UX Design Processes

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What are UX Design Processes?

User experience (UX) design processes are systematic approaches to create meaningful and relevant experiences for users. They usually involve research, ideation, prototyping, testing and implementation. Designers seek to understand user needs and behaviors—and craft intuitive and user-friendly interfaces that enhance user satisfaction and loyalty via optimal usability, accessibility and more. 

Author and Human-Computer Interaction Expert, Professor Alan Dix explains the stages of an interaction design process in this video: 

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    In this short video, we're going to look at the *process of interaction design*. Now we're going to talk about the steps you go through in order to create a new interaction, a new intervention. If you talk to interaction designers, they'll all have different ways of doing things. However, the general steps are not identical for each person, and they're not identical for each kind of process. But the general flow is fairly similar,

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    and we'll talk through a particular example. But you'll see slight differences if you look at it in different textbooks or talk to different professionals. There's basically a flow here from on the left-hand side, looking at the current situation and what the user needs, to on the right-hand side, actually creating some sort of artifact or system or piece of software or website that is actually fulfilling that need. So, that's the general flow. It's from need to fulfillment. There are complications – sometimes it works slightly the other way around.

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    But we'll take this, the most common flow through. What is it that's wanted? If you don't know what somebody wants, how can you produce something for it? And it seems obvious that that should be the case. But it's easy to *assume* you know what people want without even thinking about it. But there are different kinds of things. Sometimes, you go and watch people, observe what they're doing. You might interview them – talk to them,

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    look at some of the materials and some of the software or some of the systems they're already using. There are particular techniques – so, interview techniques; ethnography, which comes from anthropology. One particular problem that we often get when looking at the way people do things now is a tension between the current systems and the understanding we currently have and what is possible in the future. And it's quite often difficult for somebody to envisage that future.

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    So, having decided what's wanted, then there is usually some form of analysis stage, of making sense of that and sorting it, ordering it, giving it some sort of structure. Sometimes, that's more narrative things and sort of stories of how somebody uses a system. Sometimes, it's more structured. So, task analysis is more breaking down of what somebody does into separate steps and sub-steps.

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    So, there are different ways of doing this analysis, of "making sense" stage. Then you get on to actual design: What is it that we're going to produce? And that seems the most exciting and fun bit! Again, there are different techniques that you can use to help that. There are different guidelines you can use that say what kinds of things work for what kinds of problems. So, if you go to look at a lot of websites,

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    there are guidelines for how to design those, what are the appropriate techniques to use – some sort of more fundamental principles of design. Things like – for example, a principle might be giving somebody feedback once they've done an action. So, if somebody doesn't have feedback, they'll perhaps think something's gone wrong, it hasn't worked and try to do something else, when perhaps it's happened all along. And also a lot of techniques for managing the dialogue or navigation between pages,

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    between screens, the ways in which people interact. So, a variety of things happen in that design process. And that's sort of the micro-design – actually producing it. But having got an idea for what it is you want, then the normal next step is not just to deliver that to the user, but to create some sort of prototype system. Sometimes, that's no more than a sketch on a piece of paper that you show to someone. Sometimes, it might be a physical mock-up.

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    Product designers use blue foam. Or you might use a 3D printer or just cardboard to show somebody what something is going to be like. You might use Flash or some webpages to step through the major views, or even create software that is using programming, using quite detailed work, but it's still not necessarily the final system, but something to give somebody an idea of what it's going to be like. Now, the reason for this prototyping stage is that

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    *you never get it right first time*. Because people are people – you don't fully understand situations; you don't fully understand people. If you could really early on, then perhaps you wouldn't need it. If you have a perfect understanding of who people are, what they want, then you could just go and create it. But we never do. So, we always need to go through these stages of looking at something, finding out whether it works. To do that, we need what's called *evaluation*. You need to look at it.

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    And that might involve giving it to a user and saying, "Try it out." Sometimes, you give it to an expert – somebody who has a lot of understanding of the users – and use some heuristics and some methods and rules to look at it and ask questions. OK, that normally leads back into the analysis stage. You reanalyze the results of that evaluation. You use that to modify the design. You prototype again. You go round and round that loop. Sometimes, though, it gives you a more fundamental understanding.

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    So, the prototypes can just feed back in design. But sometimes they feed right back into reasking that question about what is wanted. So, this is particularly the case when it's a novel technology. So, you've got a new situation. It's not easy to know exactly what might be needed. I've got an example of this that goes back many years; so, you have to sort of adjust people's ideas.

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    And this was my first job as a practicing computer person. And it involves printouts – not web, not systems on a computer, but printouts from a computer. I was working in a County council – local government. And the Pensions Department wanted to add a few extra columns to the printout that they had each year that was used when they got to the end of the year.

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    Now this was on old, green-and-white-striped, 132-column paper. The head of the Pensions Department came to my office, and we talked about this for approximately one hour. And we were after three additional numbers; it wasn't that complicated. We decided at the end exactly what we wanted. And he was satisfied that I understood what he wanted. However, several times during that conversation I'd asked the question, "What is it that you use these numbers for?" Now, he must have answered, but I never felt satisfied to myself that I understood.

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    So, I knew what was wanted in terms of the printout, but not what it was for – not how it fitted into the bigger picture. Some time later, I modified programs. I produced a fresh list. I had an example list out – this is the prototype. And I rang him up and I said, "I've got the list out." And he said, "Oh, shall I come to your office?" And I don't know why – I didn't know the right things at this stage; I was very, very naive, very new to it all.

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    But I, perhaps by accident, did the right thing and I said, "Shall I come to *your* office?" So, I went to his office, which was himself plus a group of sort of clerical assistants who did work around. And I asked, and he looked at the printout and he looked at the numbers, and he said, "That's great!" And he was happy. He would have gone away happy at that point. But I asked again the question "What do you use it for?"

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    And he said, "Ah!" There was a big case of little filing cards; it had drawer after drawer of little 5-inch-by-3-inch filing cards. And he said, "Oh, we've got one card for each person: for each pensioner in the local authority. And what we'll do is we'll take out the card, we'll look at the line on the listing." And, pointing at the listing, he said, "We'll add this number to this number, take away that and write it down."

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    And I said to him, "Would you like me to give you that number?" And he looked at me and said, "Can you do that?" He didn't understand listing technology. Nowadays, it's a different set of issues. But even then, I think there was a – one of the problems, which is the common one, is the difference between what you see on the screen and what's inside the system. And it was a variant of that issue, so I think it's an issue that's still live. However, the crucial thing was *in his workplace*,

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    in the place where things were happening, he was able to articulate – and also, with the example in his possession. So, the prototype, in the context, enabled him to make sense of how it could change his work practice in a way that when we discussed it in the abstract, he couldn't do. So, that's line printers – a long way ago. But this is an example of what's now called a *technology probe*. This is when you create an artifact that allows people to see the potential.

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    So, for instance, on the island I live on – Tiree – I've been working with people on the island to produce a mobile application for the local historical archives. One of the first things we've done is created a small, handcrafted – not using back-end data, but handcrafted – not really what it will be like in any strong sense, but something to give an idea of what it will be like to have that mobile application

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    – so that, by having that, you can *begin* to have the conversations about what's possible. They change your view by – it's probing people, giving them the *tool* to see what's possible through giving them a technological artifact. OK and finally, having decided that you've got it good enough – not perfect, perhaps, but good enough – you then want to go on to implement and deploy it. Now, for that you *do* need a precise specification.

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    Early on, things can be a bit fuzzy. But in the end, as you deploy you need to know what you're going to deploy. Otherwise, what's going to happen is somebody who's going to be programming the system – it might be yourself; it might be somebody else – is creating that system, programming it or making the hardware around it: the physical hardware. And if you have not made the design decisions, they will make them without realizing they are. So, it's very important that they know precisely what they should be producing.

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    And there are additional things that often happen at that stage. There's the underlying software architectures that are crucial; documentation and help systems, although arguably you should be thinking about that during the design stage; maintenance – you know – are there going to be help desks? And recall it was the *intervention* that ultimately you design. So, in some sense, at the end of what's written here as the design process, and after you've implemented it, what you have is the artifact.

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    It's all these other things that go together to create the intervention in people's lives that changes it.

 

Table of contents

Why an Effective UX Design Process is Vital

An effective UX design process isn’t just a sequence of steps to create an appealing interface of visual design. It’s a comprehensive approach that makes sure that the final product is user-centric and functional—and that it’s successful in the market. And when designers and design teams follow a structured series of steps, they can: 

  • Create successful interfaces that meet organizational quality standards.  

  • Integrate prototyping with UI components. 

  • Ensure that the design process remains focused and efficient.   

What’s so vital about the essence of a UX design process is its adaptability across projects. Design teams use varied research methods, define a project’s scope and get to work with prototyping tools to refine their solutions.  

Here are several reasons why it’s so critically important to follow a well-defined UX design process:   

1. User-Centric Solutions

At the heart of UX design is empathy—that’s how designers understand and address the real needs and problems of users. And in a robust UX process, designers and design teams commit to thorough research and solid testing. Designers and design teams depend on these to collect deep insights into user behaviors and preferences. It’s this close examination of users—as they move through their user flows and journeys—that helps expose accurate scenarios and problem statements. Teams can then use these as a kind of compass to guide the design of solutions that aren’t just aesthetically pleasing but functional and easy to use, too.  

This video explains why empathy must be at the heart of all design: 

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    Do you know this feeling? You have a plane to catch. You arrive at the airport. Well in advance. But you still get stressed. Why is that? Designed with empathy. Bad design versus good design. Let's look into an example of bad design. We can learn from one small screen.

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    Yes, it's easy to get an overview of one screen, but look close. The screen only shows one out of three schools. That means that the passengers have to wait for up to 4 minutes to find out where to check in. The airport has many small screenings, but they all show the same small bits of information. This is all because of a lack of empathy. Now, let's empathize with all users airport passengers,

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    their overall need to reach their destination. Their goal? Catch their plane in time. Do they have lots of time when they have a plane to catch? Can they get a quick overview of their flights? Do they feel calm and relaxed while waiting for the information which is relevant to them? And by the way, do they all speak Italian? You guessed it, No. Okay. This may sound hilarious to you, but some designers

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    actually designed it. Galileo Galilei, because it is the main airport in Tuscany, Italy. They designed an airport where it's difficult to achieve the goal to catch your planes. And it's a stressful experience, isn't it? By default. Stressful to board a plane? No. As a designer, you can empathize with your users needs and the context they're in.

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    Empathize to understand which goals they want to achieve. Help them achieve them in the best way by using the insights you've gained through empathy. That means that you can help your users airport passengers fulfill their need to travel to their desired destination, obtain their goal to catch their plane on time. They have a lot of steps to go through in order to catch that plane. Design the experience so each step is as quick and smooth as possible

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    so the passengers stay all become calm and relaxed. The well, the designers did their job in Dubai International Airport, despite being the world's busiest airport. The passenger experience here is miles better than in Galileo Galilei. One big screen gives the passengers instant access to the information they need. Passengers can continue to check in right away. This process is fast and creates a calm experience,

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    well-organized queues help passengers stay calm and once. Let's see how poorly they designed queues. It's. Dubai airport is efficient and stress free. But can you, as a designer, make it fun and relaxing as well? Yes.

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    In cheerful airport in Amsterdam, the designers turned parts of the airport into a relaxing living room with sofas and big piano chairs. The designers help passengers attain a calm and happy feeling by adding elements from nature. They give kids the opportunity to play. Adults can get some revitalizing massage. You can go outside to enjoy a bit of real nature.

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    You can help create green energy while you walk out the door. Charge your mobile, buy your own human power while getting some exercise. Use empathy in your design process to see the world through other people's eyes. To see what they see, feel what they feel and experience things as they do. This is not only about airport design. You can use these insights when you design

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    apps, websites, services, household machines, or whatever you're designing. Interaction Design Foundation.

 

2. Quality and Consistency

A standardized UX design process is something that helps keep the quality high and keep things consistent across a product's interface. This uniformity is essential—and it’s vital not just for the user's intuitive interaction with the product but to reinforce the brand's identity and reliability, too.   

A diagram showing the general flow of the interaction design process.

This is the Interaction Design Process, as Professor Alan Dix explained.

© Interaction Design Foundation, CC BY-SA 4.0

3. Collaboration and Communication

A good UX design process nurtures strong collaboration among various teams—and these include design, development and marketing. As teams work together from the early stages of a design process, this cross-functional approach is a major plus. It’s something that can make sure that the product really aligns with business goals and user expectations. 

UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains the value of cross-functional teams: 

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    Cross-functional teams, unlike silos, have all the people necessary to build a specific thing together. Let's look at an example. Imagine you're on a team that is supposed to build the onboarding flow for a new app that helps connect job applicants with jobs. You can't build the whole thing with just designers. Or with just engineers, for that matter. I mean, you probably could do it with just engineers, but it's a terrible idea.

