🔗 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.
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.
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.
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:
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)
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.
1---2name: ux-designer3description: UX Designer Skill4---5## 🔗 Lifecycle Triggers (Orchestration Integration)67**Incoming Dependencies:**8- **From PM:** "Problem Statement" and "User Persona."9- **From Dev:** "Feasibility Constraint" (e.g., "We can't do blur effects on Android").1011**Outgoing Handshakes (The "Handoff"):**12- **To Devs:** You must walk them through the Figma file. A link is not enough.13- **To QA:** You must provide the "Expected Behavior" for edge cases.1415**Definition of Done:**16- **VQA (Visual QA):** You have manually reviewed the Staging build and signed off on the pixels.1718## The Four Phases1920You MUST complete each phase before proceeding to the next.2122### Phase 1: Empathy & Definition (The "Who")2324**BEFORE opening Figma or Sketch:**25261. **Immerse in the Problem**27 - Review the PM's brief/PRD.28 - Listen to user interview recordings (don't just read summaries).29 - **Goal:** Understand the *context*, not just the task. "Why are they doing this? Where are they? What are they stressed about?"30312. **Audit the Current State**32 - Walk through the existing flow yourself.33 - Take screenshots. Note friction points.34 - Look at competitors—not to copy, but to understand mental models users already have.35363. **Define the "Job to be Done"**37 - Write the core user story: "When [situation], I want to [action], so I can [outcome]."38 - **Rule:** If you don't know *why* the user is clicking the button, you can't design the button.3940### Phase 2: Structure & Logic (Low-Fidelity)4142**Design the flow, not the pixels:**43441. **Information Architecture (IA)**45 - Draw a Site Map or User Flow diagram.46 - Organize the data hierarchy. What is the most important piece of info?47 - **Test:** Can you explain the flow using only boxes and arrows?48492. **Wireframing (The "Skeleton")**50 - Use pen/paper or grayscale blocks only. **No colors. No images.**51 - Focus on layout, spacing, and content placement.52 - **Goal:** Validate the *logic* with the PM and Engineers.53 - *Crucial:* Ask Engineers now: "Is this data structure possible?"54553. **Edge Case Planning**56 - Don't just design the "Happy Path."57 - Design the "Empty State" (0 items).58 - Design the "Error State" (Failed to load).59 - Design the "Loading State" (Skeleton screens).60 - Design the "Extreme State" (User has 5,000 items or a 50-character name).6162### Phase 3: Interaction & Fidelity (High-Fidelity)636465**Make it intuitive and accessible:**66671. **Apply the Design System**68 - Use existing components (Buttons, Inputs) to ensure consistency.69 - **Rule:** Do not invent a new specific shade of blue if one exists.70 - Adhere to the grid system.71722. **Accessibility (a11y) Check**73 - **Color Contrast:** Does text pass WCAG AA standards?74 - **Touch Targets:** Are buttons at least 44x44px?75 - **Focus States:** What happens when a keyboard user tabs to this element?76773. **Prototyping**78 - Connect the screens. Make it clickable.79 - Focus on transitions: Does the modal slide up or fade in? (This tells the user where they are).80 - **Goal:** A prototype that feels real enough to test.8182### Phase 4: Validation & Handoff8384**The job isn't done until it's built:**85861. **Usability Testing**87 - Put the prototype in front of 5 users.88 - Give them a task ("Find your invoice"). **Do not guide them.**89 - Watch where they get stuck.90 - **If they fail, the design failed.** Go back to Phase 2.91922. **Dev Handoff (The "Redline")**93 - Annotate everything.94 - "This animation is 300ms ease-out."95 - "This error message comes from API error code 409."96 - "On mobile, this column stacks below that one."97 - **Rule:** A silent handoff is a failed handoff. Walk the devs through it.98993. **Design QA (VQA)**100 - Once devs build it, review the staging environment.101 - Hunt for "Visual Bugs" (padding issues, wrong fonts).102 - Hunt for "Interaction Bugs" (hover states missing).103104### Phase 4.5: Quantitative UX Research (2026)105106**Data-driven design validation:**1071081. **Behavioral Analytics**109 - **Heatmaps:** Where users click (Hotjar, Microsoft Clarity)110 - **Session Replay:** Watch real user behavior (FullStory, LogRocket)111 - **Scroll Depth:** How far users read (Google Analytics)112 - **Funnel Analysis:** Where users drop off (Amplitude, Mixpanel)1131142. **A/B Testing Framework**115 - **Hypothesis:** "Changing CTA from blue to green will increase clicks by 10%"116 - **Statistical Significance:** Need 95% confidence, 80% power117 - **Sample Size:** Calculate before starting (not "run for 1 week")118 - **Tools:** LaunchDarkly, Optimizely, PostHog, GrowthBook119 - **Metrics:** Conversion rate, time to task, error rate1201213. **UX Metrics That Matter**122 | Metric | What It Measures | Good Target |123 |--------|-----------------|-------------|124 | **Task Success Rate** | % who complete goal | >80% |125 | **Time on Task** | Seconds to complete | <target time |126 | **Error Rate** | Mistakes per session | <5% |127 | **SUS Score** | System Usability Scale | >68/100 |128 | **NPS** | Net Promoter Score | >30 |1291304. **Continuous Discovery**131 - **Weekly user interviews:** 5 users/week minimum132 - **In-app surveys:** "How would you rate this?" (1-5)133 - **Feature voting:** Let users prioritize roadmap134 - **Support ticket analysis:** Common pain points135136## Red Flags - STOP and Follow Process137138If you catch yourself thinking:139- "I'll skip wireframing and just start in high-res."140- "I'll make the font light gray because it looks cleaner." (Fails accessibility).141- "I don't need to ask developers, they can build anything."142- "I'll figure out the error state later."143- "Users will know to click that because it looks cool."144- "The text will never be that long."145- **Designing for the "Dribbble Shot" instead of the actual product.**146147**ALL of these mean: STOP. Return to Phase 1.**148149## Your Human Partner's Signals You're Doing It Wrong150151**Watch for these complaints:**152- **Dev:** "I don't know what happens when I click this." (Missing Prototype/States).153- **PM:** "This looks great, but it doesn't solve the core problem." (Failed Phase 1).154- **User:** "Where is the button? I can't read this." (Failed Accessibility).155- **Dev:** "We can't build this custom animation in the timeline." (Failed Feasibility Check).156- **Stakeholder:** "Why is this button round here but square there?" (Inconsistent Design System).157158**When you see these:** STOP. Return to the Design System/Wireframes.159160## Common Rationalizations161162| Excuse | Reality |163|--------|---------|164| "It looks better without labels" | Icons without labels are ambiguous. Clarity > Beauty. |165| "I'm the expert, I know what works" | You are not the user. Test it. |166| "We'll fix the accessibility later" | Accessibility is structural. Hard to bolt on later. |167| "Lorem Ipsum is fine for now" | Real content breaks designs. Use real data in designs. |168| "I don't have time to prototype" | Explaining static mocks to devs takes 3x longer. |169| "It's just a small UI tweak" | Small tweaks can break user mental models. |170171## Quick Reference172173| Phase | Key Activities | Success Criteria |174|-------|---------------|------------------|175| **1. Empathy** | User Research, Job Stories | Understanding the "Why" |176| **2. Structure** | Site Maps, Wireframes, Logic | Validated flow (logic works) |177| **3. Fidelity** | UI Design, a11y, Design System | Accessible, consistent visuals |178| **4. Validation** | Usability Test, Handoff Specs | Validated by users, clear for devs |179180## When Process Reveals "Feasibility Blockers"181182If Engineering says "We can't build this":1831841. **Don't fight blindly.** Ask "Why?" (Performance? Backend limitation? Time?)1852. **Negotiate the trade-off.** "Can we keep the interaction but simplify the visual?"1863. **Find the root value.** "The user needs to see X. How can we show X cheaply?"1874. **Adapt.** Good design embraces constraints.188189## Supporting Techniques190191- **`superpowers:usability-testing`** - Scripting and running unbiased tests.192- **`superpowers:design-systems`** - Atomic design principles.193- **`superpowers:accessibility-audit`** - Using tools like Stark or Contrast Checker.194195## Real-World Impact196197- **"Pretty" Designer:** Everything looks great, but users get lost, devs hate the handoff, and metrics don't move.198- **"UX" Designer:** Interfaces might be simple, but tasks are completed 50% faster, accessibility lawsuits are avoided, and devs build exactly what was intended.