How I work
Overview
I work in a Macro | Medium | Micro methodology similar to the Double Diamond model, taking in data, working from broad strokes to more focused and detailed artifacts, testing and iterating. However, I find there’s no one-size-fits-all solution for process, as features may range in scope from minutes-to-solve to months-to-solve. That variance requires flexibility.



As context grows, the needs of the feature may change and with it, what I build. I may jump from honing a critical moment in a user journey, to making a key interaction feel amazing, to prototyping the whole flow, to re-examining the goals and Key Performance Indicators (KPIs) as the need may require. What I or my team make depends on the state of the problem set.
There is, however one key question that informs this: What will most effectively bring us closer to completing the feature successfully?

My (loose) process:
The question of, โwhat comes next,โ generally can fit the outline below, starting from guiding principles and growing into specific production stages.
Click each category to expand…
๐1. Establish Guiding Principles
- Cultural values are established ahead of and apart from specific features
- These values tell us how we
- Build features
- Function as a team
- Interface with other teams
๐ญ2. Assess Logistical Details
- Align success/fail conditions across teams
- Identify the time-frame, team composition, and resources available
- Assess the value proposition of the feature within the release
- Considering which existing frameworks can be utilized in this context
โ๏ธ3. Introspection & Artifacting
- Delegate where makes sense
- Build early artifacts to come to shared understanding
- Get the team to think critically about the problem space
- Document and align proactively
๐4. Data collection & Analysis
- Examine the discourse on social media
- Assess appeal with internal team
- Collect and analyze qualitative and quantitative data
๐ชด5. Collaborative Synthesis
- Leverage the team’s collective insights work-shopping
- Delegate chunks to team members
- Define IA, Flow, and other more macro artifacts
๐ฑ6. Prototyping & Re-framing
- Flesh out various parts in greater detail through wireframing, prototyping, visual design, etc.
- Add to and update design system and component library
๐7. Execution & Production
- Provide team with crystal clear goals
- Leave space for the team to explore
- Capture, cost, and triage work actively
๐งช8. Testing and Iteration
- Get the product in peoples hands
- Capture and triage feedback
1. Guiding principles
The foundation of that loose process are guiding principles. Indeed process, design systems, and structure all fill critical functions as servants of the end product, bringing consistency and reliability to users and the team. But not the other way of around; upholding a process or system without nuance will erode end quality for the user and product; It doesn’t matter how elegant a system is, the end product must function elegantly in the user’s hands, so my process tends to flex into the problem space in whatever way achieves that.
Here are some of the principles which guide my work and that of my team. They have been informed by years of working with teams large and small, lots of books on UX & product design, many successes and failures over the years. They have helped me to grow leaders from ICs, ship incredible products, and maintain team morale through challenging times.
Hover each principle icon for a brief description…

