Decision 1: Scope
Interviews shed a different light on the root cause.
The root cause was partly a poor brief - designers felt tempted to jump straight to Figma, because the brief seemed simple.
Solving that meant a different, broader product.
I chose to bound the problem to the action↔state mismatch, keeping the scope narrow and focused.
Decision 2: Representation

Journey grid as the spine
Every column then reads as a complete unit (who, what, which transition, what else could happen), and the count of dashed cells is the number of screens still to design.

Object cards carry the actor
Denser and scroll-free; weaker to know the order of transitions, which the flat list doesn't give.

By-actor map with actions
Columns are still steps in time, but an action block sits in its actor's lane, so the actor is read from position and the handoff between designer and system is a visible gap in the row.

Each block clearly links an action to objects
The Nobody lane holds transitions no actor causes(timeout, connection loss) which neither of our versions had a home for.
Decision 3: Deliverable

Additional deliverable
Initially, the deliverable was supposed to be a map of the whole system. During early feedback users mentioned a gap between understanding the system and actually getting to design it.
