← ash cornette
a reference — 2026.04.20

the design process.

everything the user-research decks taught me about moving from a fuzzy human problem to a shipped product. organized by phase. no fluff.

contents
  1. foundations & frameworks
  2. 01 — discover
  3. 02 — define
  4. 03 — design (ideate + prototype)
  5. 04 — deliver (test + present)
  6. glossary
00

foundations & frameworks.↑ top

the mental scaffolding the rest of the process hangs on. read these before anything else.

the gatekeepers of ux

every design decision has to satisfy three things at once. miss one and the product feels broken, even if you can't say why.

psychology
how it feels — emotion, satisfaction, engagement.
science
how it works — functionality, feasibility, performance.
art
how it looks — aesthetics, brand, visual order.

and all three still have to land inside three real constraints: user needs, business goals, technical reality.

the design thinking process (six phases)

  1. discover — research, empathy, context.
  2. define — frame the problem, name the user.
  3. ideate — generate many options.
  4. prototype — make the options tangible.
  5. test — put them in front of real humans.
  6. present — communicate thinking, align stakeholders.

this page collapses those six into the 4d structure (discover → define → design → deliver) because that's how most briefs actually get written.

the medicine wheel

an indigenous education framework used throughout cuxd-111 to ground the practice. four directions, one whole.

balance & respect
give the work equal weight across user, business, craft.
wholeness
treat the person, not just the task.
interconnectedness
nothing in a product lives alone.
inter-relationship
every decision touches other decisions.

design inception

concentric circles — the strategic center comes first, the visible surface comes last.

product design strategy — 9 elements

  1. user-centered focus.
  2. market research.
  3. clear objectives.
  4. cross-functional collaboration.
  5. prototyping & testing.
  6. brand alignment.
  7. technical considerations.
  8. launch & marketing.
  9. post-launch evaluation.
01

discover.↑ top

figure out who the user is, what they're trying to do, and what's actually in the way. the whole phase is one discipline: listen before you design.

the spectrum of empathy

a ladder, not a switch. the goal is to climb it.

design is solving real human problems — not imaginary ones.
— cuxd-111, session 02

mental models

how a user thinks something works — their internal picture. a design succeeds when the product's behavior matches that picture.

the four components
  • worldviews
  • beliefs
  • experiences
  • values

example: users expect a trash icon to delete a file — because that's the mental model they carry in from the real world.

research methods

user interviews

principles: open-ended questions, active listening, no leading, build rapport, probe for the why. record (with consent). take timestamps. do a thematic pass right after.

surveys

good for breadth, bad for depth. use after qualitative work to validate, not before.

naturalistic / diary / analytics / a-b

observation in the wild, longitudinal self-reports, log data, controlled comparisons. each one answers a different question; pick by the question, not by the method.

competitive analysis

it's a research method, not a sales exercise. the point is to see what users already expect.

method: set a goal, pick 2–4 competitors, build a feature matrix, test hands-on, read the reviews, finish with a swot summary.

netflix didn't out-blockbuster blockbuster. it replaced the whole category.
— user-research, class 05

empathy mapping

what a user says, thinks, feels, does — plus what's around them. a single page that keeps the team honest.

says
verbal quotes, direct language.
thinks
internal belief, unspoken reasoning.
feels
emotional state — labeled.
does
observable action, behavior.

supporting layers: hears (influencers), sees (environment, market), pains (fears, frustrations), gains (wants, wins).

deliverables out of discover

02

define.↑ top

take the pile of research and shape it into a single, specific, defensible problem — and a user worth solving for.

from research to theme — synthesis

affinity mapping

the workhorse synthesis method. two steps, done with the team, not alone.

  1. generate — every quote, fact, observation on its own sticky.
  2. organize — cluster by similarity, label the clusters, label the labels. themes fall out.

how-might-we (hmw)

reframe a pain point as an open design prompt. "users get lost at checkout" → "how might we make the final step feel like progress, not a tax?"

personas

fictional-but-evidenced people. 3–5 is the right number — enough to cover ~80% of the audience, few enough to remember.

proto
assumption-based, 2–4 hrs

a team-alignment tool. good for week one. not a substitute for research.

qualitative
5–30 interviews

the default. built from recurring themes in real conversations. what most teams should do most of the time.

statistical
100–500+ survey responses, clustering

mixed-method. powerful at scale. expensive. reserve for data-rich orgs.

persona anatomy

mistakes to avoid

product opportunity statement

a single paragraph that answers who / what / where / when / why. if you can't write it, you don't know the problem yet.

customer journey mapping

three zones, one artifact.

zone a — the lens
which actor, which scenario.
zone b — the experience
phases, actions, thoughts, emotions across the arc.
zone c — the insights
where the opportunities live.

typical phases: awareness → consideration → purchase → onboarding → usage → support → advocacy. plot an emotion curve across them. the valleys are your brief.

value proposition

one clear sentence explaining the benefit, the need it fills, and why it's different. not a mission statement. not a tagline.

the value proposition canvas

value map

product features → benefits → the value delivered.

customer profile

jobs to be done → pains → gains.

the twelve templates

  1. benefit-oriented.
  2. pain point.
  3. outcome-based.
  4. emotional appeal.
  5. convenience-driven.
  6. exclusivity.
  7. expert endorsement.
  8. testimonial-based.
  9. aspirational.
  10. cost-efficiency.
  11. innovation highlight.
  12. risk reduction.

examples worth copying

jobs to be done (jtbd)

the format: "when [situation], i want [motivation], so i can [outcome]." forces you to frame the product as a hire, not a feature list.

deliverables out of define

03

design.↑ top

turn the brief into structure, then into pixels. information first, interaction second, visual last.

the design odyssey

ryan ford's five-phase nest — the narrative arc of a single design project.