Remain Ever
Curious

Empower & Trust
the Team

Respect the User
& Their Values

Test Early
& Often

Collect Data
& Diagnose

Build & Iterate
Continually

Nurture the
Relationship

Be Rigorously
Honest

Manage Scope
Proactively

Anticipate All
Outcomes

Grow the Business
Patiently

Continually Push
Toward Closing
2. Assessing Logistical Details
What does shape of the problem look like?
Before I dive into creative, I familiarize myself and the team with the practical constraints. Questions about time, resources, and any relevant history or critical stakeholders are essential to answer at this point.
- ๐คทโโ๏ธ Why are we doing this?
- What problems are we hoping to solve?
- Is this intended to drive engagement, revenue, retention, attachment, conversion?
- Where does this fit in the broader product strategy or company-wide roadmap?
- What are our KPIs, success/fail criteria?
- โ
What’s been done so far?
- Do we have rituals, group chats, checkpoints setup?
- Has this formally been kicked off yet?
- What existing patterns and frameworks can be leveraged to expedite this?
- โ How much time do we have?
- Is this feature or product needed tomorrow or in 6 months?
- What does our sprint cadence look like?
- ๐จ๐ฟโ๐ป How many people?
- Is it my team that I’ve been working with for years?
- Do I need to drive teams I haven’t worked with before?
- What kind of UR, Analytics, Production, PM, support can I expect?
- What can I delegate?
- ๐ด๐ผ What’s the history?
- Have we attempted this or something similar before?
- What was the outcome?
- If it failed to bear fruit, why?
- ๐ What’s the roadmap look like?
- What other teams might be involved?
- Who else do we need to coordinate with?
- What tech are we using, do we require new tech?
- What other features are being built concurrently which may end up being prioritized higher than this?
- What’s the level of confidence in this?
- What’s the target quality we need to hit?
- ๐ฉ Who’s driving, stakeholders?
- For which parts am I or my team responsible?
- By when do we need which artifacts?
- What kind of support is needed from my team or me?
- What’s the approval and communication chain look like?
3. Introspection & artifacting
I make stuff early and often…
Once I understand the constraints and general shape of the problem, I start making things and will continue making things throughout the product. An artifact, a crude prototype, or a prose that tells a story from a specific point of view, serves as a low-cost mechanism for risk reduction. By validating assumptions early, we align cross-functional teams before committing engineering resources.
I begin by drafting narrative user journeys across three distinct behavioral cohorts:
- ๐ถ An oblivious new user (focusing on time-to-value and onboarding friction)
- ๐คจ A cynical lapsed user (identifying re-engagement triggers)
- ๐ง An engaged old timer (evaluating workflow efficiency and depth)
I like these specific archetypes because one (or more) is almost always the target (or a subset of the target) demographic. We should always welcome new users, give lapsed users a reason to return, and offer dedicated users a reason to engage and evangelize the product. These cohorts are also very different from one another, with fickle, mutually exclusive needs that will require triaging and counterbalancing.



Authentic personas
If I am starting with prose, it’s critical to avoid painting a naive picture of the user. Honesty about user behavior is key. I’m talking Jonathan-Franzen-authentic, with depth and flaws and gripes. The assumption of an understanding, malleable user is all too common in case studies I read. “John” will delightedly click through popups and reflect mindfully on the need to generate ad revenue for the product as they sit through an unskippable spot for an AI slop game. These “stock photo” personas will kill the product for its lack of insight, appeal, and relatability.
Real users may be busy, or burnt out. They will likely range from oblivious and quick to attrit to jaded, sophisticated, vocal critics of software products. They may carry an innate distaste for the product simply due to the company that makes it, or deeply held cynical worldviews along with financial struggles, health problems, or mental health issues. This isn’t so much about accessibility at this point, rather examining a genuine portrait of the human condition.
I push myself and my colleagues to accept that, and build personas and artifacts that are authentic. What will they hate about your design? Where will they fall off or get bored or annoyed or fatigued? What will they say in their Reddit meltdown? I try to assume the worst and account for it.

Product relationships
Like any relationship, we want to know our user, understand their needs, and solve those needs conscientiously. Therefore, I push for designs that are an inherent fit for the user. To do that, it must appeal enough to be worth their time and attention.
Consider two friends who are both equally delightful. But one is a flake or brings the annoying third wheel every time you hang out. How is it spending time with them compared to spending time with the other friend who’s there when you need them and attentive to you?
Though fictional, the character arc between Luke and the droids in A New Hope is hopefully a relatable example. Luke needed droids to fill specific needs. C3P0 was able to talk to moisture farming machines, R2 could repair stuff. To Luke, they were tools. If they failed in their basic function, trust would have been destroyed, and the relationship would have taken a different turn.
Over time, Luke came to appreciate them and the relationship evolved. They offered enough of what he needed or desired for him to overlook their shortcomings. Software products function similarly, which can be vital if they fulfill a need. If there is no genuine user, there can be no credible need. The authenticity of our personas will dictate the authenticity of the need.

