I first drew the Iron Square about ten years ago, as a joke.
Everyone knows the Iron Triangle: 'Quality, Time and Cost. Pick two.' I added a fourth corner. Wellbeing.
That old chestnut.
They say you can't have them all.
The common solution.
Good for capitalism, bad for us.
Start here.
Everything else follows.
The 'joke' was that it's always the first thing we sacrifice to keep the other three looking healthy.
Funny, until it's very very not.
It took me years to see the diagram wasn't about project management at all. It was about systems.
Wellbeing was just the first crack I noticed. Underneath it was everything else – the dozens of small, unwritten rules that decide whether a place holds together, or quietly eats the people inside it.
One symptom of many. A big one, but one of many.
So I stopped drawing squares, and set to work builded something that sees the whole picture.
House Rules for short.
Every organisation runs on systems. And every one of them was designed – even the ones that feel like they just… happened.
Systems define how decisions actually get made, which bad news travels and which quietly evaporates, whether the clever fix outlives the person who built it.
Nobody sets out to do this badly. Every one of those systems made sense to someone, on the day they built it. But systems get stacked on top of each other. They outlive the reason they existed. The decision that was right three years ago becomes the thing quietly strangling you now.
When the cracks begin to show, workarounds begin to surface as folklore – the unwritten rules, the 'that's just how it works here.' A team that's fraying, or a dependency that's started to scare you, or a formerly good place that's quietly getting harder to work in. None of those are the problem. They're symptoms of a system doing exactly what it was accidentally built to do.
House Rules reads the design underneath. It works in three layers:
Traits: the raw character of the place. An unlucky thirteen of them at the moment. Stuff like whether ownership is clear, whether people feel safe saying the awkward thing, whether there's any slack left in the tank.
Capabilities: the nuts and bolts of how an organisation actually goes about its business. Strengths and weaknesses in the 4Ds – Discuss, Deliberate, Decide and Do – interact with the Traits, and result in Conditions.
Conditions: the actual trouble. Stuff like Hero Dependency, Hidden Burnout, or Trust Debt. The ones you can feel – and the ones hiding behind them.
So how does this all work? Well, I'd expect you to come to me with one or more symptoms. I score your organisation's Traits and read the Capabilities until we can see what's actually generating it – the Conditions you walked in with, the ones you hadn't spotted yet, and what's coming if nothing changes.
You get it as a Stat Block: the whole picture at a glance, then the detail underneath.
You bring the symptom. House Rules finds the causes. And I help you fix them.
Here's an example Stat Block, courtesy of a company you might just have heard of.
InGen – International Genetic Technologies – is John Hammond's bioengineering company, the one that cracked cloning and brought the dinosaur back to headline a theme park.
House Rules finds an organisation superb at doing and dangerously poor at questioning. It executes flawlessly, rests on a handful of irreplaceable people, and has almost no slack for the day things go sideways. The strongest predicted conditions are Hidden Burnout, Hero Dependency and Resilience Deficit – a place performing beautifully while quietly running its reserves down. Its failures aren't political; they're baked into assumptions no one thinks to challenge.
None of InGen's problems need a genius to solve – they need someone to think to look. And the useful news is there are fewer of them than the Stat Block suggests: those three headline Conditions collapse into the same short list of causes. Too much rests on too few people, and the whole place runs at full stretch with nothing held back.
So the structural fixes are unglamorous and entirely doable. First, break the hero dependency: get what's in Wu's and Arnold's and Nedry's heads written down, cross-trained, and backed up, so no single resignation walks off with a capability. Second, build slack: stop running every system at full stretch, and hold something back for the day the plan doesn't survive contact with reality (or an escaped Tyrannosaur). Do those two, and all three headline Conditions lose their teeth.
But that only catches the fall; it doesn't explain why InGen built something so precarious in the first place. That's the third and hardest fix, and it sits underneath the rest: the Learning Rate. Install a real mechanism for questioning the assumptions beneath the work – because the organisations best at 'can we' are precisely the ones that forget to ask 'should we.'
I've done a lot of different jobs, at a lot of different scales, in a lot of different places.
But looking back, no matter where I've been placed nor what I've been doing, I make things work for the people on the other end. Human-centred, always. Because you get that right, and suddenly you're not fire-fighting, you're watering.
I don't do off-the-shelf. Every organisation's house rules are different, so every engagement is too. But people usually start in one of three places.