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    A cross-functional team for this onboarding work might include a few engineers, perhaps some for the front end and some for the back end. Might include a designer, a researcher, a product owner or manager, maybe a content writer or a marketing person. In an ideal world, all of these folks would only work on this particular team. In the real world, where we actually live, sometimes folks are on a couple of different teams and some specialists may be brought in to consult. For example, if the team needed help from the legal department to explain some of the ramifications of a specific decision,

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    a cross-functional team would have a dedicated legal expert they could go to. But that legal expert might also work with lots of other teams. In agile environments, the cross-functional team generally sits together or if remote, has some sort of shared workspace. They all go to the required team meetings. They understand the goal of the team and the users. They're experts, or they soon become experts, on that onboarding flow. Contrast this to how it might be done in a siloed environment. In that case, you might have different people assigned to the team depending on need, which can seem really flexible.

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    Until you realize that you end up with five different designers working on the project all at different times and they all have to be brought up to speed and they don't really understand why the other designers made the decisions that they did. Same with the engineers. And do not get me started on legal. Silo teams tend to rely more on documentation that gets handed between groups. And this can lead to a waterfall project where project managers or product managers work on something for a while to create requirements, which they then hand off to designers who work on designs for a while

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    and then they pass the deliverables on to engineering, who immediately insists that none of this will work and demands to know why they weren't brought in earlier for consultation. You get it. By working in cross-functional teams instead, the people embedded on the project get comfortable with each other. They know how the team works and can make improvements to it. They come to deeply understand their particular users and their metrics. They actually bring engineering and even design and research into the decision making process early to avoid the scenario I described above.

 

4. Economic Efficiency

As organizations integrate UX design early—and throughout the project lifecycle—they can find potential usability issues before these grow into expensive problems. So, brands and project managers can cut down on the risk of costly revisions and rework later in the development cycle—and so save on future redesign and development costs.   

5. Risk Reduction

UX design process steps include rigorous usability testing and feedback loops—vital items that help refine the product iteratively. This makes sure that the final version meets user needs—and effectively so—and lessens how likely it will be that the product fails post-launch.   

6. Enhanced User Satisfaction and Engagement

It may sound obvious, but a well-designed, user-friendly interface means higher levels of user engagement—and satisfaction. They’re crucial metrics for the success of any digital product.   

7. Brand Loyalty and Trust

Positive user experiences that are consistent really build trust and loyalty towards the brand. Good experiences encourage repeat business and word-of-mouth recommendations—and they’re invaluable for long-term business success. This applies to products that UX design teams create, but it’s just as valid for services as well. 

AI Product Designer, Ioana Teleanu explains important points about how to design for trust with AI in this video: 

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    AI can hallucinate and its behavior cannot be predicted most of the time. We can't anticipate what the user will be presented with as we can in a traditional interaction system where we design the interactions and the messaging step by step conventional user experiences are controllable. We understand and decide what happens next.

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    With AI, we have to accommodate surprises and equally important, communicate the risk for upfront setting the right expectations about performance, indicating whether the product learns over time, clarifying that mistakes will happen and that user input will teach the product to perform better and so on. Don't omit this transparent initial communication as AI systems operate with uncertainty, and if your users expect deterministic

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    behavior from a probabilistic system, their experience will be degraded. Another major problem is trust and transparency. People have a hard time trusting objects that feel magic. We can't trust what we can't understand. AI systems are not transparent to us for multiple reasons. For once, most of us lack the technical knowledge to actually understand what goes on under the hood. Second, and more importantly, many times with generative AI,

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    we have no idea where the information is coming from. Tools like GPT and Bard have the power of constructing answers that feel legitimate and sound very pertinent, but can be entirely made up and inaccurate. AI doesn't tell us how they've constructed an answer which would help. And maybe as designers, we should push for this transparency in generative AI, exposing a high level thinking process that gives us the information sources

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    and general reasoning that's behind an answer. Another reason that adds to the mistrust is how AI is communicated in the media. A Google algorithm that classifies people of color as gorillas, a Microsoft chatbot that decides to become a white supremacist in less than a day, a Tesla car operating in autopilot mode that resulted in a fatal accident. We've seen these isolated but terrible experiences. Sometimes the AI systems are described as black boxes,

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    so maybe the solution is opening them up. Companies such as Google, Airbnb and Twitter already released transparency reports about government requests and surveillance disclosures. A similar practice for AI Systems could help people have a better understanding of how algorithmic decisions are made. The last problem I want to mention is ownership and intellectual property. This, for me is a fascinating, a very important debate.

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    I want to start by saying that with so much AI generated art, what we'll all witness is a significant shift in what we value as a society. And to illustrate this argument, I want to give the example of Mona Lisa. Borrowing this from Mark Rolston. If you think about it, AI could basically recreate a one on one replica of Mona Lisa without any identifiable differences. Could actually make it better, more symmetrical, more technically impressive, and so on.

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    But it won't be Mona Lisa. If we know and in the future, AI art will probably be labeled as per regulations that are not yet in place but are needed. Adobe is already adding those labels. More will follow If we know that it has been generated by AI and we look at it, we probably won't feel too much. But if we're in front of Mona Lisa at the Louvre, we know this was made by da Vinci 500 years ago.

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    We can see the fascination of the people around us, their excitement. We ourselves can experiment our own version of interpreting and looking at it. We're humbled by being in front of this work of art that has been worshiped by humanity for hundreds of years. It has the potential of being an almost religious, fundamentally human and very touching experience, which is very unlikely to be experienced towards AI art. We will value what is human made.

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    We will know that something was created from a person's experience, suffering, imagination, hope, scarcity is not what will make art valuable. Its creator is. And then there's another layer to this debate. If AI creates art based on everything it knows from the work of other artists is that such a different expression of creativity from that of a person who has been in art school, studied Picasso, Matisse, Mondrian.

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    And then their style is influenced by the art history and the works they studied. Something to think about. I'm not saying theft is acceptable, which takes us back to the need for a more transparent, cited, source exposing system for generative AI. But I want to give a different angle on how art is built.

 

8. Increased Conversion Rates

Effective UX design simplifies user interactions, and it’s what’s behind how easy it is for users to navigate and perform desired actions. Such interactions include making a purchase or signing up for a newsletter—things that translate to higher conversion rates.   

9. SEO and Visibility

Search engines favor websites that offer a good user experience—and that includes fast load times, mobile responsiveness and easy navigation. A meticulous UX design process helps teams tick all these boxes. What’s more, it improves search engine rankings and visibility, too.  

10. Inclusive and Accessible Design

A comprehensive UX design process helps keep brands, designers and design teams on track regarding considerations for accessibility—and it’s a vital aspect of modern and responsible design. When they follow a solid design process, brands can make sure their products really are usable for people with a wide range of disabilities—and abilities. This inclusivity doesn’t just expand the market reach; it’s something that complies with legal standards and ethical practices in many regions, too. 

Watch this video to understand the need for accessibility in design: 

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    Accessibility ensures that digital products, websites, applications, services and other interactive interfaces are designed and developed to be easy to use and understand by people with disabilities. 1.85 billion folks around the world who live with a disability or might live with more than one and are navigating the world through assistive technology or other augmentations to kind of assist with that with your interactions with the world around you. Meaning folks who live with disability, but also their caretakers,

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    their loved ones, their friends. All of this relates to the purchasing power of this community. Disability isn't a stagnant thing. We all have our life cycle. As you age, things change, your eyesight adjusts. All of these relate to disability. Designing accessibility is also designing for your future self. People with disabilities want beautiful designs as well. They want a slick interface. They want it to be smooth and an enjoyable experience. And so if you feel like

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    your design has gotten worse after you've included accessibility, it's time to start actually iterating and think, How do I actually make this an enjoyable interface to interact with while also making sure it's sets expectations and it actually gives people the amount of information they need. And in a way that they can digest it just as everyone else wants to digest that information for screen reader users a lot of it boils down to making sure you're always labeling

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    your interactive elements, whether it be buttons, links, slider components. Just making sure that you're giving enough information that people know how to interact with your website, with your design, with whatever that interaction looks like. Also, dark mode is something that came out of this community. So if you're someone who leverages that quite frequently. Font is a huge kind of aspect to think about in your design. A thin font that meets color contrast

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    can still be a really poor readability experience because of that pixelation aspect or because of how your eye actually perceives the text. What are some tangible things you can start doing to help this user group? Create inclusive and user-friendly experiences for all individuals.

 

When designers and design teams start a UX design process, they make a strategic investment—one that pays dividends in customer satisfaction, brand loyalty and overall business success. Whether it’s to revisit existing products so they can add the best improvements or to start from scratch in the problem and solution space, teams rely on their design process to structure the way forward. 

A diagram of an overview of a UX design process.

This is an overview of what a UX design process involves.

© Interaction Design Foundation, CC BY-SA 4.0

What Types of UX Design Processes are there?

It’s common to find mention of the UX/UI design process, product design UX process, UX design process for websites, or mobile app UX design process—for example. Similarly, an end-to-end UX design process tends to include four, five or six steps, such as: understand, define, create, prototype, test and implement.   

However, there’s more than just a single UX design process. Several common processes are widely recognizable—and they feature consistently across the industry. The process of UX design can vary a great deal. It’s something that depends on the project, the team and the goals of the design initiative. Here—in no particular order—are some of the most notable processes:  

1. The Design Thinking Process

A diagram showing the Design Thinking process.

© Interaction Design Foundation, CC BY-SA 4.0

Design Thinking is a user-centered approach—and it’s a well-known one that emphasizes understanding the user's needs, ideating solutions, prototyping, testing and implementing solutions. The design thinking process for UX has five phases in it, where designers:  

●  Empathize: Understand the users and their problems deeply—through research.  

●  Define: Clearly articulate what the users’ needs and problems are.  

●  Ideate: Brainstorm a range of creative solutions to these.  

●  Prototype: Build a version of the solutions—going from paper prototyping to high-fidelity versions.  

●  Test: Test the solutions with users and tweak and refine them.  

Watch this video on Design Thinking for more insights into this process: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:33

    Design thinking is a non-linear, iterative process that teams use to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test. It is most useful to tackle problems that are ill defined or unknown. In a rapidly changing world, organizations must be able to adapt and innovate quickly to survive. Design thinking is a powerful tool that can help organizations to do just that. By focusing on the user and their needs, he can help teams to develop creative solutions

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    that meet the real needs of the people they serve. The end goal of a design thinking process is to create a solution that is desirable, feasible and viable. This means that your product should satisfy the needs of a user, be feasible to implement and have a financial model as well. During the bulk of your design thinking process, you'll focus on desirability as you are concerned with testing your ideas and validating your hypothesis about your users.

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    Towards the end of your project, however, you should bring the focus to feasibility and viability so that your solution can be sustainable.

 

2. The Double Diamond Process

A diagram showing the Double Diamond design process.

© Daniel Skrok and the Interaction Design Foundation, CC BY-NC-SA 3.0

The Double Diamond UX design process is a visual representation of the design process—and it splits into four distinct phases where designers:  

●  Discover: Research the problem space.  

●  Define: Define the area they’ll focus on.  

●  Develop: Develop potential solutions to choose from.  

●  Deliver: Finalize and launch the solution they’ve picked.  

3. User-Centered Design (UCD)

A diagram showing the User-Centered Design process.

The User-Centered Design Process

© Interaction Design Foundation, CC BY-SA 4.0

User-centered design is a framework of processes in which design teams give usability goals, user characteristics, environment, tasks, and workflow of a product, service or process extensive attention at each stage of the design process. UCD follows several steps—and in it, design teams:  

●  Establish the context of use: Understand the users, their tasks and the environments users are in.  

●  Gather requirements: Define the actual users’ needs and requirements.  

●  Design solutions: Develop design solutions for them.  

●  Evaluate: Test the designs with users—real users.  

Don Norman, often known as the Father of UX Design, explains user-centered design: 

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    In the very beginning, when I first started  becoming a designer, which was the 1980s, I was concerned about the early adoption of computer systems which were really almost impossible for anybody to understand. Even the experts who designed them were making errors in using them. And there's a famous case where the early Unix  systems had a text editor

  2. 00:00:31 --> 00:01:00

    that was called 'Ed', for 'editor'. You could type away and type your program  or your text, whatever you were doing, and spend several hours typing it. And you'd have this wonderful document. And then you (say), 'Ah, I'm finished!' and you turn off the machine and go home. And you come back the next morning to continue, and... it wasn't there. Well, why wasn't it there? Because you *didn't save* it. And, well, you mean... The system doesn't bother to tell you when you try to turn it off that 'Hey – you want to save the information?'

  3. 00:01:00 --> 00:01:34

    It was little things like that that were so frustrating. In the early days, what we did was we tried to study the people who used these complex systems. And it was not just computer systems; I actually started off studying *nuclear power systems*, some of the nuclear power accidents where the control rooms were so badly designed that if you wanted to cause an error, you could not have done a better job in designing something to cause errors. And then *aviation safety*,  where lives were at stake; many lives were at stake, and there were a huge amount of research and work done.