Respecting Boundaries
Once we favorably attract the user’s attention, we have to keep interactions positive. Below are a few questions that I keep in mind when attempting to form and maintain this relationship.
While it is possible and often necessary to condition an emotional response or a desired behavior in the user (i.e. “getting them to eat their vegetables”), it’s much faster if we can hot-wire their brain with some applied Social Learning Theory. Some of the questions I’m asking as I write a prose may include the following:
- Does it respect user boundaries of time or attention?
- Is it in their face and shrill or is it chill and accommodating?
- Does it express their aesthetic and personal values?
- Are they able to envision the value naturally?
- Does it reflect something that users frequently request?
- Is the user’s privacy and comfort respected?
- Will it become familiar and comfortable to use? How long?
- Does it need to feel novel and exciting or should it be invisible?

Other Artifacts
Though I’m looking closely at the human factors and social behavioral constraints, at this early phase I’m not necessarily trying to fully model the user or the experience, which will later be informed by data. Depending on the problem, however, I may start building any number of artifacts that illustrate the problem in some illuminating way, providing a unique perspective. I continually make these artifacts as I attempt to understand and bring the group into greater understanding.
Hover each artifact type for a brief description…

User Stories
& Anti Stories

Swim lanes
& User journeys

Behavior
requisite chains

Multi-Cohort
Temporal Heat map

Sub-feature weighted
Radar Graphs
4. data collection & analysis
Taking data in from all sources
From social media, to internal User Research (UR), to analytics & external usability testing, I like to collect and analyze as much data as possible. Each source may serve a role in my analysis depending on the scope of the problem. Each source of data may provide something unique, valuable, or timely. If we handle that data with respect it can prove invaluable. The challenge is that we often need to start solving a problem without having full context. To address this, I collect and review data in three-ish waves to unblock.
- ๐ฌ Social Media & Content
- ๐ฎ Internal UR & Playtests
- ๐งช External UR & Analytics
A. Social media & Content: the canary in the mine
- Reddit, X, TikTok, Instagram, Threads, etc. paint a preview of the product impact KPIs in 6 months to a year. If player sentiment is toxic, it bodes poorly for product performance. I like to look at “why.” What are users complaining
- Typically social media and Net Promoter Scores (NPS) are near echoes of one another, with internal NPS studies trailing behind about a month or two. I’m sure there are Product Managers (PMs)who can school me on this. But it’s an anecdotal observation. regardless of the accuracy, I find it’s a pretty good idea to listen to how players say they feel.
- In games, players tend to be a hyper-sophisticated consumer group. They understand design intent, see through attempts to obfuscate engagement, business, and monetization goals, and they provide well-reasoned (tho often economically unfeasible) suggestions to known design problems.
- There’s an old adage which is that “Players can tell you what’s wrong, but they can’t tell you how to fix it.” Thinking like this can kill your business. Players on social media exhibit keen attention to game design principles and process.
- If we’re working on an entirely new product, there won’t be any discussion. Comparative or competitive products can provide insights into the needs of our product as well.
B. Internal UR & Playtests: the expert in the mine
- I often hear the Henry Ford quote about people wanting faster horses used as a pejorative for the consumer’s ability to self diagnose and as a foil against collecting insights from rank-and-file developers (or “devs” for short). Implicit is that they don’t have the insight to match the all-seeing-all-knowing eye of that one trusted rockstar. But I have seen this destroy products and their parent business divisions over and over.
- Often these kinds of catastrophes are unsurprising to staff. One of the saddest things I’ve seen in my professional life was an entire team that disliked what they were working on and had little faith in the direction. They didn’t believe in the product vision statement, knew it was pointless. Unsurprisingly users hated it in retail.
- In larger organizations, development staff can be one of the greatest assets in that, in aggregate, they can anticipate how a feature or product will land with retail consumers. This state can be ephemeral, as they devote more energy to the work, the less objective they become (per some key tenets of Cognitive Dissonance Theory).
- If staff are engaged users, they bring keen insights to bear offering up a credible set of desires from real hours spent, unique perspective from their craft, and a desire to seize agency and ownership over their part.
- I see leaders who want to drive the creative direction, to hold the answers that will help to realize their visions. But I think, beyond providing essential direction, there are actually very few creative leaders who can fully grasp the impact of their feedback on the end product. They’re out there, but are incredibly rare, and inconsistent.
- The answer is to let go. Edmund McMillan said something interesting to this effect. He’ll pull an idea from a lyric of a song, or some emotion he wants to evoke, or some quandary of the human condition, and pass that to one of his creatives to interpret through their eyes and their process.

