeaways

  1. Observe your landscape (“sounds daft, but useful”).
  2. The most important architectural decision now: where do you value human decision-making? (Architecture is an expression of values.)
  3. Turn coding from a craft into an engineering subject.

6. Bonus: Tools, Medium, Language & Sovereignty

With four minutes left, the audience chose sovereignty over Q&A.

6.1 Whoever controls the medium controls reasoning

  • Tools, medium, and language control how we reason about the world.
  • Thought experiment: if one group (the audience chose “the British”) controlled the printing press, paper, and the written word, they could refuse to print an anti-Brexit article, deny you the word “Brexit,” and rename it “goodness.”

6.2 AI theocracies

  • AI systems risk creating new “theocracies” — dangerous to give a small group power over how you reason.
  • Counter with diversity of sources, critical thinking, and openness — including open training data (symbolic instructions).
  • Lobbyists claim open source gives “Skynet” — self-interested; “we need it open.”

6.3 Sovereignty and the map of competition

  • Territorial sovereignty uses a map and a border.
  • Competition (seeking something) takes three forms: fighting others, working with others, helping others.

6.4 The automotive-industry map (DVLA, 2015→2025)

  • At the DVLA they mapped automotive (~2015) forward to 2025 and saw it becoming commodity-like.
  • Predicted reactions: digital subscription models (e.g., BMW’s heated-seat subscription) — not a real worry.
  • The worry: route management — in self-driving cars, gold members get priority and ordinary members “get out of the way.”
  • This embeds social inequality into transport (in a flood, “the poor don’t get out” → riots) — government must think about it; “the market is a bunch of idiots.”

6.5 Values embedded in training data

  • Users are members of society, which has values embedded in the simulation models / training data.
  • The trolley problem: kill five or one? What if the one is a gold member? — some societies would “protect the gold member,” not all — these values get embedded in the systems (known since 2015).

6.6 We lack maps for our key spaces

  • The biggest problem: there are no maps for our technological, economic, social, and political spaces — “we don’t really have map rooms.”
  • Some governments are excellent at this — China “spectacularly good,” as the US is discovering — “you don’t get into a supply-chain war with someone who actually understands the supply chain.”

People & References Cited

  • Simon Wardley — speaker; former CEO (Fotango), researcher, inventor of Wardley mapping.
  • Sun TzuThe Art of War; the five factors.
  • John Boyd (“the mad major”) — US Air Force pilot; the OODA loop.
  • Themistocles / the 300 Spartans — Battle of Thermopylae (map exemplar).
  • Kent Beck — extreme programming (Wardley a long-time fan).
  • James Finley — former CIO, HS2 virtual-world build.
  • Ben Black, Chris Pinkham — built Amazon EC2 (in South Africa).
  • Nicholas Negroponte, Ya Freeman — design-as-conversation basis for conversational programming.
  • Alexander Simovic — built the 2018 conversational-programming system (AWS re:Invent 2018).
  • Patrick (and Andy) — credited with the DevOps name; present in the room.
  • Tudor (“Tuda”) Girba / feenk — the thousands-of-contextual-tools legacy-migration example; presenting after this session.
  • Companies / products: Fotango; Canonical/Ubuntu (3%→70% of cloud); Microsoft, Red Hat; Amazon/AWS (EC2, Reaching Cloud Velocity, ILC model); Google; Blockbuster vs. Netflix; BMW (subscription seats); DVLA; NASA + Planet Labs (Carbon Mapper satellite); HS2 (Public Accounts Committee praise).
  • Books: The Art of War; The Flywheel Effect (serverless adoption); Reaching Cloud Velocity (AWS).
  • Concepts: maps vs. graphs (anchor / position / consistency of movement; the compass); value/supply chains; evolution (genesis → custom → product → commodity/utility; emerging/converging/accepted); pre-mortem challenge + post-mortem learning; three pattern families (~30 climatic / ~40 doctrine / ~150 gameplay); no one-size-fits-all method (agile/lean/Six Sigma by map region); flawed fixed-price contracts on the uncharted left; everything evolves; past success breeds inertia; co-evolution of practice; Jevons paradox; MTTR collapse; DevOps/FinOps naming; ILC (Innovate–Leverage–Commoditize); conversational programming; copilots/vibe/LLMs/LMMs; “AI hallucinates all the time”; deterministic code → non-deterministic prompts; the code is the architecture; where you value human decision-making as the key architectural question; coding-as-craft vs. testing-as-engineering; composable micro-tools; tools/medium/language controlling reasoning; AI “theocracies”; open training data; territorial sovereignty; route management and embedded social inequality; the trolley problem; missing maps for technological/economic/social/political spaces.

Video: https://www.youtube.com/watch?v=w6WNitaeOPs — Transcript via yt-transcript.sh; outline generated from the transcript.


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Written by Tony Vo father, husband, son and software developer Twitter