  4. 00:01:34 --> 00:02:02

    And that was a really good place to work. I worked with the American National Aeronautics and Space Administration (NASA). Most people think of NASA as shooting rockets up into space, but they forget the first two letters, 'NA', are 'Aeronautics'; and so, NASA is the world's leader often  in aviation safety. And that's where I started. So, we were looking, though, at the *users* of these systems, and so we called them 'users'.

 

4. Lean UX

A diagram of the Lean UX design process.

The Lean UX Design Process

© Interaction Design Foundation, CC BY-SA 4.0

The Lean UX design process focuses on a rapid cycle of design iteration on the basis of user feedback and minimal design to test concepts—and the emphasis here is that designers:  

●  Build a Minimum Viable Product (MVP): It’s the simplest version of a product that they can release.  

CEO of Experience Dynamics, Frank Spillers explains points about an MVP in this video:

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    MVP as you know is *Minimum Viable Product*, the Lean Startup kind of idea. The idea with minimal viable product is that you create something that has the highest value proposition that you can put out as quickly as possible that will kind of meet the business objective, but that you can also engineer very quickly, that you're not trying to build this huge complicated thing.

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    The difference between that and *MDP* is that in UX we think about this problem as it doesn't matter if something is viable unless that is viable from a user's perspective. So, desirable or minimal desirable product, also called minimal happiness product, minimal happy product or minimal usable product – there are different spin-offs of it – but I like the MDP, because desirability is really important in UX, and if

  3. 00:01:02 --> 00:01:34

    the functionality has what a user really wants and needs, that is then from a UX perspective a good minimal viable product or a good minimal desirable product. So, first we want to specify user needs and bring those into our sprints, bring those into our backlog and to help inform what constitutes a good task to work on so that it helps the user, and so that's the spirit of an MDP,

  4. 00:01:34 --> 00:01:44

    and really drives home the need to focus on what *users* consider important as opposed to what engineering can do the most quickly and the most efficiently.

 

●  Learn: Collect data and insights from how users interact with the MVP.  

●  Build: Make improvements based on users’ feedback.  

5. Agile UX

A diagram of the Agile design process.

© Interaction Design Foundation, CC BY-SA 4.0

Agile UX integrates UX design into Agile methodologies—which typically feature in software development. In the Agile UX design process, design teams tend to:  

●  Collaborate: Among cross-functional teams.  

●  Do iterative design: Short, iterative cycles of design and feedback.  

●  Gather user feedback: Constant collection of user feedback to guide design decisions.  

UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains the nature of Agile UX: 

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  1. 00:00:00 --> 00:00:34

    In order to really understand Agile,  it's important to know what Agile *isn't*. Agile didn't just appear from a vacuum; it was a  reaction to the way software was being written in the '80s and '90s. Back then, most of us did  something called Waterfall. I mean, Waterfall was really the best-case scenario because sometimes  there was absolutely no process at all. But when there *was* a process, it was often Waterfall. And even Waterfall had a lot of different versions, but we're going to look at the most optimistic  one that actually... included some design.

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    When you look at Waterfall, it makes some  sense. Somebody, probably a product manager, comes up with an idea for what  needs to be built and presents some requirements. These could take a lot of different  forms, but frequently they were in something called a product requirements document, or a PRD, or  sometimes a marketing requirements document (MRD). These were frequently *extremely long* documents  with a *lot of detail* about what a product should do. In the best-case scenario, that detail was drawn  from research and an understanding of the needs of 

  3. 00:01:03 --> 00:01:34

    both the user and the business ... and in reality, maybe not quite so much. Once the product managers were done, then we entered the design phase. Now, design was often its own little sort of mini Waterfall, but again, in the best cases, it was a good, solid user-centered design process – one that you're hopefully familiar with. It involved lots of user research to understand users in their context and lots of ideating and iterating and  prototype testing and all of that good stuff. In the worst cases, well, we drew a lot of pictures  of things that would never get built, to be honest.

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    The thing is that with these long cycles, the  requirements gathering and design process could last *a while* – almost always months, sometimes a  year; it depended on how big the product was. And a lot of times this was all before a single  line of code got written. That's because when you look at Waterfall, each little drop-off  is really what's called a *staged gate*. What that means is that after the process happened, the  requirements document or the design or whatever,

  5. 00:02:01 --> 00:02:32

    there would be a review process of the output  before it moved through the gate to the next step. Development couldn't happen before design ended, because the design had to be fully vetted before resources were committed to building. After all, you wouldn't want to spend a lot of money writing code if everything was just going to change, right? Again, this all sounds really reasonable – everybody agrees what we're building before we start building it. Who could be against this? Well, we're not done yet! Since requirements gathering was done *before* the design process, often things would show up in the design phase that invalidated  something from the requirements doc.

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    Maybe something changed in the six months that  product management took to write up 300 pages. Maybe we learned new information in  user research... who can say? Things change – which meant going back to redo the requirement ... and then back again once the requirements were fixed. Also, since design worked *independently* of  engineering most of the time, even after the design phase was "over", it was not  unusual for engineers to send the "finished" designs back with a nasty note saying, "This is a  pipe dream and will take us 400 years to build." or

  7. 00:03:02 --> 00:03:33

    something like that. That's always what it sounded  like to me, anyway. The same thing happened with quality assurance team at the testing step, except they would just file bugs for the engineers to fix. Anyway, what all of this means is that the  diagram often looked more like this. And it took a really, *really* long time. In a lot of cases, there wasn't any way to get around this process since at the end of the waterfall, we'd be printing a  bunch of CD-ROMs or even putting things directly into hardware, so there was really no going back and fixing stuff later like you can with internet-connected software.

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    The real problem, though, lay  in the *complete separation of the departments*. Engineering often didn't get much input into  the process until requirements were already set, despite the fact that requirements could be  drastically affected by engineering decisions and requirements sometimes changed, even from  the time that the 300-page document was written and approved to when the engineers  finished working on it. In other words, market forces could change or we could learn  things from the users or the engineers would find some really hard problem that couldn't be solved,  and then *everything* had to be changed

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    because it was incredibly hard to change one thing in that  300-page document without everything cascading ... because of *the waterfall* – get it? If something on page 28 changed, it meant that everything from page 29 to 300 *also* needed to change, and that was what we liked to call an enormous nightmare. Let's not even talk about feature creep, which happened  when people from step one realized that they'd forgotten a whole bunch of stuff and tried to  squeeze it in around step three or four, causing

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    the requirements to balloon out of control, and  all of the deadlines – which were ridiculous in the first place – would just get missed. Anyway, is there really any wonder why the engineers of the time might be interested in something a little bit more flexible – something where maybe every single decision didn't get made up front and then changed later; something where we *admit that we don't know everything*, so we're not going to bother trying to specify everything out to the last bit and byte, and we're going to build  some stuff and get *feedback and adjust as we go*. Throw in the fact that around this time websites  and web applications were really starting to take off;

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    and it was getting a lot easier to  get feedback directly from customers and make *continuous changes* rather than having  to chisel everything into stone before packaging it all up and sending it to the store  to sit on shelves – which is how people used to buy software; I mean, not the stone part, but the store part. Obviously, this wasn't everybody's experience of Waterfall. Between you and me, a lot of really good stuff has been built Waterfall-fashion – it's not a horrible system. In fact, most physical products and large civic projects like bridges and skyscrapers are built in a *mostly* Waterfall fashion.

  12. 00:05:36 --> 00:05:48

    But it's also not surprising that a lot of high-level engineers were not huge fans of it and they'd come up with something that was significantly less frustrating for them. And it's *really* not surprising that it would catch on.

 

6. Goal-Directed Design

An image of the Goal-Directed design process.

The Goal-Directed Design Process

© Interaction Design Foundation, CC BY-SA 4.0

Goal-directed design—as put forward by Alan Cooper, the “Father of Visual Basic”—focuses on satisfying specific needs and desires of the end-user. It involves:  

●  Create personas: Develop detailed personas that represent user types.  

●  Develop scenarios: Make scenarios that outline how personas interact with the solutions.  

●  Do prototyping and validation: Develop prototypes—and then validate them with target users.  

Each UX design process has its own unique approach—but there’s a common goal in all of them: to put the user's needs and experiences at the forefront of the design effort. The choice of process often depends on what the specific requirements of the project are, the team's working style and the project timeline.  

The Steps in a Typical UX Design Process

Any UX design process is a meticulous journey that goes through several stages. Each stage is a crucial thing for teams to deliver a user-centric product. The first step of a UX design process tends to be all about discovery, understanding or research. Likewise, iterative UX design processes indicate how important continued improvements are.  

Brands or design teams may select which process they’ll follow, and processes vary as to where and how they start, the order of the steps they take and which steps they include. Even so, here are generally fundamental design process steps—they’re typically common to UX projects:   

Step 1: Define Project and Scope

●  Objective: Establish the project's goals and boundaries.   

●  Activities:   

  • Engage stakeholders from business, design, product and technical teams.   

  • Find what the problem, project scope, deliverables and timeline are.   

  • Conduct stakeholder meetings and create the initial low-fidelity concept sketches.   

Step 2: Perform UX Research

●  Objective: Understand the users and the market environment.   

●  Activities:        

  • Do comprehensive user research—using interviews, surveys and focus groups.   

  • Perform market analysis—and that includes industry trends and competitive landscape.   

  • Analyze user behavior, needs and motivations—items to process through ethnographic studies. 

Watch as UX Strategist and Consultant, William Hudson explains the importance of UX research

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  1. 00:00:00 --> 00:00:30

    User research is a crucial part of the design process. It helps to bridge the gap between what we think users need and what users actually need. User research is a systematic process of gathering and analyzing information about the target audience or users of a product, service or system. Researchers use a variety of methods to understand users, including surveys, interviews, observational studies, usability testing, contextual inquiry, card sorting and tree testing, eye tracking

  2. 00:00:30 --> 00:01:02

    studies, A-B testing, ethnographic research and diary studies. By doing user research from the start, we get a much better product, a product that is useful and sells better. In the product development cycle, at each stage, you’ll different answers from user research. Let's go through the main points. What should we build? Before you even begin to design you need to validate your product idea. Will my users need this? Will they want to use it? If not this, what else should we build?

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    To answer these basic questions, you need to understand your users everyday lives, their motivations, habits, and environment. That way your design a product relevant to them. The best methods for this stage are qualitative interviews and observations. Your visit users at their homes at work, wherever you plan for them to use your product. Sometimes this stage reveals opportunities no one in the design team would ever have imagined. How should we build this further in the design process?

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    You will test the usability of your design. Is it easy to use and what can you do to improve it? Is it intuitive or do people struggle to achieve basic tasks? At this stage you'll get to observe people using your product, even if it is still a crude prototype. Start doing this early so your users don't get distracted by the esthetics. Focus on functionality and usability. Did we succeed? Finally, after the product is released, you can evaluate the impact of the design.

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    How much does it improve the efficiency of your users work? How well does the product sell? Do people like to use it? As you can see, user research is something that design teams must do all the time to create useful, usable and delightful products.

 

Step 3: Analyze & Plan

●  Objective: Plan the approach to meet user needs effectively.   

●  Activities:   

  • Develop user personas and user stories to capture the essence of the target audience.   

  • Create wireframes and high-level project roadmaps.   

  • Outline the user journey to envision the complete user experience.   

Watch as Professor Alan Dix explains user personas and why they’re important: 

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  1. 00:00:00 --> 00:00:34

    Personas are one of these things that gets used  in very, very many ways during design. A persona is a rich description or description of a user. It's similar in some sense, to an example user, somebody that you're going to talk about. But it usually is not a particular person. And that's for sometimes reasons of confidentiality.

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    Sometimes it's you want to capture about something slightly more generic than the actual user you talked to, that in some ways represents the group, but is still particular enough  that you can think about it. Typically, not one persona, you usually have  several personas. We'll come back to that.   You use this persona description, it's  a description of the example user,   in many ways during design. You can ask  questions like "What would Betty think?"

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    You've got a persona called / about Betty, "what would  Betty think" or "how would Betty feel about using this aspect of the system? Would Betty understand this? Would Betty be able to do this?"   So we can ask questions by letting those personas  seed our understanding, seed our imagination.   Crucially, the details matter here. You want to make the persona real. So what we want to do is take this  persona, an image of this example user,   and to be able to ask those questions: will  this user..., what will this user feel about  

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    this feature? How will this user use this system  in order to be able to answer those questions?  It needs to seed your imagination well enough.  It has to feel realistic enough to be able to   do that. Just like when you read that book  and you think, no, that person would never   do that. You've understood them well enough that  certain things they do feel out of character. You need to understand the character of your  persona.

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    For different purposes actually, different levels of detail are useful. So I'm going to sort of start off with   the least and go to the ones which I think are  actually seeding that rich understanding.  So at one level, you can just look at your  demographics. You're going to design for warehouse   managers, maybe. For a new system that goes into  warehouses. So you look at the demographics, you might have looked at their age. It might be that on the whole that they're   older. Because they're managers, the older end. So  there's only a small number under 35. The majority  

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    are over 35, about 50:50 between those who are in  the sort of slightly more in the older group.  So that's about 40 percent of them in  the 35 to 50 age group, and about half   of them are older than 50. So on the whole  list, sort of towards the older end group.   About two thirds are male, a third are female.  Education wise, the vast majority have not got   any sort of further education beyond school. About 57 percent we've got here are school.  