C. User Research (UR), Analytics, Product Managers (PMs), & Cohort Models: Applying scientific rigor to creative decision making
As designers, we have a keen instinct for the domains of usability, accessibility, cognition, and user needs. This holds true in proportion to how consistently we predict and design into these domains. But, inevitably, what is intuitive to us may not be intuitive to the user. As critical as social media and internal team feedback are to my process, they aren’t the whole picture, and so I prefer to validate my assumptions with scientific rigor. For this, I look to professionally gathered and analyzed data, leaning on external UR, user behaviors constructed from Analytics data, and by working closely with PMs whom I’ve found to have the exceptional holistic understanding of the intersection of consumer behaviors and Business Initiatives (BI)
- Working with UR
- As soon as UR has cycles I like to start validating the design and will continue to do so as long as they have time and I have legitimate inquiries. If they have capacity but I don’t have testable artifacts I’ll make some, targeting questions essential to the success of the product.
- Collaborating on artifacts
- I think this often starts well before there’s any work to do, partnering early and often on desirable processes practices
- I find it’s helpful to have a few conversations with UR leading up to a scheduled playtest that may use my or my team’s prototypes
- The goal of these conversations is to understand the workflow and specialization of the researcher
- Some researchers are very comfortable with verbally walking the user through a half-baked design to get feedback, others prefer prototypes that closely reflect the finished product.
- Targeting specific problems in the product and avoiding sprawl
- My goal is to test something specific and verifiable. Often this takes the form of questions assessing the user’s ability to successfully complete prescribed tasks that are central to the product’s success
- As an example, if I’m working on a inventory management system, I’ll create very specific hypotheses that are appropriate for the state of development; for instance inquiring whether the user is able to find a set of item types, based on specific cohort’s need profile, at a specific stage in their time in the product
- As the feature progresses, those user tests may get more elaborate or their goals may change to reflect the current state of the design or implementation.
- Anecdotally, there are some more effective and less effective methodologies
- One that I especially like is Task Completion Rate testing
- Assign a Task – Ask the user to preform tasks that reflect those that they are likely to perform in the wild. they don’t need to be 100% accurate, but must test the user’s ability to find specific parts of the UI
- This can be anything that demonstrates functionality of the system.
- If they can’t perform the task, but should be able to at this point, there are problems with the design or functionality
- This can be anything that demonstrates functionality of the system.
- User Report – Ask the participant to report on how well the experience was, how easy or difficult it was
- This isn’t JUST about ease of use, if the user had a great time and the experience was challenging and delightful that’s a different kind of win
- Invite Suggestions – Ask the user what they would like to see differently in the system
- How could it have been easier, more enjoyable, clearer, more accessible, more efficient, etc.?
- Posit Solutions – Evaluative Concept Testing, presenting solutions to the user’s anticipated grievances
- Show prototypes and mockups that solve anticipated user suggestions
- How well do they reflect what they suggested during the inquire phase?
- How closely do the product goals, as expressed through the prototypes, match the user’s desires and expectations?
- Assign a Task – Ask the user to preform tasks that reflect those that they are likely to perform in the wild. they don’t need to be 100% accurate, but must test the user’s ability to find specific parts of the UI
- One that I especially like is Task Completion Rate testing
- I try to observe participant playtesting whenever possible.
- Watching their inputs, hearing the nuance and inflection in their responses, seeing their emotions with my own eyes can yield subtle insights into how they may engage with the product in the wild.
- Applying extremely high standards
- Like coming up with authentic personas and user stories, defining credible success/failure standards is essential. One of the main issues I see with user research is that it’s way too forgiving of tepid approval.
- As product designers in an incredibly competitive product space, we’re under an “A+ or fail” set of standards
- If we’re trying to change user behaviors, breaking through their existing habits
- This is incredibly difficult and requires offering something either sufficiently novel and exciting or exceptionally functional… or both
- I believe it is very difficult to tell leadership their strategy will fail. But an A+ in consumer eyes is terribly challenging to achieve so I try to be brutally honest about the product when discussing its prospects, even if users lean positively in favor of it
- Working with Analytics
- Paint an early picture of the feature
- As soon as the design is approaching a semblance of coherence
- This is when I or other critical members of the team are confident enough in our state to have a technical conversation about analytics
- Partner with Engineering and Product to define key telemetry, event tracking, and behavioral instrumentation early in the lifecycle to measure feature adoption and retention loops.
- This usually focuses on behaviors related to KPIs we’re trying to achieve
- Getting engineers planning early
- With the target metrics list I start working with engineers
- This can range from front end devs, to lower level systems, all the way to service engineers
- we prioritize and cost each one, discuss the performance and server cost impact
- We backlog the work for triage against all the other features
- Pair technical experts on analytics and dev teams
- Making and maintaining useful dashboards
- Paint an early picture of the feature
- Working with PMs
- Understanding the decision-making structure
- Supporting PMs with leadership
- I like to provide artifacts to help them make their case
- Provide anecdotal support and council
- Behavioral modelling
- Feature analysis
- Business hypotheticals
- Partnering with PMs to interpret data patterns and inform good direction
- User behaviors
- If they’re not permitted to help to drive product strategy it bodes poorly for the organization
- Working with Segmentation Data
- I often see expert cohort modelling that takes self-reported aggregate data and paints a picture of demographics which hold the greatest potential for engagement.
- These demographics often look good on paper, capturing what seem like actionable behavioral patterns. For example, a report will cite that “70% of respondents said X so X will replicate with consumers,” while failing to address the specific conditions under which X occurs in the real world.
- The issue is that these studies often describe a static user archetype, while ignoring human behavior over time and how patterns form, are carried out, and evaporate. They often fail to recognize that the target user ebbs and flows into particular states or that the target behavior only emerges over spans of time due to consistently suitable conditions.
- A great example is the goal to attract social players, that often fails to acknowledge that social interactions are much more nuanced, occur more organically, than that goal might suggest.
- To be fair, the social goal makes a lot of sense. Respondents often do report that their reason for not using the product is because, “their friends don’t play.” So we just gotta get their friends to play, right? Maybe, but what if their friends also say that they don’t play because their friends don’t play. It’s an Ouroboros of social attachment, a recursion with no base state. We just got to get their friends to play in order to get their friends to play so that their friends will play…
- To me, these goals can be a little like aliens observing human behavior saying, “we need more human meat for the great harvest so we need them to procreate more! I see that these humans procreate on beds. If we put more beds into places where there are humans (the mall, restaurants, the DMV, places of worship) they will procreate more and make more meat for the great harvest!”
- In reality, a system may be designed to facilitate social interactions based on conditions where social interactions take place, but if those users aren’t comfortable with those interactions, they won’t participate. Many years of study of social psychology and building features in the hope to cultivate user ties has taught me that effective relationship building in virtual spaces is a byproduct of creating the right conditions and providing the right tools.
- The goal of saying “we need more social users so lets build social systems” is kind of like saying I need money to be rich. Social tie wealth in a product, like personal wealth, is the result of a series of seemingly unrelated systems.
- While I believe that users are pretty sophisticated at self reporting the types of products and systems they like or would want, they may not be the best at the kind of deep introspection of their moment-to-moment motivations required to definitively tell us what less obvious solutions would lead to increased social interaction.


