Product Design Process

What my process typically looks like during a design sprint, freelance project, or sprint cycle.

1. Discovery Phase

Discuss business goals and requirements, as well as user goals and requirements. Some of the tools and processes employed during this phase are:

  1. • Brainstorming
  2. • User research
  3. • Key stakeholder interviews
  4. • Competitive analyses
  5. • User interviews







2. Definition Phase

Come to an agreement about the goals for the design or project, who we're designing it for, and define a hypothesis. Some of the tools and processes employed during this phase are:

  1. • Personas
  2. • Moodboards
  3. • Develop a hypothesis
  4. • Journey mapping







3. Ideation and UX Phase

Outline potential user flows and approaches. Design low-fidelity wireframes of feature(s) and touchpoints. I'm looking to validate and do quick gut checks on directions to go in. Some of the tools and processes employed during this phase are:

  1. • Whiteboarding
  2. • 6-ups and high-level ideation
  3. • Rough sketches
  4. • User flows
  5. • Wireframes
  6. • Interactions between screens or tasks







4. Prototyping and User Testing Phase

Build out one or two prototypes to test with users. During this phase, I'm looking to see how users interact with the product, document any pros and cons, and validate assumptions or the hypothesis. Oftentimes, I will revise the prototype(s) depending on feedback from users. Some of the tools and processes employed during this phase are:

  1. • Study plan (developed with stakeholders)
  2. • Principle App prototypes
  3. • InVision prototypes
  4. • Simple paper prototypes







5. Visual UI and Production Phase

Design the final UI of the feature or product that the users will be interacting with based on feedback from the earlier phases. During this phase, I will also hand-off the screens and assets to engineering. Some of the tools and processes employed during this phase are:

  1. • Sketch and Zeplin (for UI and red-lines)
  2. • Export graphic assets
  3. • Document UX requirements
  4. • Document primary use cases and edge cases
  5. • QA any builds before shipping