The way Intelligaia does UX.
UX overview on Day 1. From Day 2 onwards, the 5D process — Intelligaia's framework — chapter by chapter, in depth. Each chapter is mapped to a specific working day of your roadmap.
UX Overview
A clean working definition of UX you'll use for the rest of your career. Read this on Day 1 and take the short quiz at the end.
Most people who say they "do UX" actually do UI. If you can't articulate what UX is and why it exists, you'll spend years pushing pixels around without solving real problems.
1.1 Where the term came from
The term user experience was coined by Don Norman in the early 1990s, when he joined Apple as a "User Experience Architect." Norman was a cognitive psychologist frustrated that the field had no name for what he was practising — designing not just the product, but everything around it: the packaging, the unboxing, the moments of confusion, the small wins.
His point was simple: a user doesn't experience a product in isolation. They experience it inside their life. UX is the design of that whole experience.
When you order food on Swiggy, the experience isn't just the app. It's the moment you decide you're hungry, the search, the comparison, the wait, the notification when the delivery person arrives, the eating, and even the rating you give later. UX designers think about every one of those moments.
1.2 UX vs UI vs Product Design
These terms get confused constantly. Here's the clean distinction:
- UX is the overall experience — how the product feels to use, end to end. Research, problem-framing, flows, content, interactions, and the visual surface.
- UI is one part of UX — the visual and interactive surface. Colours, typography, buttons, icons, layouts.
- Product design is UX done inside a product team — responsible not just for the experience but for the product's success in the market.
If UX is the entire meal, UI is the plate it arrives on. The plate matters — but it's not the meal.
1.3 Two myths to retire on Day 1
Myth: "Making things pretty"
A page can be beautiful and unusable. UX is about decisions — what goes first, what gets hidden, what happens when you tap. Aesthetics support those decisions; they don't replace them.
Myth: "It's just common sense"
Common sense varies wildly by person. UX exists to replace assumptions with evidence — observation, prototypes, tests — so the design isn't just what feels obvious to the designer.
1.4 Why UX matters in business
UX is not a cost. It's an investment that pays back in three ways: fewer support calls (when the product is clear, fewer people get stuck), higher conversion and retention (people stay if they're not frustrated), and shorter development cycles (testing prototypes is cheaper than testing built features).
Companies that take UX seriously consistently outperform those that don't. That's not opinion — it's measured in dozens of studies (Forrester, McKinsey, Stanford, all show the same pattern). When you join a UX team, you're not just designing — you're saving the business money and time, and earning users' trust.
1.5 Norman doors are everywhere
A Norman door is a door whose handle suggests one action (pull) but the door requires another (push). They're famous because they teach a deep UX lesson: when a product is hard to use, it's not the user's fault — it's a design failure.
- The microwave button that does two things depending on how long you hold it.
- The form that says "submit" but doesn't tell you what happens next.
- The volume control that's too small to grab on a phone.
- The close button that's three pixels wide.
UX is not how a product looks. It's how it works for the person using it — across every moment they touch it. Beautiful is good. Useful and honest is better.
Notice the Norman doors
Over the next 24 hours, spot three Norman-door moments in your daily life — physical or digital. For each one, write down: what you expected, what actually happened, and what the right design would have done.
The 5D Process — Intelligaia's framework
Five phases, in order, that take a fuzzy problem to a shipped product. Discover, Define, Design, Develop, Deliver. This is how every project at Intelligaia is structured — read this once, and the rest of the chapters will fall into place.
Some studios use the Double Diamond. Some use Agile sprints. At Intelligaia, we use the 5D process — five clear phases, each with a purpose, each with an evolution step at the end. It's how we communicate with clients, hand off between team members, and review work.
2.1 The shape of the 5D process
Five phases, in order, with an explicit evolution moment at the end of each — a checkpoint where the team reviews what was learned, sharpens the direction, and decides what carries forward.
2.2 What each phase is for
- Discover — understand the product, the business, and the user. No designing yet. This is where you build the context that everything else depends on.
- Define — synthesise Discover into a sharp problem statement, personas, and journey maps. Narrow from "we know a lot" to "we know what to solve."
- Design — ideate, sketch, wireframe, mock up. Move from the problem to a real, visible solution.
- Develop — turn designs into interactive prototypes, components, and design tokens. Make it real enough to test.
- Deliver — test, iterate, hand off to engineering, launch, measure. The phase that turns "good design" into "shipped product."
2.3 The evolution moment at the end of each phase
This is what makes 5D different from a checklist. At the end of every phase, the team pauses for an evolution review — a short, structured conversation:
- What did we learn that we didn't know before?
- What changed about our hypothesis?
- What do we carry into the next phase, and what do we drop?
Skipping evolution is the most common reason design projects drift. Discover into Define without evolution and you carry every assumption forward unexamined.
2.4 5D is iterative, not linear
The diagram looks linear. In practice, you'll cycle through 5D many times — once at the start of a project (long), and many times during the project (short, focused sprints on specific features). The phases are tools, not steps on a Gantt chart.