  1. beginning — initiative, framing, context.
  2. exploration — divergent thinking, many options.
  3. bridge — convergence, decisions.
  4. construction — detail, refinement.
  5. conclusion — finalization, handoff.

flows — from coarse to fine

always start at job flow. do not go to wireframes until the job flow makes sense without a screen attached.

information architecture

how content is organized so users can find it. the invisible skeleton.

card sorting

the main research method for ia. three flavors.

open
users make their own categories. use to discover.
closed
users sort into your categories. use to validate.
hybrid
your categories + the option to add new ones.

running it well: clear goal, one idea per card, neutral facilitation, encourage debate, document with photos, debrief with the participant.

task analysis

visual language

four levers. one mood.

space
whitespace, layout, breathing room.
shape
form language — geometric vs organic.
color
psychology, contrast, accessibility.
movement
transitions, feedback, pace.

design challenges

timed, constrained, rapid. ten minutes, sixty-second iterations, many artifacts, one chosen. the point is quantity forces range; range reveals the right direction.

prototyping

match the fidelity to the question.

low-fi
paper, rough sketch. testing: flow, hierarchy, concept.
mid-fi
grayscale, clickable. testing: layout, nav, labeling.
high-fi
final visuals, real copy, realistic interaction. testing: polish, emotion, conversion.

dark patterns — what not to do

ethics is part of the craft. know the names so you can refuse them.

mvp scoping

impact × feasibility. do the high-impact / easy work first. park the high-impact / hard work for v2. never build the low-impact / hard quadrant.

deliverables out of design

04

deliver.↑ top

test, iterate, hand off, present, launch, measure. a design isn't done at final-final.fig.

usability testing

pick the format by the question you're answering.

think-aloud protocol

ask the user to narrate while they use it. resist the urge to help. silence is data. every "hm" is a clue.

a-b testing

two versions, one variable, enough traffic to reach significance. use to decide — not to explore. a test without a hypothesis is a horoscope.

accessibility — wcag aa

accessibility is not a phase-4 checklist. it's a phase-1 assumption.

design handoff

a handoff spec covers: layout + spacing tokens, design tokens (color, type, radius, motion), component props + variants, interaction states, responsive breakpoints, edge cases, animation timings. if a dev has to guess, the spec is incomplete.

design system documentation

for each component: name, purpose, variants, states, props, accessibility notes, do/don't examples, and the decision log for why it exists.

presentation — the lighthouse framework

  1. foundation — the problem and the rationale.
  2. structure — the narrative arc through the work.
  3. illumination — clear visuals that carry the weight.
  4. guidance — the "so what" for every decision.
  5. endurance — the memorable takeaway.

presenting well

narrative — the story arc

a seven-point shape borrowed from the hero's journey. works for a case study, a launch email, a pitch, a readme.

  1. exposition — set the scene.
  2. inciting incident — the problem arrives.
  3. rising action — the attempts and obstacles.
  4. climax — the key decision / insight.
  5. falling action — the consequences.
  6. resolution — what shipped.
  7. denouement — what we learned, what's next.

case study structure

  1. problem + context.
  2. research + analysis.
  3. process + iterations.
  4. solution + rationale.
  5. outcomes + metrics.
  6. lessons + future directions.

launch + post-launch

deliverables out of deliver

05

glossary.↑ top

terms that keep showing up — defined once, in plain english.

affinity mapping
grouping qualitative notes into themes.
anti-persona
the user you are explicitly not designing for.
card sorting
ia research method: users group content into categories.
dark pattern
ui that exploits the user for the business's gain.
design inception
concentric-circle brief: why → mood → visual language.
design odyssey
ryan ford's 5-phase project arc.
empathy map
a one-pager of says / thinks / feels / does.
gatekeepers of ux
psychology + science + art as the three filters.
hmw
"how might we" — an open design prompt.
hta
hierarchical task analysis — decomposing a goal into steps.
jtbd
"when [situation], i want [motivation], so i can [outcome]."
journey map
phases + emotions + touchpoints + opportunities.
lighthouse framework
5-part presentation structure.
medicine wheel
indigenous framework: balance, wholeness, interconnected, inter-relationship.
mental model
how the user thinks the thing works.
mvp
smallest shippable thing that tests the hypothesis.
persona
evidenced fictional user — proto, qualitative, or statistical.
product opportunity statement
who / what / where / when / why, in one paragraph.
prototype fidelity
low / mid / high — matched to the test question.
story arc
7-point narrative structure for case studies.
swot
strengths, weaknesses, opportunities, threats — a summary, not a method.
think-aloud
user narrates while using the product.
value proposition canvas
value map + customer profile, matched.
wcag aa
the accessibility standard you're aiming for.
wireframe
structure without style — layout intent only.