All categories/Product and design
Product and design
Requirements, prototypes, interaction, acceptance. Ask what happens if we do not build it.
39 entries here · one process per category, checkpoints written per job
- Requirement analysis: what they actually doA stakeholder requests a feature.
- Prioritisation: beyond urgent-importantA backlog where everything is urgent.
- PRD: detailed enough to buildDevelopers keep asking for details.
- User stories: who, when, whatStories like 'users can export data'.
- Acceptance criteria: pass or failThe feature shipped and it is not what was meant.
- MVP scope: down to the coreToo much for a first version.
- Scope change: mid-flight requestsHalfway through, more scope arrives.
- Cutting a feature: retiring somethingA bloated product with unused features.
- Competitor features: follow or notA competitor shipped something and the boss wants parity.
- User interviews: behaviour, not opinionsInterviews that return 'it is fine'.
- Prototype: low fidelity firstHigh-fidelity designs that are expensive to change.
- Roadmap: six months of directionA six-month roadmap with no content.
- Launch plan: who gets it firstThe feature is built and the launch is unclear.
- Feedback: finding the problem in complaintsA pile of feedback and no way to act on it.
- Success metrics: did it workThe feature shipped with no way to judge it.
- Review: turning disputes into criteriaRequirements reviews turn into arguments.
- Release planning: how much fitsTen features per release, late and buggy.
- User flows: drawing reveals the breaksUsers drop at some step and the cause is unclear.
- Internal tools: building for colleaguesAn internal tool whose users are colleagues.
- One job per screen: delete before addingToo many things on one screen and no clear first action.
- Forms: one field lessLong forms with high abandonment.
- Empty states: the first visitNew users land on a blank screen.
- Error messages: what to do nextErrors that say 'failed, try later'.
- Onboarding: useful in three minutesA five-step onboarding that gets skipped.
- Navigation: three levels is the limitUsers cannot find things as features grow.
- Mobile: fingers are not cursorsA desktop layout that fails on phones.
- Accessibility: who you excludeNo accessibility and some users cannot use it.
- Design system: ten screens, one handScreens built by different people look unrelated.
- Visual hierarchy: what gets seen firstEverything has equal weight and nothing stands out.
- Loading: what to show while waitingBlank screens while the API is slow.
- Search: when there are no resultsAn empty page when search returns nothing.
- Notifications: without resentmentToo many notifications and users turn them off.
- Permissions: who sees whatDifferent roles need different menus.
- Data display: table or chartUnsure whether to use a table or a chart.
- UI copy: buttons are verbsVague labels leave users unsure what happens.
- Usability testing: five peopleNo budget for usability testing.
- Novice and expert: two pathsToo complex for novices and too slow for regulars.
- Design critique: how to commentCritique that stays at 'I do not like it'.
- Multilingual UI: leave roomTranslated labels overflow.
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