For your live project slice, you'll do a full 5D cycle across Days 2–10, with a small "mini-cycle" on Day 11 to iterate on the Day 10 review feedback. Same five phases, smaller scope, faster pace.
The 5D process is two questions, asked five times: "What do we know?" and "What do we do next?" Discover and Define are about knowing; Design and Develop are about making; Deliver is about testing what we've made and shipping it.
Trace 5D on a real product
Pick an app you use daily. Try to reverse-engineer the 5D cycle the team likely followed. For each phase, write 2–3 sentences guessing what they did. Bonus: identify the "evolution" moments you can see in the product.
Discover — the first phase of 5D
Discover is where most beginners are weakest. Get this right and the rest of the 5D process flows. Get it wrong and you'll be designing the wrong product for the wrong user. This is the deepest chapter — read it twice.
Designers who skip Discover end up "solving" problems that don't exist for users who don't matter. Discover is the cheapest insurance policy in design.
3.1 What Discover is for
Discover answers three questions before any design starts:
- What is the product, really? Not the marketing version — the actual product, the actual business model, the actual stage of maturity.
- What is the business context? Who are the stakeholders, what are the constraints, what does success look like?
- Who are the users, really? Not "everyone" — the specific people, their actual pain, their existing workarounds.
If you can't answer these three questions in sharp sentences after Discover, you haven't finished Discover.
3.2 Product overview — going wide on the product
Start with the basics. Get these on paper before you do anything else:
Product domain What
What category does the product live in? Fintech, EdTech, healthtech, marketplace, productivity, social? The domain shapes everything — regulations, user expectations, competitive landscape.
What does it do Why
In one sentence, what does the product help someone do? Not what features it has — what task it makes possible. "Lets parents track their child's vaccination schedule" beats "a vaccination app."
Business model Revenue
How does the product make money? Subscription, transaction fee, freemium, ads, enterprise licence, marketplace cut? The revenue model affects every design decision — pricing surfaces, onboarding length, upsell moments.
Product stage When
Is this an idea, a prototype, a launched product growing, or a mature product being refined? Early-stage products need fast learning. Mature products need careful change management.
3.3 Business context — who else is in the room
Most design failures aren't design failures — they're stakeholder failures. The design might be right, but it gets killed in review because the team didn't surface a constraint earlier.
Stakeholder map
List every person who has a say in this product. For each, capture:
- Their role — founder, PM, engineering lead, customer success, legal, marketing, investor.
- Their goals — what does success look like for them, specifically?
- Their veto power — what can they say "no" to, and what's the cost of overriding them?
Business goals vs product goals
These are not the same. Business goal: "Grow paid subscribers by 30% this quarter." Product goal: "Reduce drop-off in the signup flow." A good designer connects the two — the product goal is the lever that moves the business goal.
Constraints
Capture what you can't change before you start designing:
- Time — when does this need to ship?
- Budget — what's the team size, the engineering capacity?
- Tech — what platform, what existing systems must we work with?
- Regulatory — finance, health, government products have strict compliance rules.
- Brand — fonts, colours, voice — what's locked?
Constraints aren't enemies. They're the boundary of the puzzle. Pretending they don't exist just means you discover them late.
3.4 Target audience — going deep on the user
"The user" is the most expensive lie in product design. There is no "the user." There are specific users with specific lives, and your job is to find them.
User segments
Most products have 2–4 meaningful user segments. For a school lunch app, that might be: students placing orders, parents paying, school admins managing menus. Don't try to design for all of them at once — pick one segment as your primary.
Pain points (where to dig)
For each segment, find the real pain — not the polite pain people tell surveys, but the real friction that makes them swear at their phone. Ask in interviews:
- "Walk me through the last time you used something like this."
- "Where did you get stuck, even if just for a moment?"
- "What did you do as a workaround?"
Workarounds are gold. If a user has a hack — a spreadsheet on the side, a screenshot kept on the desktop, a sticky note on the monitor — that's a sign the product isn't solving their real problem.
Goals and motivations
People don't use products. They use products to do things. For each segment, capture what they're trying to accomplish — at the task level (book a doctor) and at the life level (feel in control of my family's health).
Behaviour patterns
Notice how they actually use products in their category today. Mobile-only? Mostly during commutes? In a hurry, or relaxed? With kids in the room? These details shape every screen you'll design.
Designers love to describe users by demographics — age, income, job title. Useful for marketing. Useless for design. Two 35-year-old PMs at the same salary band can have completely different relationships with the same product. Behaviour over demographics.
3.5 Discover methods
- Stakeholder interviews — 30–45 min with each key stakeholder. Same five questions, different answers — that's where misalignment surfaces.
- User interviews — 30 min with 5–8 users per segment. Open questions, story-based.
- Field observation — watch users in their natural environment. Sometimes 30 minutes of observation beats 3 hours of interviews.
- Competitive audit — what do the top 3 competitors do well? Where do they fail? Look for patterns nobody breaks.
- Analytics review — if the product is live, the existing data tells you where users actually go vs where the team thinks they go.
