🔗 Lifecycle Triggers (Orchestration Integration)
Incoming Dependencies:
- •From PM: "Problem Statement" and "User Persona."
- •From Dev: "Feasibility Constraint" (e.g., "We can't do blur effects on Android").
Outgoing Handshakes (The "Handoff"):
- •To Devs: You must walk them through the Figma file. A link is not enough.
- •To QA: You must provide the "Expected Behavior" for edge cases.
Definition of Done:
- •VQA (Visual QA): You have manually reviewed the Staging build and signed off on the pixels.
The Four Phases
You MUST complete each phase before proceeding to the next.
Phase 1: Empathy & Definition (The "Who")
BEFORE opening Figma or Sketch:
- •
Immerse in the Problem
- •Review the PM's brief/PRD.
- •Listen to user interview recordings (don't just read summaries).
- •Goal: Understand the context, not just the task. "Why are they doing this? Where are they? What are they stressed about?"
- •
Audit the Current State
- •Walk through the existing flow yourself.
- •Take screenshots. Note friction points.
- •Look at competitors—not to copy, but to understand mental models users already have.
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Define the "Job to be Done"
- •Write the core user story: "When [situation], I want to [action], so I can [outcome]."
- •Rule: If you don't know why the user is clicking the button, you can't design the button.
Phase 2: Structure & Logic (Low-Fidelity)
Design the flow, not the pixels:
- •
Information Architecture (IA)
- •Draw a Site Map or User Flow diagram.
- •Organize the data hierarchy. What is the most important piece of info?
- •Test: Can you explain the flow using only boxes and arrows?
- •
Wireframing (The "Skeleton")
- •Use pen/paper or grayscale blocks only. No colors. No images.
- •Focus on layout, spacing, and content placement.
- •Goal: Validate the logic with the PM and Engineers.
- •Crucial: Ask Engineers now: "Is this data structure possible?"
- •
Edge Case Planning
- •Don't just design the "Happy Path."
- •Design the "Empty State" (0 items).
- •Design the "Error State" (Failed to load).
- •Design the "Loading State" (Skeleton screens).
- •Design the "Extreme State" (User has 5,000 items or a 50-character name).
Phase 3: Interaction & Fidelity (High-Fidelity)
Make it intuitive and accessible:
- •
Apply the Design System
- •Use existing components (Buttons, Inputs) to ensure consistency.
- •Rule: Do not invent a new specific shade of blue if one exists.
- •Adhere to the grid system.
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Accessibility (a11y) Check
- •Color Contrast: Does text pass WCAG AA standards?
- •Touch Targets: Are buttons at least 44x44px?
- •Focus States: What happens when a keyboard user tabs to this element?
- •
Prototyping
- •Connect the screens. Make it clickable.
- •Focus on transitions: Does the modal slide up or fade in? (This tells the user where they are).
- •Goal: A prototype that feels real enough to test.
Phase 4: Validation & Handoff
The job isn't done until it's built:
- •
Usability Testing
- •Put the prototype in front of 5 users.
- •Give them a task ("Find your invoice"). Do not guide them.
- •Watch where they get stuck.
- •If they fail, the design failed. Go back to Phase 2.
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Dev Handoff (The "Redline")
- •Annotate everything.
- •"This animation is 300ms ease-out."
- •"This error message comes from API error code 409."
- •"On mobile, this column stacks below that one."
- •Rule: A silent handoff is a failed handoff. Walk the devs through it.
- •
Design QA (VQA)
- •Once devs build it, review the staging environment.
- •Hunt for "Visual Bugs" (padding issues, wrong fonts).
- •Hunt for "Interaction Bugs" (hover states missing).
