Design
What is design?
Design is the intentional process of defining and solving problems so that the result is useful, usable, and meaningful for people. It involves research, ideation, making (e.g. wireframes, prototypes), and testing. Design is not only how something looks; it’s how it works and why it exists.
Use it when: you’re creating or changing a product, service, or experience and want to align the solution with user needs and context. Design is the discipline that connects problem, people, and solution.
Copy/paste checklist (design in practice)
- [ ] Problem – What are we solving, and for whom? (See problem statement.)
- [ ] Understand – What do we know from user research or evidence?
- [ ] Ideate – What are the options? (e.g. brainstorming, design sprint.)
- [ ] Make – Create something testable (wireframe, prototype.)
- [ ] Test – Put it in front of users or measure behaviour; learn and refine. See iterative design.
Why design matters
- Aligns solutions with real needs instead of assumptions.
- Reduces rework by testing early and iterating.
- Creates coherent, usable experiences that people can and want to use.
- Connects strategy, research, and delivery through a repeatable process.
What good design includes
Checklist
- [ ] User-centred – Informed by who will use it and in what context. See human-centred design.
- [ ] Problem-led – Clear problem or opportunity before jumping to solutions.
- [ ] Iterative – Build, test, learn, refine. See iterative design.
- [ ] Concrete – Prototypes or artefacts people can react to, not only discussion.
- [ ] Outcome-focused – Success is “does it work for users and the business?” not “did we ship the mock?”
Common formats
- UX design: Focus on the experience of using a product. See UX design.
- Product design: Broader: strategy, experience, and delivery. Design is part of product.
- Design thinking: A structured design process (empathise, define, ideate, prototype, test). See design thinking.
Examples
Example (the realistic one)
Problem: New users don’t complete setup. Understand: User research shows they’re confused by step 2 and don’t see the value. Ideate: Brainstorm and design sprint on a shorter, value-first flow. Make: Wireframes and prototype. Test: Usability testing with 5 users; completion improves. Refine: Hand to dev with clear acceptance criteria. That’s one design cycle.
Common pitfalls
- Solution-first: Building before the problem is clear. → Do this instead: Problem statement and user research before ideation.
- No testing: Design is “done” when the mock is done. → Do this instead: Test with users or data; iterate based on what you learn.
- Design as decoration: Equating design with visuals only. → Do this instead: Treat design as problem-solving and behaviour; UX and usability are core.
- Siloed design: Design works in isolation from product and dev. → Do this instead: Integrate design into agile and cross-functional work.
Design vs. related concepts
- Design vs UX design: UX design is design focused on user experience; “design” is the broader discipline (problem-solving, making, testing).
- Design vs development: Development builds and runs the product; design defines what to build and why, and tests whether it works. They work together.
- Design vs research: User research informs design; design produces things to research (e.g. prototypes). Research is part of the design process.
Related terms
- UX design – design of the user experience.
- Design thinking – a structured design process.
- Human-centred design – putting people at the centre of design.
- Problem statement – framing the problem before designing.
- Iterative design – the design loop: make, test, learn, refine.
- Prototype – a testable design artefact.
- User research – understanding users as part of design.
- Usability – a core goal of design.
Next step
Run one design cycle on one problem: problem statement → user research or usability test → wireframe and prototype → test → refine. Read Design thinking for a full process.