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    We've got a certain number that have done basic  college level education and a small percentage   of warehouse managers have had a university  education. That's some sense of things.   These are invented, by the way, I should say, not  real demographics. Did have children at home. The people, you might have got this from some big  survey or from existing knowledge of the world,   or by asking the employer that you're  dealing with to give you the statistics.   So perhaps about a third of them have got children  at home, but two thirds of them haven't. 

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    And what about disability? About three  quarters of them have no disability whatsoever.   About one quarter do. Actually, in society  it's surprising. You might... if you think   of disability in terms of major disability,  perhaps having a missing limb or being   completely blind or completely deaf. Then you start relatively small numbers.   But if you include a wider range of disabilities,  typically it gets bigger. And in fact can become  

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    very, very large. If you include, for  instance, using corrective vision with   glasses, then actually these numbers  will start to look quite small.  Within this, in whatever definition they've  used, they've got up to about 17 percent with   the minor disability and about eight percent  with a major disability. So far, so good. So now, can you design for a  warehouse manager given this? Well,  

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    you might start to fill in examples for  yourself. So you might sort of almost like   start to create the next stage. But it's hard. So let's look at a particular user profile. Again,   this could be a real user, but let's imagine  this as a typical user in a way. So here's Betty Wilcox. So she's here as a typical user.  And in fact, actually, if you look at her, she's   on the younger end. She's not necessarily the  only one, you usually have several of these.  And she's female as well. Notice only up to  a third of our warehouse ones are female. So  

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    she's not necessarily the center one. We'll come  back to this in a moment, but she is an example user. One example user. This might have been  based on somebody you've talked to, and then you're sort of abstracting in a way. So, Betty Wilcox. Thirty-seven, female, college education. She's got children at home, one's  seven, one's 15. And she does have a minor disability, which is in her left hand. And  it's there's slight problem in her left hand.  

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    Can you design, can you ask, what would Betty  think? You're probably doing a bit better at   this now. You start to picture her a bit. And you've probably got almost like an image   in your head as we talk about  Betty. So it's getting better.   So now let's go to a different one. You know, this  is now Betty. Betty is 37 years old. She's been a   warehouse manager for five years and worked for  Simpkins Brothers Engineering for 12 years. She didn't go to university, but has studied  in her evenings for a business diploma.

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    That was her college education. She has two children  aged 15 and seven and does not like to work late.   Presumably because we put it  here, because of the children.   But she did part of an introductory  in-house computer course some years ago.   But it was interrupted when she was promoted,  and she can no longer afford to take the time.   Her vision is perfect, but a left hand movement,  remember from the description a moment ago,   is slightly restricted because of an  industrial accident three years ago. 

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    She's enthusiastic about her work and  is happy to delegate responsibility   and to take suggestions from the staff. Actually,  we're seeing somebody who is confident in her   overall abilities, otherwise she wouldn't  be somebody happy to take suggestions.   If you're not competent, you don't. We sort of see that, we start to see a   picture of her. However, she does feel threatened  – simply, she is confident in general – but she   does feel threatened by the introduction of  yet another computer system. The third since she's been working at Simpkins Brothers. So now, when we think about that, do you have a better vision of Betty?

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    Do you feel you might be in a position to start talking about..."Yeah, if I design this sort of feature, is this something that's going to work with Betty? Or not"? By having a rich  description, she becomes a person. Not just a set of demographics. But then you  can start to think about the person, design for the person and use that rich human understanding you have in order to create a better design.

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    So it's an example of a user, as I said not  necessarily a real one. You're going to use this as a surrogate and these details really, really matter. You want Betty to be real to   you as a designer, real to your clients as you  talk to them. Real to your fellow designers  as you talk to them. To the developers around  you, to different people. Crucially, though, I've already said this, there's not just one. You usually want several different personas because the users you deal with are all different.

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    You know, we're all different. And the user group – it's warehouse managers – it's quite a relatively narrow and constrained set of users, will all be different. Now, you can't have one persona for every user,   but you can try and spread. You can look at the range of users.   So now that demographics picture I gave,  we actually said, what's their level of education? That's one way to look at that range. You can think of it as a broad range of users.

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    The obvious thing to do is to have the absolute  average user. So you almost look for them:   "What's the typical thing? Yes, okay." In my  original demographics the majority have no college   education, they were school educated only. We said that was your education one,   two thirds of them male – I'd have gone for  somebody else who was male. Go down the list, bang   in the centre. Now it's useful to have that center  one, but if that's the only person you deal with,   you're not thinking about the range. But certainly you want people who in some sense  

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    cover the range, that give you a sense  of the different kinds of people.   And hopefully also by having several, reminds  you constantly that they are a range and have   a different set of characteristics, that there  are different people, not just a generic user.

 

Step 4: Design

●  Objective: Design the interface—and keep a tight focus on user interaction.   

●  Activities:   

  • Sketch interface layouts—including information architecture and navigation plans.   

  • Design detailed UI elements like microcopy, color schemes and typography.   

  • Make sure that accessibility and usability are integral parts of the designs—or wireframes at this stage.   

William Hudson explains wireframing in this video: 

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  1. 00:00:00 --> 00:00:30

    Wireframing is like creating a blueprint for a website or app. Imagine you want to build a house before the builders start. An architect draws a simple sketch showing where the rooms will be, where the doors and windows go, and how everything connects in the same way when making a website or app. Wireframing is the first step. It's a basic, no frills outline of how the pages will screens will look. It helps designers and developers plan with things will be placed like buttons, images and text. It's not about the colors or fancy details.

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    It's more about the structure and layout, like arranging the rooms in a house. Wireframes help make sure everything fits together well before the actual building or coding begins. Creating a wireframe during a UX project involves several steps. Understand goals, know the project goals, and user needs. Sketch ideas roughly sketch layouts on paper or digitally create low fidelity wireframes. Use a tool to make simple grayscale wireframes showing basic structure and placement.

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    Get feedback, share wireframes. Gather feedback and make adjustments. Refine and iterate. Make improvements based on feedback. Focusing on functionality. Create high fidelity wireframes and colors. Fonts and images for a more detailed look. Test and validate. Conduct usability testing and refine further. Finally, ease and hand off complete high fidelity wireframes and handoff to the design and development teams. Wireframing helps to plan and visualize a user friendly design before diving into the details.

 

Step 5: Prototype

●  Objective: Transform designs into interactive prototypes.   

●  Activities:   

  • Develop both low-fidelity and high-fidelity prototypes—using various tools.   

  • Prototypes should enable stakeholders and testers to review the look and feel of the product.   

Watch as Professor Alan Dix explains prototyping: 

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  1. 00:00:00 --> 00:00:31

    So, why do you need prototyping? Well, we never get things right first time. It's about getting things *better* when they're not perfect and also *starting in a good place*. Maybe if I'm going to make a wall for a house, I know exactly how big the wall should be. I can work out how many bricks I need. I can make it exactly the right size.

  2. 00:00:31 --> 00:01:00

    So, I can get it right first time. It's important to. I don't want to knock the wall down and retry it several times. However, there I have a very clear idea of what I'm actually creating. With people involved, when you're designing something for people, people are not quite as predictable as brick walls. So, we *don't* get things right first time. So, there's a sort of classic cycle – you design something, you prototype it,

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    and that prototyping might be, you might sort of get a pad of paper out and start to sketch your design of what your interface is going to be like and talk through it with somebody. That might be your prototype. It might be making something out of blue foam or out of cardboard. Or it might be actually creating something on a device that isn't the final system but is a "make-do" version, something that will help people understand.

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    But, anyway, you make some sort of prototype. You give it to real users. You talk to the real users who are likely to be using that about it. You evaluate that prototype. You find out what's wrong. You redesign it. You fix the bugs. You fix the problems. You mend the prototype, or you make a different prototype. Perhaps you make a better prototype, a higher-fidelity prototype – one that's closer to the real thing. You test it again, evaluate it with people, round and round and round. Eventually, you decide it's good enough. "Good enough" probably doesn't mean "perfect", because we're not going to get things perfect, ever.

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    But "good enough" – and then you decide you're going to ship it. That's the story. In certain cases in web interfaces, you might actually release what in the past might have been thought of as "a prototype" because you know you can fix it, and there might not be an end point to this. So, you might in delivering something – and this is true of any product, actually – when you've "finished" it, you haven't really finished, because you'll see other problems with it, and you might update it

  6. 00:02:33 --> 00:03:02

    and create new versions and create updates. So, in some sense, this process never stops. In one way, it's easy to get so caught up with this *iteration* – that is an essential thing – that you can forget about actually designing it well in the first place. Now, that seems like a silly thing to say, but it is easy to do that. You know you're going to iterate anyhow. So, you try something – and there are sometimes good reasons for doing this –

  7. 00:03:02 --> 00:03:32

    you might have *so little* understanding of a domain that you try something out to start with. However, then what you're doing is creating a *technology probe*. You're doing something in order to find out. Of course, what's easy then to think about is to treat that as if it was your first prototype – to try and make it better and better and better. The trouble is – if it didn't start good, it might not end up very good at the end, despite iteration. And the reason for that is a phenomenon that's called *local maxima*.

  8. 00:03:32 --> 00:04:02

    So, what I've got here is a picture. You can imagine this is a sort of terrain somewhere. And one way to get to somewhere high if you're dumped in the middle of a mountainous place – if you just keep walking uphill, you'll end up somewhere high. And, actually, you can do the opposite as well. If you're stuck in the mountains and you want to get down, the obvious thing is to walk downhill. And sometimes that works, and sometimes you get stuck in a gully somewhere. So, imagine we're starting at this position over on the left. You start to walk uphill and you walk uphill and you walk uphill.

  9. 00:04:02 --> 00:04:31

    And, eventually, you get onto the top of that little knoll there. It wasn't very high. Now, of course, if you'd started on the right of this picture, near the *big* mountain, and you go uphill and you go uphill and you go uphill and you get uphill, you eventually end up at the top of the big mountain. Now, that's true of mountains – that's fairly obvious. It's also true of user interfaces. *If you start off* with a really dreadful design and you fix the obvious errors,

  10. 00:04:31 --> 00:05:00

    *then you end up* with something that's probably still pretty dreadful. If you start off with something that's in the right area to start with, you do better. So, the example I've put on the slide is the Malverns. The Malverns are a set of hills in the middle of the UK – somewhere to the southwest of Birmingham. And the highest point in these hills is about 900 feet. But there's nothing higher than that for miles and miles and miles and miles.

  11. 00:05:00 --> 00:05:30

    So, it is the highest point, but it's not *the* highest point, certainly in Britain, let alone the world. If you want to go really high, you want to go to Switzerland and climb up the Matterhorn or to Tibet and go up Mount Everest, up in the Himalayas, you'll start somewhere better, right? So, if you start – or on the island I live on, on Tiree, the highest point is 120 meters. So, if you start on Tiree and keep on walking upwards, you don't get very high.

  12. 00:05:30 --> 00:06:04

    You need to start in the *right* sort of area, and similarly with a user interface, you need to start with the *right* kind of system. So, there are two things you need for an iterative process. You need a *very good starting point*. It doesn't have to be the best interface to start with, but it has to be in the right area. It has to be something that when you improve it, it will get really good. And also – and this is sort of obvious but actually is easy to get wrong – you need to understand *what's wrong*. So, when you evaluate something, you really need to understand the problem.

  13. 00:06:04 --> 00:06:31

    Otherwise, what you do is you just try something to "fix the obvious problem" and end up maybe not even fixing the problem but certainly potentially breaking other things as well, making it worse. So, just like if you're trying to climb mountains, you need to start off in a good area. Start off in the Himalayas, not on Tiree. You also need to know which direction is up.

  14. 00:06:31 --> 00:07:03

    If you just walk in random directions, you won't end up in a very high place. If you keep walking uphill, you will. So, you need to *understand where to start* and *understand which way is up*. For prototyping your user interface, you need a *really rich understanding* of *your users*, of the nature of *design*, of the nature of the *technology* you're using, in order to start in a good place. Then, when you evaluate things with people,

  15. 00:07:03 --> 00:07:30

    you need to try and *really deeply* understand what's going on with them in order to actually *make things better* and possibly even to get to a point where you stand back and think: "Actually, all these little changes I'm making are not making really a sufficient difference at all. I'm going around in circles." Sometimes, you have to stand right back and make a *radical change* to your design. That's a bit like I'm climbing up a mountain

  16. 00:07:30 --> 00:08:00

    and I've suddenly realized that I've got stuck up a little peak. And I look out over there, and there's a bigger place. And I might have to go downhill and start again somewhere else. So, iteration is absolutely crucial. You won't get things right first time. You *alway*s need to iterate. So, prototyping – all sorts of prototypes, from paper prototypes to really running code – is very, very important. However, *crucial to design is having a deep and thorough understanding of your users*,

  17. 00:08:00 --> 00:08:05

    *a deep and thorough understanding of your technology and how you put them together*.