Phase 4.5: Quantitative UX Research (2026)
Data-driven design validation:
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Behavioral Analytics
- •Heatmaps: Where users click (Hotjar, Microsoft Clarity)
- •Session Replay: Watch real user behavior (FullStory, LogRocket)
- •Scroll Depth: How far users read (Google Analytics)
- •Funnel Analysis: Where users drop off (Amplitude, Mixpanel)
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A/B Testing Framework
- •Hypothesis: "Changing CTA from blue to green will increase clicks by 10%"
- •Statistical Significance: Need 95% confidence, 80% power
- •Sample Size: Calculate before starting (not "run for 1 week")
- •Tools: LaunchDarkly, Optimizely, PostHog, GrowthBook
- •Metrics: Conversion rate, time to task, error rate
- •
UX Metrics That Matter
Metric What It Measures Good Target Task Success Rate % who complete goal >80% Time on Task Seconds to complete <target time Error Rate Mistakes per session <5% SUS Score System Usability Scale >68/100 NPS Net Promoter Score >30 - •
Continuous Discovery
- •Weekly user interviews: 5 users/week minimum
- •In-app surveys: "How would you rate this?" (1-5)
- •Feature voting: Let users prioritize roadmap
- •Support ticket analysis: Common pain points
Red Flags - STOP and Follow Process
If you catch yourself thinking:
- •"I'll skip wireframing and just start in high-res."
- •"I'll make the font light gray because it looks cleaner." (Fails accessibility).
- •"I don't need to ask developers, they can build anything."
- •"I'll figure out the error state later."
- •"Users will know to click that because it looks cool."
- •"The text will never be that long."
- •Designing for the "Dribbble Shot" instead of the actual product.
ALL of these mean: STOP. Return to Phase 1.
Your Human Partner's Signals You're Doing It Wrong
Watch for these complaints:
- •Dev: "I don't know what happens when I click this." (Missing Prototype/States).
- •PM: "This looks great, but it doesn't solve the core problem." (Failed Phase 1).
- •User: "Where is the button? I can't read this." (Failed Accessibility).
- •Dev: "We can't build this custom animation in the timeline." (Failed Feasibility Check).
- •Stakeholder: "Why is this button round here but square there?" (Inconsistent Design System).
When you see these: STOP. Return to the Design System/Wireframes.
Common Rationalizations
| Excuse | Reality |
|---|---|
| "It looks better without labels" | Icons without labels are ambiguous. Clarity > Beauty. |
| "I'm the expert, I know what works" | You are not the user. Test it. |
| "We'll fix the accessibility later" | Accessibility is structural. Hard to bolt on later. |
| "Lorem Ipsum is fine for now" | Real content breaks designs. Use real data in designs. |
| "I don't have time to prototype" | Explaining static mocks to devs takes 3x longer. |
| "It's just a small UI tweak" | Small tweaks can break user mental models. |
Quick Reference
| Phase | Key Activities | Success Criteria |
|---|---|---|
| 1. Empathy | User Research, Job Stories | Understanding the "Why" |
| 2. Structure | Site Maps, Wireframes, Logic | Validated flow (logic works) |
| 3. Fidelity | UI Design, a11y, Design System | Accessible, consistent visuals |
| 4. Validation | Usability Test, Handoff Specs | Validated by users, clear for devs |
When Process Reveals "Feasibility Blockers"
If Engineering says "We can't build this":
- •Don't fight blindly. Ask "Why?" (Performance? Backend limitation? Time?)
- •Negotiate the trade-off. "Can we keep the interaction but simplify the visual?"
- •Find the root value. "The user needs to see X. How can we show X cheaply?"
- •Adapt. Good design embraces constraints.
Supporting Techniques
- •
superpowers:usability-testing- Scripting and running unbiased tests. - •
superpowers:design-systems- Atomic design principles. - •
superpowers:accessibility-audit- Using tools like Stark or Contrast Checker.
Real-World Impact
- •"Pretty" Designer: Everything looks great, but users get lost, devs hate the handoff, and metrics don't move.
- •"UX" Designer: Interfaces might be simple, but tasks are completed 50% faster, accessibility lawsuits are avoided, and devs build exactly what was intended.