A closing note on Data collection & Analysis
Relying on a single data source creates critical blind spots in product development. To build accurate behavioral models and mitigate design risk, data must be triangulated across three distinct lensesโmoving from sentiment on social media, to internal building internal consensus, and finally to empirical validation through both well-established and innovative data collection and analysis processes.
- Wave 1: Social Media & Community (The Canary in the Mine)
- Provides early qualitative signals and leading indicators of player/user sentiment. Social feedback highlights real-world user friction, expectations, and emotional resonance 6โ12 months before standard survey metrics (like NPS) reflect the shift.
- Wave 2: Internal UR & Team Playtesting (The Grounded Experts)
- Leverages the collective intuition of cross-functional development teams. When developers actively engage with the product, they identify design flaws and execution gaps early, serving as an essential check against isolated executive vision.
- Wave 3: External UR, Analytics & Behavioral Cohorts (Scientific Rigor)
- Validates assumptions using empirical, task-based usability testing (such as the TRIP framework) and telemetry instrumentation. Working alongside Product Managers and Engineers, this phase translates qualitative sentiment into measurable KPIs, verifying actual user mechanics over static self-reported data.
By cross-referencing early community sentiment, internal team instincts, and quantitative behavioral metrics, product teams can avoid superficial fixes and build features grounded in authentic human need, sentiment, and behavior.
5. collaborative synthesis
Too many cooks is bad… right?
Maybe, yet getting a bunch of people to taste your food and offer feedback will make you a better cook. So we need to make a distinction between collecting and analyzing the 1. feedback necessary for effective, iterative product design and 2. the clarity required to prevent teams from spinning out. The consequences of failing to do either is catastrophic:
- Design by Committee: Deciders hold misaligned goals, but wield similar authority over the direction. This can force the product into a direction that doesn’t satisfy a valid cohort need. If we’re designing for 12 board members, are we satisfying for the user? Are we writing authentic personas, drafting realistic user stories?
- Stagnant Teams: creative teams don’t have clear drivers, direction, or decision-making structures leading to apathy, disengagement, low agency, low output, poor quality, low morale. this can ruin products in so many ways. But, in my experience, you want your staff caring about and engaged in their work.
Tautologically, groups of people, consumers, do things in groups, with aggregate behavior landing somewhere on a continuum of nobody-is doing-the-thing to everyone-is-doing-the-thing.
With commercial products, we aim for as large of a group of people doing-the-thing as possible in order to grows the business. Duh. In software and games on tight deadlines, though, this poses as an existential problem.