 

Step 6: Test

●  Objective: Validate the design—and its functionality—with real users.   

●  Activities:   

  • Do usability testing to get feedback in and spot pain points.   

  • Perform iterative tests to refine interfaces based on the user feedback.   

  • Make absolutely sure that the product does meet the required accessibility standards.   

William Hudson explains valuable aspects about user testing

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  1. 00:00:00 --> 00:00:32

    If you just focus on the evaluation activity typically with usability testing, you're actually doing *nothing* to improve the usability of your process. You are still creating bad designs. And just filtering them out is going to be fantastically wasteful in terms of the amount of effort. So, you know, if you think about it as a production line, we have that manufacturing analogy and talk about screws. If you decide that your products aren't really good enough

  2. 00:00:32 --> 00:01:02

    for whatever reason – they're not consistent or they break easily or any number of potential problems – and all you do to *improve* the quality of your product is to up the quality checking at the end of the assembly line, then guess what? You just end up with a lot of waste because you're still producing a large number of faulty screws. And if you do nothing to improve the actual process in the manufacturing of the screws, then just tightening the evaluation process

  3. 00:01:02 --> 00:01:17

    – raising the hurdle, effectively – is really not the way to go. Usability evaluations are a *very* important tool. Usability testing, in particular, is a very important tool in our toolbox. But really it cannot be the only one.

 

Step 7: Launch 

●  Objective: Deploy the product to the market.   

●  Activities:   

  • Collaborate with the development team to make sure that it’s an accurate implementation.   

  • Monitor the launch process—being ready to address any immediate issues.  

Co-founder of Hype4, Szymon Adamiak explains how designers can communicate better with developers: 

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  1. 00:00:00 --> 00:00:31

    How We Can Communicate Better So, the first thing is that we need to establish some *ground rules*. When developers get a design, they know nothing about the product, usually, or almost nothing. And you designers know everything – you are the authority. We just lay the code bricks here and there.

  2. 00:00:31 --> 00:01:03

    So, *your job is to share your knowledge, share the context with us*, and *our job is to listen, to absorb it*. And this is a moment where there are the most problems. And I think that the reason is that we often *share some misconceptions* about each other's work, and designers often think that their job is to create a design, hand it off, and their job is done.

  3. 00:01:03 --> 00:01:34

    They also tend to believe that developers are lazy and don't do a good enough job with the designs. And, actually, that's often true, unfortunately. Even in my company – my company started as a design-only agency, and my partner is a designer, but he's seen over and over again how developers  execute the design

  4. 00:01:34 --> 00:02:03

    and that the design was a totally different thing than the final product. And this is a realistic example, to be honest, so the colors are more or less fine but it doesn't look how it should at all. So, it really happens. And it happens a lot. And also, developers have many problems with designers, especially with some changes in the designs

  5. 00:02:03 --> 00:02:31

    that we are not aware of and they are made. And also, many times designers think that something is just a minor change. You have to do it, and you have to do  it fast – and, for us, it's a huge thing and not possible to change in a week or even  a month sometimes. So, these accusations are sometimes true but it shouldn't really matter

  6. 00:02:31 --> 00:03:01

    because we both have our flaws and we have to recognize those flaws, and focusing on that  creates a really toxic and unfriendly work environment. So, I think we don't have to avoid making mistakes and talking about them, but *embrace* them. So, I think there are two important mindset shifts that can help us.

  7. 00:03:01 --> 00:03:32

    One is to *change the way we think about handoff*. So, handoff – I don't even like the  word 'handoff' because it sounds like a one-time thing, and it really isn't, especially now. It's more of a process. And I really like the term that Brad Frost coined about handoff: He calls it a 'hot potato' process. And the difference between – I called it 'waterfall' here – but the old way when the designer works,

  8. 00:03:32 --> 00:04:04

    hands off the design, and then the developer works, and the hot potato process is  that 'hot potato' process. In the 'hot potato' process, we work at the same time. So, usually the designers start work, they create some screens, they give it to developers, and we start building them, and we start exchanging information, communicating, improving, working in iterations. So, most digital products nowadays are created like that.

  9. 00:04:04 --> 00:04:35

    So, that's the first mindset shift. We should  stop thinking about handoff as a one-time thing and *start to think about it as a process*. And the second mindset shift is *giving others the benefit of the doubt*. And I already mentioned that we will make mistakes that happen; we can fix them, we can improve them, and in my experience not thinking about designers as someone who's just an evil overlord

  10. 00:04:35 --> 00:04:47

    who changes designs when they want, but like another human being who has their problems, too, and their job is very hard. It helps a lot in cooperation.

 

Step 8: Iterate

●  Objective: Improve the product post-launch—and continuously.   

●  Activities:   

  • Collect and analyze user data and feedback.   

  • Make incremental changes to improve the product’s functionality and its user experience.   

Each of these steps reflects a phase that’s critical in the UX design process. And every step helps make sure that the final product doesn’t just meet user expectations but exceeds them, too. If teams stick to this structured approach, they’ll be able to deliver high-quality user interfaces that are both functional and appealing—time and again.   

Laura Klein explains how Agile teams iterate: 

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  1. 00:00:00 --> 00:00:31

    Great agile teams commit to iterating on features. Now, it's interesting. When we did a bunch of  research on agile teams back in 2019 and 2020, we found one of the biggest complaints  people had was that their teams never went back and improved things that they'd already built. They would ship something, move it to the Done column and then never look at it again. Sometimes, they didn't even look at metrics to see if anybody was even *using* the feature.

  2. 00:00:31 --> 00:01:00

    The really unfortunate thing was that teams often shipped small or stripped-down versions of features just to get them out the door and then they *still* never went back and approved them. Obviously, this led to absolute nightmare products full of half-finished things that were inconsistent and didn't really make sense as a whole product. The thing is, that's one of the least agile  things you can do. The whole point of lightweight methodologies is that we're constantly getting things in front of users, getting feedback and improving them.

  3. 00:01:00 --> 00:01:32

    Do we sometimes ship things to  people that aren't quite perfect? Yeah – all the time. But we do it with the understanding that  we're shipping it in order to learn something, and once we learn something, we're going to go back and improve the product based on what we learned, and then we'll do it again... and then we'll do it again. That is iteration, and it's pretty much the core of agile. Great teams learn from their users and keep improving their product by iterating on features. They don't just keep churning out new half-baked features like they're some kind of widget factory.

  4. 00:01:32 --> 00:01:41

    So, teams that are truly committed to agile methodologies should be iterating and improving their user experience and their codebase *constantly*.

 

Who Does What in a UX Design Process?

If empathy is the heart of UX design, collaboration—quite simply—is the lifeblood. The number of roles and departments will vary between brands and across industries. This also applies to the scopes and sizes of these roles and departments.  

Outside of stakeholders and non-design-related areas, such as marketing, these are the roles that larger brands with more resources might have on board: 

  • UX designers make low- and high-fidelity prototypes, wireframes, mockups and more. They’re also responsible for the user flows and layout of the finished product. 

  • UX researchers conduct user testing, analyze data and communicate findings. They create user personas, journey maps and affinity diagrams. Researchers also test prototypes and live products that require improvement. 

  • UX writers make sure the UI says the right things in the right way to users. They’re in charge of microcopy—the text that features in menus, error messages, buttons and more. 

  • UI designers (along with web developers) transform prototypes into the final products users will encounter. The people—who typically come from technical backgrounds—leverage their expertise to maintain the live product after release. 

Note: UX designers who work for smaller brands and startups will be more likely to perform some—or even all—of these functions. 

A screenshot from a Spotify page.

For example, Spotify's UX design process features the use of personalized content recommendations ("Recommended" in the center of this screenshot).

© Spotify, Fair Use

What are UX Design Process Best Practices?

It takes a series of best practices for designers—and design teams—to implement a successful step-by-step UX design process. These can help make sure that the design doesn’t just meet the users’ needs but aligns with business objectives, too. Here are some practices that are vital:   

1. Apply User-Centric Thinking and Empathy

●  Do user research well: Conduct thorough research—it’s the only way to understand the users deeply. This includes their behavior and preferences—and the challenges they face. Use quantitative and qualitative research methods—like interviews, surveys and usability testing.   

●  Design with empathy: Understand and address the actual needs of users. It’s something that might involve creating personas and empathy maps to better represent and address the user's perspective. Design thinking is particularly useful here—it’s because empathize is the first step of the UX design thinking process.   

2. Build and Maintain a Design System

●  Consistency: Establish—and follow or use—design patterns and use consistent branding elements—like typography, color schemes and UI components—across all platforms. This helps with keeping the “magic” of a seamless user experience.   

●  Design libraries: Develop—and maintain—comprehensive libraries and pattern systems that are reusable. This doesn’t just speed up the design process—but makes sure that consistency and reliability are in place across different parts of the product as well. 

Watch this video to learn more about UI design patterns: 

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  1. 00:00:00 --> 00:00:33

    User Interface Design Patterns are recurring components which designers use to solve common problems in interfaces. like, for example, when we think about those regular things that often are repeating themselves to kind of appear in, you know, in complex environments We need to show things that matter to people when they matter and nothing else. Right. it's just really sad what we see. Like, for example, if you look at Sears, right? Sears is just one of the many e-commerce sites, you know, nothing groundbreaking here. So you click on one of the filters and then the entire interface freezes

  2. 00:00:33 --> 00:01:00

    and then there is a refresh and you're being scrolled up. And I always ask myself, is this really the best we can do? Is really the best kind of interface for filtering that we can come up with, or can we do it a bit better? Because we can do it a bit better. So this is a great example where you have galaxies and then galaxies, you have all this filters which are in rows. Sometimes they take three rows, sometimes four or sometimes five rows. That's okay. Show people filters, show people buttons if they important show them.

  3. 00:01:00 --> 00:01:32

    Right. But what's important here, what I really like is we do not automatically refresh. Instead, we go ahead and say, "Hey, choose asmany filters as you like", right? And then whenever you click on show results, it's only then when you actually get an update coming up in the back. Which I think is perfectly fine. You don't need to auto update all the time. And that's especially critical when you're actually talking about the mobile view. The filter. Sure, why not? Slide in, slide out, although I probably prefer accordions instead.

  4. 00:01:32 --> 00:02:01

    And you just click on show products and it's only then when you return back to the other selection of filters and only when you click okay, show all products, then you actually get to load all the products, right? Designing good UI patterns is important because it leads to a better user experience, reduces usability issues, and ultimately contributes to the success of a product or application. It's a critical aspect of user centered design and product development.

 

3. Have Effective Communication and Collaboration

●  Work in cross-functional teams: Collaborate with developers, marketers and other stakeholders throughout the design process—and work closely together with them. This makes sure that everyone who’s involved in production can think about—as well as integrate—all aspects of the user experience into the final product.   

●  Incorporate regular feedback: Work with regular feedback loops with stakeholders and users—and continually tweak and improve the design. This collaboration should be an ongoing part of the design process—and it shouldn’t just happen at set milestones. 

A diagram showing Google's Design Sprint.

Google’s Design Sprint captures a highly successful approach.

© Interaction Design Foundation, CC BY-SA 4.0

4. Implement UX Best Practices Strategically

●  Progressive disclosure: Use progressive disclosure to reveal information progressively—and keep the user's cognitive load low and encourage continued interaction without overwhelming them. 

●  Simplified interfaces: Design interfaces that cut down on the number of elements—with a focus on core functionalities to boost the usability and reduce clutter.   

●  Accessibility and inclusivity: Make sure that all users—including those with disabilities—can use the product effectively. This means to adhere to accessibility standards like WCAG, too, and integrate features that enhance usability—for everyone. 

Vitaly Friedman, Senior UX Consultant, European Parliament, and Creative Lead, Smashing Magazine explains progressive disclosure in this video: 

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  1. 00:00:00 --> 00:00:30

    Well, because if you look at what let's say the Alliance does on the right is actually faster. It's actually better. So they're using accordance and they're using vertical accordance with three levels of nesting. Right. That allows you to very quickly navigate between all these different levels. But on top of that, what you also have is whenever you open one of the menus, they only show the most important one, the top tasks

  2. 00:00:30 --> 00:01:01

    or the, you know, the most important task that people have to perform. Sometimes it's two, sometimes it's four, sometimes it's four. It's five. Right. But sometimes, you know, if you have way more than that, you will be clicking in this overview link that you have over here, right? So you see clearly a difference. First level, second level, third level, right? And you can jump in and explore more on the third level as well. But if you want to jump, let's say from this to another second level on, I don't know another item, right?

  3. 00:01:01 --> 00:01:31

    That's very, very fast. You don't have to go back. You just go forward. That's the only thing that really speeds you up, because if you compare it with the sliding slide out right, kind of right and left and left and right, this is really giving you a big speed boost. So if you test, you will see that performance in terms of speed works much better, but clarity in both situations usually going to be similar, but still with accordance you will never get a kind of a mistake there that's just really, really working. Right.

