Design Development Communication

I am going to discuss how to dive deep into a project. Where I start, how to do redesigning

Read with: Engineering is strict. Design is open.

Design is part of the solution, and so is being able to explain it. These are the practices I use to reason about a design, argue for a redesign, and know when not to.

Customer conversations: the Mom Test

Learn from people's past behaviour, not their opinions of your idea.

Ask someone whether your idea is good and they'll be kind, the way your mom would. So, following Rob Fitzpatrick's The Mom Test, I don't pitch:

  • Talk about their life, not your idea
  • Ask about specifics in the past, not opinions about the future
  • Talk less and listen more

What people already did, and what they'll commit to now, decides what gets designed. There's a worked example in the Scoreboard post.

Intuition: when to go, and when not to

Good design makes the next step feel obvious, and makes the risky step feel like a step.
  • Go looks like go: one clear primary action, labelled with what it does.
  • Not yet looks like not yet: a disabled button that says what's missing.
  • Stop costs a moment, saved for deleting, paying, or sending to everyone.
  • Undo beats "Are you sure?".
  • Feedback answers every tap.

The same signals apply to me as the designer. I decide on the spot when a change is cheap to undo and a pattern I've seen work. I stop and check when it's hard to reverse, touches a lot of people, or is new territory. When instinct and evidence disagree, that's usually the most useful thing I learn.

Information architecture

Clear structure and user flows so people find what they need fast.

Get the structure right before the screens.

Wireframing

Blueprints for layout and function, so work moves even when customer feedback is slow.

Wireframes surface issues early and give people something concrete to react to, before pixels are spent.