Steep operational Challenges
On one hand, it’s extremely difficult to get predictive data about product goals from focus groups and external surveys. If it was easy, there would be more successful teams, but we see the vast majority of games failing. On the other hand, by the time something is functionally testable, there may be little time to meaningfully address the concern. In games especially (due to the complexity, timelines, and subjectivity of the feature), huge strategic bets fail to align with yet-to-form user sentiment in s future launch window. How could they? This is tantamount to foretelling the future.
So how do we reliably synthesize this?
The untapped gold mine
Though imperfect and susceptible to groupthink, we are excellent at predicting and estimating outcomes in groups. While a misaligned committee or a stagnant team can kill a feature or product, large groups of passionate, concerned, invested professionals can have the opposite effect, reliably predicting retail consumer patterns at scale. Indeed, like any data source, sample size and methodology are critical and having the data doesn’t necessarily mean we must follow it, but it can act as an initial preview, which can be generated from a handful of devs under the right conditions. But why internal teams specifically?
In short: Cost Effectiveness| Personal investment | Subject Expertise:
- Internal workshops and surveys are much faster and cheaper to setup
- Vetted groups of internal participants remain vetted and accessible for recurring sessions
- They may be closer to the target user segment demographic than leadership (sorry Capn’)
- Research can be conducted without a dedicated test site
- Developers often have tools setup to playtest WIP builds
- The outcome of the product or feature may directly impact their livelihood
- Consequently the depth of reasoning may be more complete
- In some cases, they may have spent years thinking about the problems space
- They understand how difficult or easy it will be to implement and what technical hurtles lie in wait
- They’re familiar with the team composition and who’s most effective in each role
- They know the history of the product and may have considered unexpected solves to a specific goal
- They may have alternatives to stated goals, which more effectively strengthen the business
- Facilitator can easily follow up, asking additional questions
- Telemetry in sentiment can be tracked on the same individual
- They will see the product as their own and worth pushing for success