  4. 00:01:31 --> 00:02:01

    So if I had to choose, I'd probably go with accordance first. But that's not the only option because you can also do something else. So this is Licester City, football club from the UK. So what we have here is also a menu. Not surprising. Who doesn't have a menu these days, right? But, while will open the menu, this is what it looks like. Well, we could be expecting more information, right? We don't know exactly what's going to happen, but we probably are expecting you know, the next level of navigation or the page.

  5. 00:02:01 --> 00:02:32

    We don't know that yet. We don't have to know. Right. But we are expecting, you know, something matches now instead of driving people to the matches page, instead of having this slide in, slide out. Why don't we do this instead? Why don't we split the screen vertically right. And give people access at the same time to both current level right and the level that lives within it? Right. Then if you're not interested in this right, you can just jump to say, Teams and then move on from there.

  6. 00:02:32 --> 00:02:46

    So you can see two levels at the same time, very much like you do with accordions, right? So if you do have a slide in, you could do this, right. The best part about it is it can work if you have, you know, even a lot of items, but they must be short.

 

5. Test and Iterate

●  Usability testing: Do extensive usability testing during—and after—the design process. This will find any issues with the design that users might run into—and it’ll allow for adjustments before the final release.   

●  Design iteratively: UX design should mean that there’s an iterative design process that’s dynamic. And—after launching—continue to test and refine the product, from what the user feedback and behavior indicate.     

What are Additional Practical Tips to Implement UX Design?

●  Ensure clear and intuitive navigation and layout: Users should be able to easily understand how to navigate the site or app—with clear paths to follow. So, it’s ultra-important to apply UI patterns and design principles in the best ways. 

●  Optimize for mobile: An extremely large proportion of web traffic comes from mobile devices—that’s why it's crucial to make sure that UX design is fully optimized for mobile usage.   

Frank Spillers delivers some helpful tips about mobile UI patterns in this video: 

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  1. 00:00:00 --> 00:00:30

    All right, so now it's time to take a  look at some common UI patterns and how to use them. So, we use UI patterns as a way to help users not have to relearn, and there's a really great example here from Down Dog. And in particular, their onboarding, their visual design, their affordances, their contrast, it's all just beautifully executed.

  2. 00:00:30 --> 00:01:04

    It's actually one of the most popular apps for yoga and other types of fitness training. *Gestures* – of course, this is a gesture-based medium. But gestures are classically difficult to  learn. And so, they've kind of become standardized on all mobile operating systems, more or less. There may be some unique gestures, and there are some gesture hints you can give. So, you can say, "Swipe up to begin." So, you can give like a hint like that. But just be familiar with the fact that gestures in the very beginning of mobile

  3. 00:01:04 --> 00:01:33

    had all these different variances across  operating systems and most users just did not learn and did not take the time; they don't care. So, the most basic – you know – tap, swipe. There are some gestures like the Tinder gesture that was made famous, like was it: swipe left, swipe right. The other pattern is *integration*, that if you send them to email to validate and they click on email, it should take them back to the app, hopefully.

  4. 00:01:33 --> 00:02:02

    So, there's a little bit of technology there in terms of opening the container. Some apps do it really well; other apps don't. They send you to a website. Click on another button; then that launches the container. I think that's okay, too, as long as it makes the connection  and the app actually opens. But you should have seamlessness between notifications, the websites or email and the app itself so that if anyone is on any of those touchpoints, they're fluidly able to jump in between.

  5. 00:02:02 --> 00:02:33

    *Back buttons* are important. It's important that the back buttons act like back buttons and a user can go back to previous content or to a previous section, and that they're *not lost*. And that's actually another point about if you're using accordions and the accordion opens up, the user might get lost inside of the accordion menu. So, you want users to be able to control where they left off, especially if it's a lot of content and to be able to go back and kind of have

  6. 00:02:33 --> 00:03:01

    more control over that. There's nothing wrong with accordions – they're great – but they can lose their robustness in terms of lost in navigation. Also remember *contrast and affordance* so that – you know – the open / close, whether it's an arrow or plus minus sign, however you illustrate that affordance, that that's visible as well; unless you're deliberately giving the user some kind of focus where they need to be like on that particular page,

  7. 00:03:01 --> 00:03:30

    it's better if you show navigation and let them quickly bail out because remember you're in that micro  interaction, that clipped attention span. *Hamburger menus* can do without actually the three bars is what the research showed, so a menu with a square around it. And putting that little square or that line around it really helps. Be sure to *test*, of course, to make sure your users can get in there. Be sure to *tag* it from an accessibility standpoint, in other words, so that

  8. 00:03:30 --> 00:04:09

    a screen reader can know that it's a menu that can be opened. *Use search diligently* – in other words, let users search your mobile app or your mobile site, but if you're letting them drill into a search – say that it's for this section, so this is a news search or this is an archive search or this is – you know – so a lot of sites will just use search and just assume that users know, when really it's like a global search. The key to using different UI controls such  as presenting information in a carousel

  9. 00:04:09 --> 00:04:31

    or in a bigger menu like a mega menu for mobile is to give people visibility. Don't make them look at each single item. Let them actually get a glance of it and so that they can go on to the next screen. *Videos*, of course, are popular content, but videos force users to sit and watch them.

  10. 00:04:31 --> 00:05:02

    So, maybe tell them what the video is about and let them scan it quickly, so you might put *markers* in the videos. Make sure those videos are *captioned* for accessibility, for deaf and hard of  hearing users. And the same with *infographics*; if you use infographics, make sure that the infographics have good described by Aria tags. So, Aria is perfect for mobile and can  be used on mobile to make it more accessible. So, it's really important, that customization, personalization.

  11. 00:05:02 --> 00:05:34

    Giving users *control* of their data is a really good idea. Be *careful of random features*.  Make sure that your features   are based on desirability and from  observed user behavior.  Remember *touch target size and placement and tappability signifiers* so that users know they can tap certain objects and *watch out for accidental touches*.

  12. 00:05:34 --> 00:05:56

    You know, you can support undo or you can have good error handling to deal with that. Think about how you can help take a user to their task, give them what they need, build motivation, build momentum and have them, you know, essentially convert or engage if it's not an e-commerce or transactional type of thing.

 

●  Seek engagement through gamification: Work elements of gamification into the design to make the interaction more engaging. This can include rewards, leaderboards or interactive elements—all of which can encourage user participation and retention.   

The key is to remain focused on the user's needs—while balancing technical constraints and business goals. It’s a holistic approach that doesn’t just enhance the user experience but contributes to the overall success of the product in the market, too.   

A diagram showing approaches to UX design.

How a brand approaches a project—and which design process it uses—can depend on various factors. So, it’s vital to leverage the chosen design process to the best advantage and reveal unknown considerations early on.

© Interaction Design Foundation, CC BY-SA 4.0

Which is the Best UX Design Process for which Project?

Many organizations will be familiar with a favored design process. Still, to select the most suitable UX design process for a project depends heavily on how well designers or design teams understand the project's unique context, goals, user needs and constraints. 

Budget plays a crucial role as to how to determine the extent—and depth—of which UX design process a brand uses. A larger budget naturally will permit for more extensive user research and testing; meanwhile, a tighter budget might call for teams to focus on core functionalities—with limited user testing. 

An important point is that designers should be aware of the gulf there can be between stakeholders and design team members. And a brand’s level of UX maturity can have a big bearing on what a designer does—and how—within a design process. Sometimes, a designer might even be the entire design team, in that their role is a UI-UX designer and they have more to do from a design perspective than they would in a larger organization. 

It’s important to be able to advocate for users and explain points about design to other project personnel, some of whom may need to understand what UX design involves. 

Design Director at Societe Generale, Morgane Peng explains some of the issues that designers can face when they work with people who don’t understand the intricacies of design: 

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    I've been talking to a lot of people in agencies, startups, even from the GAFAs, to Google, to Apple, et cetera. And I realized that we share the same frustrations – from people who don't get design. They may sound familiar. We'll see. The first one is, 'Can you make it *pretty*?'; 'Can you do the 'UX' (whatever it is)?'; and, 'Can you add this *wow* effect?'

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    And if you're like me – so, this is me – when you hear that, you would cringe. And I've heard them a lot. Because what we really want to hear is... 'Can you make it *usable*?'; 'Can *we* do the UX *together*?'; And the last one: 'Can you *tell me what's broken*?'

 

By understanding these aspects, teams can choose a UX design process that best fits their specific project, and ensure the design is effective, user-friendly and successful in achieving its intended goals.   

Overall, it’s important for designers to think about the benefits of each type of process—rather than approach a generic or basic “UX design process” and methodology. The decision can have a massive impact on exactly what they manage to achieve—as they strive to solve problems best, plus realize the key factors of UX for their users and their brand. 

A diagram showing the seven key factors of UX.

© Interaction Design Foundation, CC BY-SA 4.0

Learn More about UX Design Processes

Take our course User Experience: The Beginner’s Guide to gain a foundational grasp of UX design processes. 

Read our piece The Ultimate Guide to Understanding UX Roles and Which One You Should Go For, for valuable insights into how roles slot into design processes. 

Go to What is the UX Design Process? Everything You Need To Know by Simplilearn for helpful tips, insights and more.  

Consult Choosing the Right UX Process for Your Software-Development Model by Deepak Arasu for more valuable insights.  

Read 10 steps of the UI/UX design process every expert does! by Navid Semi for further insights.  

See What is the UX design process? A step-by-step guide by Louise Bruton for more information. 

Consult Mastering the UX design process by UserTesting for more insights.

Questions about Ux Design Process

What common challenges arise in UX design processes, and how can you address them?

Here are several common ones that might come up, and how to work with them.  

First, make sure there’s consistent user involvement throughout the design process. Have regular testing sessions and get in the feedback to understand user needs and preferences.  

Second, prioritize comprehensive research. Before you begin designing or defining the problem, get extensive data on the user environment, behaviors and expectations.  

Third, align the UX design process with broader business objectives. Communicate regularly with stakeholders to make sure that the design really does run in line with business goals.  

Last—but not least—manage scope creep proactively. Define clear project boundaries and deliverables from the start. Regularly review project progress and adjust as necessary—and make sure that changes don’t derail the project's timeline or budget. 

Take our User Research – Methods and Best Practices course. 

How does UX design integrate with Agile methodologies?

UX design effectively integrates with Agile methodologies—by focusing on user needs and rapid iteration. Agile methodologies prioritize flexible planning, early delivery and continuous improvement—items that align it closely with the iterative nature of UX design. In this integration, UX designers work in sprints—similar to software developers—to continuously refine and evolve design elements based on the user feedback and testing results. 

For practical application, UX teams can start each sprint by focusing on user stories that define target user needs and expected functionalities. Regular stand-up meetings and collaborative sessions between UX designers and developers help maintain a unified vision, streamline communication, and adapt quickly to any changes or new insights. 

Take our Agile Methods for UX Design course. 

What distinguishes UX from UI in the design process?

The key distinction lies in their scope.   

UX designers look at the bigger picture: how all elements of the product work together to deliver a seamless user experience. UI design, though, is more focused on the aesthetics and the interactive elements of a product's interface. UI designers make sure that the interface is visually appealing—and that each visual element gets the right message across to the user. They also focus on making sure that users can actually interact with the product intuitively. And while UX is about the overall feel of the experience, UI is about how the product's surfaces look and function. Both roles are essential—and they often overlap; great product design really depends on both seamless UX and appealing UI. 

Our video explains the differences between UX and UI design: 

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    Do you find the terms "user experience" and "user interface" confusing? "User experience" and "user interface" are related and sound similar, but they mean different things. Don Norman, the inventor of the term "user experience", said, "User experience encompasses all aspects of the end-user's interaction with the company, its services and its products." - They're all about optimizing for the people, try to use and understand what they're given so that they can understand it,

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    so that they know what to do when something goes wrong, so they know how to actually accomplish their goals, so they feel good about it and the technology does not get in the way. - UX designers have to create an all-around pleasurable experience that meets the needs of the users. This holistic perspective is what makes  it different from user interface or UI. - User experience design, or UX design, is everywhere, from how you interact with your smartphone to how your home is designed. Of course, not all experiences are well designed, and that's why UX design is

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    such a rewarding and challenging field to be in. - The user interface encompasses all the visual elements the user sees, hears and interacts with, including colors, typography, buttons, icons, screen animations and more. These visual elements are key to support tasks and usability. UI is how a product looks and all its visual  elements, which plays a significant role in UX, which is the overall product experience. - What you need to do to get good is to remember those couple of things:

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    Always align your buttons well. Always  create hierarchy by larger spacing between groups and reuse the basic forms and just a couple of colors initially because that's going to help you get better understanding of what is really  important in that UI design. And then you can experiment and you can explore outside of those boundaries. Let's look at it this way – observe the car dashboard. What you see, the icons, layout, even the shape and location of the gear shift are all UI.

