My (Imperfect) Process
Process is important, but it never really goes down exactly how you want it. The reality is that every project requires flexibility and improvisation depending on the project requirements. On top of that, every team has their own unique process that are specific to the business. Sure, we might share some foundational things like wireframing, creating user flows, prototyping, and etc, but as designers we have to adapt to the project's requirements, its timeline, and the team you're working with. Below, is the process that I've learned over the years:
Identify the Objective
Ask a lot of questions! Who is our target audience? What are the business goals? Do we have enough data to make clear decisions? This part of the process is identifying the goal and what we'll need to get to that goal.
Get Those Gears Turning!
This is where big ideas are born. From conversations, quick sketches, down to the tornado of post-its notes -- this is where concepts get their direction. Pick at other designer's brains, and see how you can think collaboratively.
Make it Flow
Get your team on the same page! Creating user flows allow teams to see a broad scope how users are going to interact with your product -- from entrypoints to end goals, all of these points of interaction are vital for the team to see. Flows usually identify (at a high level) key tasks for users and what functional requirements are needed for those tasks.
Wireframe and Mock it
This is an important step in the process as it materializes all those concepts and flows into a tangible product. Wireframing is beneficial for both you and your stakeholders as it allows for constant feedback and rapid reiterations. It takes a lot of time and resources to revise a product's design at the latter half of its cycle, but when all the feedback and iterations are done during the wireframing stage it can save your team time and money. This is not to say revisions are never made in the final stages with wireframes.
Prototype & Gather Feedback
Designing a hi-fidelity prototype with minimal interaction (InVision, Axure, Balsamiq) or high interaction (HTML/CSS, Framer, Pixate) ensures that the product is in its final stages and its looking how it should look for release. This is a vital part of the process because it will help identify any blindspots or missing interactions. Feedback is crucial at this point, get as much as you can! Whether you do internal testing or use online tools, gathering feedback is only beneficial at this point.
Final Release & Gather More Feedback
You're done... for now. The product might be finished and released, but your work is not. This part of the process is the beginning of improving your product's experience. Gather feedback and data and make improvements from here.
As a great artist once said:
" If ever I believe my work is done, then I'll start back at one (yeah)"
- Bryan McKnight