How To utilize staff insights
There are a few super effective methods I’ve applied to team leadership which have resulted in critically successful features even when the release missed targets. These “servant leadership” principles not only build moral and foster professional growth, they make for excellent products.
- Make sure you’re skills are up to date as a credible subject matter expert
- Provide clear goals, roadmaps, and direction. Repeat them often
- Ask staff for their opinions often and take heed
- Be flexible where the goals and direction are contentions, be willing to bend
- Delegate the fun/challenging/high-profile parts
- Defer to their expertise when you disagree unless the difference poses an existential threat
- Most disagreements between leads and staff level don’t pose existential threats
- Connect them with people that can help them be successful and vise versa
- Hold them accountable publicly – “This person is point on this effort, please direct questions to them”
- Foster a regular cadence to catch up and be on the same page
- Listen attentively in private and follow up with their concerns
- Spend as much time as needed to train them and train them damned well
- Frequently ask yourself if your feedback will materially improve KPIs
- Practice restraint in all cases except when the answer is a resounding yes, it will materially improve KPIs
- Get the rest of staff to provide feedback helping to resolve disagreements when necessary
- Don’t stamp out their aesthetic – consistency is a tool to solve experiential and functional problems, not a doctrine.
Proposed methodology to predict consumer appeal
One of the ways I’d like to apply this in future products is to develop ways to gather and apply staff feedback at scale. I’ve applied this thinking successfully in smaller groups by work-shopping product needs, but not with hundreds or thousands of devs. Less structured versions of this process have led to some of the most successful efforts of my career.
- ๐ Draft goals or a high level product vision
- โ Survey or workshop with the team to determine:
- Base appeal of each goal – How strongly did they want this or not?
- T-Shirt cost to execute – How costly did they think it would be to build?
- Risk assessment- What might go wrong with this?
- Latent desires – What did they want to see in the product not included in the goals?
- ๐ฎ Methodology should guard against herd mentality
- ๐ฉโโ๏ธ Weigh the data based on respondent criteria
- A track record of predicting consumer outcomes
- Level of engagement with product
- Familiarity with the problem space
- Professional acumen or expertise
- Technical expertise (weighs more heavily in technical risk assessment)
- ๐ Process & Analyze the data…
- ๐คฎ If the base appeal of a goal is low, it is much more likely difficult sell to the public.
- Low installs
- Low retention
- Low conversion
- High attrition
- Low NPS
- Damage to the reputation of the business
- Damage to the reputation of the product
- ๐ธ If the cost to execute a goal is high, it will be high and one or more of the following will occur:
- Your team will crunch
- The product will be buggy, broken, security vulnerabilities
- There will be delays
- ๐ค If the risk assessment is high, those risks are likely to plague development
- Cuts will be required
- The team will resent the lack of foresight
- ๐คฎ If the base appeal of a goal is low, it is much more likely difficult sell to the public.
- ๐ก If there is a lot of repetition in the latent desires, consider pivoting toward them.
- These too can be surveyed with the team
- ๐ Repeat as needed
I understand there are shortcomings to devs-as-UR-participants as well, but the goal isn’t perfectly modeled data or totally negating the value of good, clear direction. It’s an early foretelling of the appeal of the product in the retails space and a means to utilize the full set of faculties that your staff can offer.
Back to the stupid Henry Ford “Faster horses” quote (misquote? Apparently he may have not even said that), I’m skeptical that anyone from that era would have actually picked merely “faster horses” over a mode of transportation that:
- Can hold multiple passengers
- Protects said passengers from rain
- Doesn’t poop (literally)
- Never bites or kicks (also literally)
- Doesn’t need to be fed daily
- Can’t get parasites or freeze to death if it gets too cold
- Won’t autonomously escape from their pens and damage crops
- Has built-in electric lights, etc.
- Is also significantly faster