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    The holistic experience of what you  *feel* – "Is it easy to drive? Is it comfortable and intuitive to use? Is it easy to understand the information displayed?" – is the overall UX, and both are essential to design brilliant and successful solutions and experiences.

 

Take our Mobile UI Design course. 

Read our piece, UX vs UI: What’s the Difference?  

How do I ensure accessibility in UX design?

Here are practical steps: 

●  Use accessible color schemes: Make sure text contrasts well with background colors—and tools such as the Web Content Accessibility Guidelines (WCAG) provide standards for visual contrast. 

●  Enable keyboard navigation: Design your interface so that users can navigate it using a keyboard. 

●  Provide text alternatives for non-text content: Offer captions or descriptions for images, videos and other visual content.  

●  Ensure your design works with screen readers: Use semantic HTML and ARIA labels to help screen reader software interpret the elements of your interface right. 

●  Create content that’s easy to understand: Use clear, simple language and provide explanations for complex terms.  

Take our Master Class Introduction to Digital Accessibility with Elana Chapman, Accessibility Research Manager at Fable. 

Take our Accessibility: How to Design for All course. 

What are the main stages in a UX design process?

The UX design process typically involves five main stages: 

●  Research: Understand user needs, motivations and behaviors through interviews and surveys—and observing potential users. This stage is what helps spot the problems that need solving. 

●  Define: Synthesize the research data to define the core user problems. Designers often create personas, user stories, and scenarios to keep the users' needs at the forefront. 

●  Ideate: Generate a range of creative ideas to solve the defined user problems—and techniques like brainstorming, sketching and ideation workshops are common. 

●  Prototype: Build a testable version of the product—and this can range from paper sketches to interactive digital prototypes. Prototyping is a crucial part of testing design concepts without committing to final development. 

●  Test: Evaluate the prototype with real users to collect their feedback. Testing can show up usability problems—or areas for improvement. Iterative testing allows designers to refine the product until it meets user needs effectively. 

Take our Design Thinking: The Ultimate Guide course to understand that design process in full. 

How do wireframes fit into the UX design process?

Wireframes really serve as a blueprint for the layout and functionality of a website—or application. Designers create wireframes in the early stages—typically during or right after the ideation phase—and these give a clear, visual structure of the user interface, before any detailed design or development begins. 

Wireframes focus on what elements will appear on key pages and how users will interact with them. They’re usually without stylistic choices—such as color and typography—to concentrate on usability and function.  

Wireframes are—therefore—essential tools, and ones that help bridge the gap between conceptual design and actual user experience. They’re a big part of ensuring the final product is both user-friendly and aligned with the project's goals. 

William Hudson explains wireframing in this video: 

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    Wireframing is like creating a blueprint for a website or app. Imagine you want to build a house before the builders start. An architect draws a simple sketch showing where the rooms will be, where the doors and windows go, and how everything connects in the same way when making a website or app. Wireframing is the first step. It's a basic, no frills outline of how the pages will screens will look. It helps designers and developers plan with things will be placed like buttons, images and text. It's not about the colors or fancy details.

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    It's more about the structure and layout, like arranging the rooms in a house. Wireframes help make sure everything fits together well before the actual building or coding begins. Creating a wireframe during a UX project involves several steps. Understand goals, know the project goals, and user needs. Sketch ideas roughly sketch layouts on paper or digitally create low fidelity wireframes. Use a tool to make simple grayscale wireframes showing basic structure and placement.

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    Get feedback, share wireframes. Gather feedback and make adjustments. Refine and iterate. Make improvements based on feedback. Focusing on functionality. Create high fidelity wireframes and colors. Fonts and images for a more detailed look. Test and validate. Conduct usability testing and refine further. Finally, ease and hand off complete high fidelity wireframes and handoff to the design and development teams. Wireframing helps to plan and visualize a user friendly design before diving into the details.

 

Read our piece on How to Create Wireframes: An Expert’s Guide

What metrics are useful for evaluating UX?

Several metrics are particularly useful to evaluate UX: 

Usability: This includes success rate, error rate and the time it takes to complete tasks—they’re metrics that help work out how easily users can interact with a product and complete their intended tasks. 

User satisfaction: Surveys and feedback forms measure how satisfied users are with a product—and tools like the System Usability Scale (SUS) give a standardized way to assess how satisfied users are. 

Engagement: Metrics such as the number of user sessions, session duration and frequency of use indicate how engaging a product is.  

Conversion rates: This measures how effectively the design leads users to take desired actions—like signing up, purchasing or subscribing. 

Retention rate: It’s the percentage of users who return to a product over time.  

These metrics—when teams monitor them regularly—give valuable insights into user behavior and preferences, and help UX designers improve the product iteratively. 

Watch our video on usability for a better understanding of what it involves: 

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    What usability is, and basically it's the  extent to which a product can be used by specified users to achieve specified goals with three things: effectiveness, efficiency and satisfaction, in a specified context of use. Okay, that's the official definition of usability. It's been around for a really long time. But the *effectiveness* – okay – is it effective? So, if a person comes to a  website, an app, you know, anything – can they do what they're supposed to do?

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    *Efficiency* – can they do it quickly? Do they get stuck? Do they get sidetracked? Do they go in some totally different direction? And *satisfaction* – do they feel good? Okay, that's the more emotive kind of aspect. Do they feel good about their experience? We want to make sure that what we're  creating makes sense to our users and meets their needs. Are we meeting their needs?

 

Take our Master Class Survival Metrics: Getting Change Done In An Agile and Data-Informed Way with Adam Thomas, Product Management Expert and Technologist. 

What is the relationship between service design and UX?

Service design and UX design share a close relationship—that’s because both focus on optimizing and enhancing user interactions.  

The main goal of service design is to make sure that service interfaces are efficient and usable—and that they meet user needs. It involves mapping out the entire journey of a user, considering every interaction they might have with a service—from start to finish. This could include visiting a website, interacting with staff or using a product directly. 

UX design—on the other hand—often dives deeper into the specifics of user interaction with a particular interface, and it focuses on elements like usability, accessibility and how engaging the interface is. 

CEO of Experience Dynamics, Frank Spillers explains the service design process in this video: 

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    Let's take a look at service design from a wide overview perspective. In the beginning of the process, you've got user research happening. And that's ethnography – right, to be clear: user research meaning "field studies" – ethnographic field studies. It's where personas come out of and journey maps come out of. And the reason you're doing that is you need to do that deep listening: What are the pain points? If the service design project is internally focused,

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    then that means service design interviews with stakeholders as well as subject-matter experts. You're going to also then have that *workshop* – that *stakeholder engagement piece* that we talked about. And so that stuff is happening up-front. From there, you're going to have the use of the template business model canvas, the value proposition canvas – those two canvases. And, to me, bringing the realistic inputs to those canvases, you can do it in a couple of hours: one hour, two hours even. If you have the right people in the room, you could even sit down.

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    You can do it across the whole process, too, by the way. You don't have to just do – the business model canvas is done up-front, yeah, in that first bit. But you can go back and do it again with another stakeholder. Like, for example, I've had so many projects where we're all the way to the testing phase and they bring in a new product manager or a new person to manage the whole – a program manager. And it's like those people *don't know*. So, going back and doing the business model canvas with them could be a good idea. From there, then you move into prototyping.

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    Now, when you do agile service design, you might do some quick prototyping up-front, – right off of those journey maps, right off of the user research. Traditionally, what you do is you take that journey map, though, and you move into the blueprint stage. So, you've got your business model, value proposition defined. Now, map it out in the service blueprint. That's where co-creation comes in – so, with stakeholders again. All the stakeholders are working on that blueprint together.

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    And you might also *map the ecosystem*. So, what's happening in the ecosystem that everyone needs to be aware of? And it's at that stage then you kick up into *service prototyping*. So, then you'll start building these actual prototypes. They might include UX design of apps or websites. That's fine. They might include physical, tangible theatrical acted-out, hands-on "fun stuff" – you know. And that's where we have the testing – think of it as user testing: *service user testing*.

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    And then, finally, once you've done that refinement, you're going to roll it out, roll out the service. And, of course, you're going to measure the service. You're going to do that initially with like a survey or you're going to use other tools from UX design or depending on what's appropriate. So, there may be web analytics, there may be exit surveys or you might do a *diary study*, which is a technique for user research you can use to assess the service. So, whatever the technique that's appropriate based on what you're building

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    – again, you know, depending on what you're building will determine the technique. But you want to get that feedback immediately, to find out. It may just be going into the environment and doing a service safari on your own service. So, that's an overview of the whole process, and key points there: user research up-front; stakeholder engagement throughout as well as some early iterations or loops of that if you're in an agile service design environment,

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    as well as remember the measurement.

 

Take our Service Design: How to Design Integrated Service Experiences course. 

How can you tailor a UX design process to different types of products?

Try taking some steps: 

  1. Define the product's goals and the target audience: A tech gadget aimed at young adults will have different user expectations than a healthcare app for seniors—for example. 

  2. Adapt your research methods based on the product type: For physical products, you might focus more on ergonomics and user interactions with the product. For digital products—though—usability and interface design become more critical. Choose research techniques that’ll give you deep insights into how users will interact with the product. 

  1. Adjust the prototyping phase to suit the product: For software, you can use wireframes and interactive digital prototypes. And for hardware, you may need 3D models or physical mockups to evaluate the design's practical aspects. 

  2. Customize the testing phase to the product's nature: Make sure that the testing environment mimics real-world use cases—and as closely as possible—so you spot any design flaws or user experience issues before the final product actually gets into the marketplace. 

Watch our video on product design for valuable insights: 

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    Product design is the process of creating new products that people can use. It's about solving problems and making life easier or more enjoyable through goods or services. Think of anything you use in your daily life: a phone, a chair, a video game. All these items were once just an idea that a product designer brought to life. In User Experience, Product design is about creating digital things that are easy to use, work well and look good by combining user needs with business goals.

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    It involves making the whole journey for users from understanding what they need to making prototypes, testing, improving, and finally launching the product. It's all about figuring out what users want and finding smart ways to give it to them.

 

How can remote teams collaborate effectively on UX design projects?

First, use collaboration tools such as Slack for communication, Figma or Adobe XD for design sharing, and Asana or Trello for project management. They’re tools that let team members communicate in real-time, share progress and track tasks efficiently. 

Second, establish regular check-ins and updates. Daily or weekly meetings via video conferencing platforms—like Zoom—can help team members discuss their progress, brainstorm ideas and address challenges. These regular interactions really build a sense of team unity—and keep everyone aligned with the project goals. 

Third, create shared documentation. Google Drive or Confluence can host project files where all team members can access and contribute to UX research, design specifications and user feedback. This shared resource makes sure that everyone’s got the latest information at their fingertips. 

Last—but not least—embrace asynchronous communication. Since team members may be in different time zones, it's important to keep a workflow going where individuals can contribute at their own pace—without delaying the project. Clear documentation and updates in shared tools help greatly with this asynchronous work. 

When remote UX design teams integrate these strategies, they can maintain productivity, foster collaboration and deliver successful projects. 

Take our Master Class How To Balance Remote and In-Person UX Work with Cory Lebson, Principal and Owner of Lebsontech LLC. 

How do UX designers collaborate with developers and product managers?

The collaboration starts with a shared understanding of the user needs and business objectives. UX designers often lead this discussion by presenting research findings that highlight user behaviors and needs—and the problem areas that the product aims to address, too. 

Throughout the design process, UX designers work closely with product managers to keep the design well in line with overall product strategies and timelines—and make sure that each design decision supports the product's goals and delivers real value to users. 

With developers, UX designers make sure that their designs are technically feasible. They give detailed design specifications and work alongside developers to translate these designs into functional software. Regular meetings between UX designers and developers help address any technical challenges that may arise, too. 

Feedback plays a crucial role in this collaboration—and UX designers bring feedback on board from both product managers and developers to refine the product. This iterative process of testing and feedback helps improve the design—continuously—until it meets all functional requirements and user expectations. 

UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains the value of cross-functional teams and Agile collaboraton: 

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    Cross-functional teams, unlike silos, have all the people necessary to build a specific thing together. Let's look at an example. Imagine you're on a team that is supposed to build the onboarding flow for a new app that helps connect job applicants with jobs. You can't build the whole thing with just designers. Or with just engineers, for that matter. I mean, you probably could do it with just engineers, but it's a terrible idea.

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    A cross-functional team for this onboarding work might include a few engineers, perhaps some for the front end and some for the back end. Might include a designer, a researcher, a product owner or manager, maybe a content writer or a marketing person. In an ideal world, all of these folks would only work on this particular team. In the real world, where we actually live, sometimes folks are on a couple of different teams and some specialists may be brought in to consult. For example, if the team needed help from the legal department to explain some of the ramifications of a specific decision,

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    a cross-functional team would have a dedicated legal expert they could go to. But that legal expert might also work with lots of other teams. In agile environments, the cross-functional team generally sits together or if remote, has some sort of shared workspace. They all go to the required team meetings. They understand the goal of the team and the users. They're experts, or they soon become experts, on that onboarding flow. Contrast this to how it might be done in a siloed environment. In that case, you might have different people assigned to the team depending on need, which can seem really flexible.

