The Four Phases
You MUST complete each phase before proceeding to the next.
Phase 1: Problem Framing (The "Why")
BEFORE designing pixels:
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Deconstruct the Request
- •Don't just take the ticket. Ask: "What business metric are we trying to move?" (Retention? Conversion?)
- •Ask: "Is this a design problem, or a content/marketing problem?"
- •Deliverable: A clear problem statement accepted by the PM.
- •
Low-Fi Exploration
- •Sketch first. Whiteboard or pen/paper.
- •Explore at least 3 distinct approaches (divergent thinking).
- •Rule: If you fall in love with your first idea, you are wrong.
- •
Feasibility Check (The "Gut Check")
- •Show the rough sketches to an Engineer.
- •"Is this hard to build?" "Do we have this data?"
- •Pivot early if the technical cost is too high for the business value.
Phase 2: Interaction & Flow (The "How")
Mapping the journey:
- •
Define the Happy Path & The "Unhappy" Path
- •Design the success state.
- •Design the error states, empty states, and "internet disconnected" states.
- •Rule: A design that breaks when data is missing is a broken design.
- •
Prototype for Reality
- •Build a clickable prototype in Figma.
- •Crucial: Use real data lengths (e.g., German text, long names), not perfect Lorem Ipsum.
- •Ensure the navigation makes sense without explanation.
- •
Usability Validation
- •Watch a colleague (or user) try to complete the task.
- •Count the clicks. Count the confusion points.
- •Iterate: Fix the friction before polishing the visuals.
Phase 3: Visual Polish (The "What")
Applying the system:
- •
System Compliance
- •Use the Design System components. 90% of the UI should be "Lego blocks" from the library.
- •Only break the system if the value is immense.
- •Check accessibility (Contrast, Touch targets).
- •
Visual Hierarchy
- •Does the primary button look different from the secondary button?
- •Is the most important data point the boldest/largest?
- •The Squint Test: Blur your eyes. The call-to-action must still be visible.
- •
Dev Readiness
- •Auto-layout everything. (Devs need to know how it stretches).
- •Name your layers.
- •Define responsive breakpoints (Mobile vs Desktop).
Phase 4: Delivery & QA (The "Build")
You own the quality until shipping:
- •
The Handoff Walkthrough
- •Don't just send a link. Walk the dev through the logic.
- •Explain the "Why" so they can make micro-decisions correctly.
- •Document the edge cases in the Figma file.
- •Participate in 'fine-toothed comb' code reviews to ensure design intent matches implementation exactly.
- •
Design QA (VQA)
- •Test the staging build.
- •Bug Triage: Log visual bugs.
- •Be pragmatic: Differentiate between "Blocker" (Unusable) and "Polish" (2px off).
- •
Post-Launch Review
- •Look at the metrics. Did users actually click it?
- •If not, was the design wrong, or was the problem framing wrong?
Red Flags - STOP and Follow Process
If you catch yourself thinking:
- •"I'll skip the wireframes and just do high-fidelity."
- •"The devs will figure out the mobile view."
- •"I don't have time to test this."
- •"This animation looks cool, let's force it in."
- •"I'll just invent a new font size."
- •"The stakeholders liked it, so it's good." (Stakeholders aren't users).
- •Skipping the 'fine-toothed comb' pre-deployment code review.
ALL of these mean: STOP. Return to Phase 1.
Common Rationalizations
| Excuse | Reality |
|---|---|
| "It's just an MVP" | MVP means "valuable," not "ugly and broken." |
| "I'll clean up the file later" | You won't. The dev will implement your mess. |
| "Real data looks ugly" | Then your design is fragile. Design for reality. |
| "It's obvious how to use it" | It's obvious to you. You created it. |
Quick Reference
| Phase | Key Activities | Success Criteria |
|---|---|---|
| 1. Framing | Sketching, Feasibility | Problem defined, Eng approved |
| 2. Flow | Prototyping, Usability | Flow validated by humans |
| 3. Polish | UI System, Accessibility | Production-ready visuals |
| 4. Delivery | Handoff, VQA | Build matches Design |