6. Prototyping & Reframing
More Coming Soon
- Low-Fi component library
- Single component can be any component
- text field, icon, graphic
- this saves time picking from a library
- just change the content type and subtype, scale it to fit
- Quick to author and extremely fast to build prototypes
- Single component can be any component
- Work from broad to detailed
- Establish tone, look, and feel through visual mockups
- Capture emotionally compelling moments
- Full flow clickthrough
- drill down on specific screens
- partner Visual Design, UX Design, Tech Design
- get stuff into playtests
- High-Fi component library
- Document well, but keep the rule-set simple and unencumbered. we don’t ship our plans
- the point is to expedite mockups and prototypes at quality
- Sticker-sheets are great for iterating on an established screen but have high upkeep cost to maintain. Generally don’t feel they’re worth upkeep cost – I like to make the screens needed for good documentations, make them clean and well organized, but don’t try to upkeep them
- Establish accessibility as a fundamental tenet
- Understanding where accessibility fits into the product strategy
- What are we willing to sacrifice for it?
- Who on leadership will fight for it?
- Who is less concerned
- Setting up reviews to vet accessibility
- tools for accessibility
- WCAG, PlayStation, Xbox platform standards
- working with subtitles and subtitle accessibility guidelines
- Understanding where accessibility fits into the product strategy
- approximating the platform
- It’s good to get stuff feeling like the final product early
- Setting up a controller on steam to simulate cursor input
- I like to write copy that feels believable
- I usually skip the lore ipsum as it conveys no information
- The interface needs to support the content
- Localization consideration
- Regulation compliance
- Age restrictions
- Accessibility
- Subtitles
- Sign language
- Regional Compliance
- Prioritize regions based on users
- Localization
- All of this aims to create a shared understanding, bring the team along to a place of ownership and world class execution
8. Execution & Production
Team efficacy
More Coming Soon…
- Distributed ownership – getting the team to assume ownership
- Building trust
- Assuming a future leader mindset
- setting up connections
- entrusting
- deferring to IC judgment
- Never undermining them publicly
- Aligning privately
- Following up
- asking the right questions
- Why are we doing this – instilling that why into the team
- Empathy and support up and down the organization
Capturing and Executing the work
More Coming Soon…
- comfortable with tools and dev client
- building the backlog
- agile process
- rituals
- face time with staff to solve problems together
- I find that office hours for open conversations are ideal
- regularly scheduled touch-points with leadership
- staff present to get feedback – I want the person doing the work to get the cretit
- running breakdown sessions going through the feature
- organizing the backlog
- I write stories that treat IC as the owner of an outcome
- rather than “make the CTA more noticeable” I’ll request that they, “improve the user funnel where it’s critically necessary” or “solicit the target player behavior”
- Capturing tasks as work items
- I break down the work into atoms
- It’s critical that, once work is in the bakclog we get some estimated cost
- nothing is worse than 0 cost on work in the backlog, so I will provide pretty credible estimates
- this also prompts devs to correct me where I’m wrong
9. Testing & Iteration
More Coming Soon…
- ensuring a clear purpose
- preparedness and effective use of time
- keeping builds running
- funneling bugs
- triaging against broader goals
- weighing feedback