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    Until you realize that you end up with five different designers working on the project all at different times and they all have to be brought up to speed and they don't really understand why the other designers made the decisions that they did. Same with the engineers. And do not get me started on legal. Silo teams tend to rely more on documentation that gets handed between groups. And this can lead to a waterfall project where project managers or product managers work on something for a while to create requirements, which they then hand off to designers who work on designs for a while

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    and then they pass the deliverables on to engineering, who immediately insists that none of this will work and demands to know why they weren't brought in earlier for consultation. You get it. By working in cross-functional teams instead, the people embedded on the project get comfortable with each other. They know how the team works and can make improvements to it. They come to deeply understand their particular users and their metrics. They actually bring engineering and even design and research into the decision making process early to avoid the scenario I described above.

 

Take our Master Class A Guide To Hassle-Free Designer-Developer Collaboration with Szymon Adamiak, Co-Founder, Hype4 Mobile. 

What does user testing involve, and how do you integrate it into the UX process?

To do user testing well, UX designers or researchers have got to evaluate a product by observing real users as they interact with it.  

Begin by defining some clear objectives. Decide what aspects of the product you’ll need to test—such as the effectiveness of its navigation or the clarity of its content.  

Next, recruit participants—participants that represent your target audience. They’ll use the product while you watch their interactions and listen to their feedback. Prepare tasks for the users to complete while the testing session’s going on. These tasks should reflect common actions users would perform with the product. And—as users engage with the product—take notes on their behavior, any difficulties they encounter and their feedback.  

Work user testing into the UX process at multiple stages. Initially, test early prototypes to catch major usability issues early on. This preliminary testing prevents costly redesigns later. Keep on testing throughout the development cycle—bringing insights in from earlier tests to refine the design. 

Finally, conduct tests on the near-complete product—to make sure it really does meet all user needs and expectations.  

Take our Conducting Usability Testing course for more details.  

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    When you create something, you design something,  you need to know if it works for your users. And you need to get that design in front of them. And the only way that you can make sure that it meets their expectations is to have them actually *play with it*. Usability testing is *the number one* technique for determining how usable your product is. We want to see how *successful* our users are, see if they're on the right track and if we're getting the reactions that we *want* from a design.

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    'Ah... I'm not really sure what the users will think!'  *Better test it.* 'Uh... too much fighting with our team internally over what to do!' *Better test it!* Usability testing helps you check in with your user expectations. And it's a way of you making  sure that you're not just stuck in your own ideas about a design and actually bringing in an  end-user from the outside to get some *more clarity and focus*. And the reason why this class is going to  help you is you'll benefit from the 15 years of my

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    personal experience and *hundreds and hundreds of  usability tests* that I've conducted over the years. We're going to start from the very beginning of  *how to create a test plan and recruit participants*, and then go into *moderation skills, tips and techniques*. You'll also learn *how to report on tests* so you can take that data and represent it in a way that makes sense, you can communicate to your team and learn how to *change your design based on the data that you get from usability tests*,

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    most importantly. I hope you can join me on this class. I look forward to working with you!

 

How do you evaluate the success of a UX design process?

First, measure user satisfaction through surveys and feedback tools immediately after they interact with the product—and ask specific questions about the ease of use, aesthetic appeal and overall satisfaction with the product.  

Second, analyze user behavior data—and metrics like time on task, error rates and completion rates for key actions provide insight into how well users can navigate and use the product.  

Third, do usability tests at various stages of the design process—and watch users as they interact with different versions of the product.  

Fourth, consider the achievement of business objectives—and if the UX design runs in line with and supports broader business goals like increased sales and more. 

Last—but not least—ongoing feedback from real-world use after the product launches can give you even more insights. 

When you use these methods, you can accurately assess the effectiveness of a UX design process. 

Take our Master Class How to Get Started with Usability Testing with Cory Lebson, Principal and Owner of Lebsontech LLC. 

Also, users can sometimes reveal additional important insights. Watch as Product Design Lead at Netflix, Niwal Sheikh discusses some valuable dimensions of discoverability: 

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    Users can find what they're looking for. That's number one baseline, but then users can also find what they didn’t know to look for. So basically, when users can find what they look for, we define that as find ability. And then when users can find what they didn't know to look for, we we define that as discoverability. So there's this positive user experience kind of interlocked with all of that.

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    And then the designer has a safer time adding in features to an already existing seamless product because the user journey map has been situated and streamlined that way. And so now if we're talking about low discoverability, users typically can't find what they're looking for. They're unable to find extraneous product services, and they have some sort of low user satisfaction. So there's a low user attachment to the product. And because of that, there's sadly higher drop off rates.

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    And so what I want to talk about here specifically is low discoverability. So when low discoverability exists in a product, it can be linked to low find ability or it doesn't have to be. So the product can still help you find what you're looking for as a user. But there's no residual relationship between the product, helping you discover things that maybe you didn't know existed. And those things are like aha moments that we look for and parts of the product

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    that really initiate that level of curiosity within the user. Solving for low discoverability, it often just asks us as the designers to dig into the root cause of the problem. So why is the discoverability low where part in the user journey doesn't entice them to be curious and check out other like content? If we're taking the Netflix example and most often it kind of lies in the information architecture or parts of the navigation itself.

 

What are some highly cited scientific articles about UX design processes?

1. Holtzblatt, K., & Beyer, H. (1993). Making customer-centered design work for teams. Communications of the ACM, 36(10), 92-103.  

This publication is highly influential—and it introduced the concept of contextual inquiry, a user-centered design method that involves observing and interviewing users in their natural environment. It’s become a cornerstone of the UX design process, helping teams develop a deep understanding of user needs and behaviors. 

2. Kujala, S. (2003). User involvement: a review of the benefits and challenges. Behaviour & information technology, 22(1), 1-16.  

This paper has been influential in highlighting the importance of user involvement throughout the UX design process. It reviews the benefits of involving users—such as improved usability and user satisfaction—as well as the challenges—such as the time and resources required. The insights from this publication have shaped best practices in user-centered design. 

3. Gould, J. D., & Lewis, C. (1985). Designing for usability: key principles and what designers think. Communications of the ACM, 28(3), 300-311.  

This publication is influential for its early recognition of the importance of usability in the design process. It outlines three key principles of user-centered design: early focus on users and tasks, empirical measurement and iterative design. These principles have become foundational to the UX design process. 

What are some highly regarded books about UX design processes?

1. Hartson, R., & Pyla, P. S. (2012). The UX Book: Process and Guidelines for Ensuring a Quality User Experience. Elsevier.  

This book provides a comprehensive, practical guide to the UX design process. It distills human-computer interaction techniques into an easy-to-understand format—equipping readers with a solid understanding of UX methods and principles. The book covers the entire UX life cycle, from research and ideation to prototyping and testing. It serves as an invaluable resource for UX and interaction designers at all experience levels, and helps them create engaging and user-friendly digital experiences. 

2. Gothelf, J., & Seiden, J. (2013). Lean UX: Applying Lean Principles to Improve User Experience. O'Reilly Media.  

This book introduces a Lean UX framework that encourages a more iterative, outcomes-focused approach to UX design. It explains how to apply Lean principles, such as removing waste, improving team efficiency and shifting away from relying on a single expert. The book equips designers with the tools and strategies to create effective user experiences while optimizing their design process for speed and flexibility. 

3. Yablonski, J. (2024). Laws of UX: Using Psychology to Design Better Products & Services. Rockport Publishers.  

This book presents a collection of key psychological principles that UX designers can leverage to create more intuitive, user-centered products and services. It covers foundational concepts like Fitts' Law, Hick's Law, and the Pareto Principle, providing both the theory and practical applications of these principles. By understanding the underlying human psychology, designers can make more informed decisions and build experiences that better meet the needs and expectations of their users. 

4. Allen, J., & Chudley, J. (2012). Smashing UX Design: Foundations for Designing Online User Experiences. John Wiley & Sons.  

This book serves as an excellent introduction to user experience design, providing a solid outline of popular UX processes, tools and techniques. It guides readers through the entire design life cycle, from research and ideation to prototyping and testing. The book features real-life project examples—helping novice designers understand how to apply UX principles in practical, meaningful ways. It is a valuable resource for anyone new to the field of UX design. 

5. Ratcliffe, L., & McNeill, M. (2011). Agile Experience Design: A Digital Designer's Guide to Agile, Lean, and Continuous. John Wiley & Sons.  

This book helps designers transition from a traditional waterfall approach to an agile project workflow. It outlines strategies for integrating UX design into an agile process, making sure that user needs and experiences do remain a top priority. The book equips designers with the tools and techniques to collaborate effectively with cross-functional teams, iterate quickly, and deliver user-centric digital products in an Agile environment. 

6. Norman, D. A. (2013). The Design of Everyday Things. Basic books.  

This influential book explores how design shapes our interactions with the world around us, providing insights that are applicable to digital product design as well. It examines the psychology of everyday objects and experiences, and highlights the importance of user-centered design. When UX professionals understand how people perceive and engage with the designed world, they can create more intuitive, meaningful and satisfying digital experiences. 

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Literature on UX Design Processes

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Learn more about UX Design Processes

Take a deep dive into UX Design Processes with our course User Experience: The Beginner’s Guide .

If you’ve heard the term user experience design and been overwhelmed by all the jargon, then you’re not alone. In fact, most practicing UX designers struggle to explain what they do!

“[User experience] is used by people to say, ‘I’m a user experience designer, I design websites,’ or ‘I design apps.’ […] and they think the experience is that simple device, the website, or the app, or who knows what. No! It’s everything — it’s the way you experience the world, it’s the way you experience your life, it’s the way you experience the service. Or, yeah, an app or a computer system. But it’s a system that’s everything.”

— Don Norman, pioneer and inventor of the term “user experience,” in an interview with NNGroup

As indicated by Don Norman, User Experience is an umbrella term that covers several areas. When you work with user experience, it’s crucial to understand what those areas are so that you know how best to apply the tools available to you.

In this course, you will gain an introduction to the breadth of UX design and understand why it matters. You’ll also learn the roles and responsibilities of a UX designer, how to confidently talk about UX and practical methods that you can apply to your work immediately.

You will learn to identify the overlaps and differences between different fields and adapt your existing skills to UX design. Once you understand the lay of the land, you’ll be able to chart your journey into a career in UX design. You’ll hear from practicing UX designers from within the IxDF community — people who come from diverse backgrounds, have taught themselves design, learned on the job, and are enjoying successful careers.

If you are new to the Interaction Design Foundation, this course is a great place to start because it brings together materials from many of our other courses. This provides you with both an excellent introduction to user experience and a preview of the courses we have to offer to help you develop your future career. After each lesson, we will introduce you to the courses you can take if a specific topic has caught your attention. That way, you’ll find it easy to continue your learning journey.

In the first lesson, you’ll learn what user experience design is and what a UX designer does. You’ll also learn about the importance of portfolios and what hiring managers look for in them.

In the second lesson, you’ll learn how to think like a UX designer. This lesson also introduces you to the very first exercise for you to dip your toes into the cool waters of user experience. 

In the third and the fourth lessons, you’ll learn about the most common UX design tools and methods. You’ll also practice each of the methods through tailor-made exercises that walk you through the different stages of the design process.

In the final lesson, you’ll step outside the classroom and into the real world. You’ll understand the role of a UX designer within an organization and what it takes to overcome common challenges at the workplace. You’ll also learn how to leverage your existing skills to successfully transition to and thrive in a new career in UX.   

You’ll be taught by some of the world’s leading experts. The experts we’ve handpicked for you are:

  • Alan Dix, Director of the Computational Foundry at Swansea University, author of Statistics for HCI: Making Sense of Quantitative Data

  • Ann Blandford, Professor of Human-Computer Interaction at University College London

  • Frank Spillers, Service Designer, Founder and CEO of Experience Dynamics

  • Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups

  • Michal Malewicz, Designer and Creative Director / CEO of Hype4 Mobile

  • Mike Rohde, Experience and Interface Designer, Author of The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking

  • Szymon Adamiak, Software Engineer and Co-founder of Hype4 Mobile

  • William Hudson, User Experience Strategist and Founder of Syntagm

Throughout the course, we’ll supply you with lots of templates and step-by-step guides so you can start applying what you learn in your everyday practice.

You’ll find a series of exercises that will help you get hands-on experience with the methods you learn. Whether you’re a newcomer to design considering a career switch, an experienced practitioner looking to brush up on the basics, or work closely with designers and are curious to know what your colleagues are up to, you will benefit from the learning materials and practical exercises in this course.

You can also learn with your fellow course-takers and use the discussion forums to get feedback and inspire other people who are learning alongside you. You and your fellow course-takers have a huge knowledge and experience base between you, so we think you should take advantage of it whenever possible.

You earn a verifiable and industry-trusted Course Certificate once you’ve completed the course. You can highlight it on your resume, LinkedIn profile or website.

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