- Heuristic baseline — quick Nielsen-style audit of the existing product. Cheap, fast, surfaces low-hanging issues.
3.6 Outputs of Discover
At the end of Discover, you should have a Discover brief — a short document (not a slide deck — a document) that captures:
- Product overview (domain, what it does, business model, stage)
- Stakeholder map with veto power and goals
- Constraints (time, tech, regulatory, brand)
- Top 2–3 user segments with pain points, goals, behaviours, current workarounds
- Top 3 hypotheses (what you think the real problem might be) — to test in Define
Then the evolution moment: review with the team. What surprised you? What did you assume that turned out to be wrong? Carry those answers into Define.
Discover is wide. Discover is patient. Discover refuses to start designing. The day a junior designer learns to enjoy Discover is the day they become a senior designer.
Run Discover on your live project
In a 60-minute call with the project sponsor and your mentor, capture: (1) product domain, what it does, business model, stage. (2) Top 3 stakeholders and their goals. (3) Constraints — time, tech, brand. (4) Top user segment with pain points and existing workarounds. (5) Three hypotheses about the real problem. Write it up as a one-page Discover brief.
Define — turning Discover into clarity
Define is the bridge from "we know a lot" to "we know what to solve." Research synthesis, personas, problem statements, journey maps. The phase that turns notes into direction.
Most designers do okay Discover, then panic and jump to design. The team ends up with great notes and no clarity. Define is the discipline of stopping, synthesising, and naming the problem before any pixel is pushed.
4.1 Types of research
Define is mostly about synthesising the research from Discover. But it helps to know what kind of research you have:
- Generative — opens up the problem space. Interviews, observation, diary studies. Used early.
- Evaluative — tests a specific design or hypothesis. Usability tests, A/B tests, surveys. Used later.
- Qualitative — words, stories, observations. Tells you why.
- Quantitative — numbers, frequencies, percentages. Tells you how many.
Mix them. Qualitative without quantitative is anecdote. Quantitative without qualitative is numbers without meaning.
4.2 Synthesising research
Affinity mapping
Take every note, observation, and quote from Discover. Put each on a sticky (digital or physical). Cluster them by theme. Don't pre-decide the themes — let them emerge from the stickies. After 30–60 minutes of clustering, you'll see 5–8 patterns you didn't see in any individual interview.
Finding themes
For each cluster, write a short theme statement. "Parents check the app multiple times before the appointment because they don't trust the ETA." One sentence, specific.
From themes to insights
Themes describe what's happening. Insights explain why and what to do. Theme: "Parents check the app multiple times." Insight: "Trust isn't built by the app's claim — it's built by visible progress signals that match real-world cues." That's the kind of insight that drives design choices.
4.3 Personas — hypothetical and real
Hypothetical (early-stage)
When you don't have research yet, you build hypothetical personas from logic and existing knowledge. They're guesses. Label them as such. Use them as scaffolding — but plan to replace them with data-grounded personas after research.
Data-grounded
After Discover, replace your guesses with personas built from actual interview patterns. A good data-grounded persona names:
- Behaviour — what they do, when, how often.
- Goal — what they're trying to accomplish (at the task and life level).
- Pain — what's friction-y about their current solution.
- Workaround — what they do today to compensate.
- Quote — one verbatim line from a real interview that captures their voice.
Persona inflation. Teams create six personas and use all of them. Result: design that tries to please everyone and works for no one. One or two well-built personas beat eight decorative ones.
4.4 Problem statements
The artefact that earns its weight in every Define phase. The formula:
For [user], [task] is [problem] because [reason]. We want it to be [outcome].
"For first-time parents, registering a child for vaccinations is confusing because the app shows three appointment lists with no clear hierarchy. We want it to be a single, clear list with the next appointment up top."
If your problem statement is more than two sentences, it's too broad. If it doesn't name a real user, a real task, a real cause, it's not done.
4.5 How Might We (HMW) questions
Once the problem is sharp, reframe it as an HMW to invite ideation. "How might we help first-time parents see their child's next vaccination without scrolling through three lists?"
HMW is open enough to invite many solutions, specific enough to keep you on track. It's the bridge from Define into Design.
4.6 Journey maps
A journey map plots a user's steps over time with three rows: action (what they do), emotion (how they feel), friction (what gets in the way).
Map the current state journey first — what happens today. Mark every friction. Then optionally map the ideal state journey — what could happen if the friction were gone. The gap between current and ideal is where the design opportunity sits.
Define is the act of saying "this and not that." A sharp problem statement is the most valuable artefact in a UX project. If you can write it well, the design almost writes itself.
Synthesise Discover into Define
Using your Day 3 Discover notes for the live project: (1) affinity-map the notes into 3–5 themes. (2) Pick one theme and write it as an insight. (3) Build one data-grounded persona. (4) Write the problem statement using the formula. (5) Turn it into one HMW question. (6) Map the current state journey.
Design — ideation, structure, surface
From problem statement to a designed, visible solution. Sketches, wireframes, hierarchy, typography, and colour — the craft phase of 5D.
Design is where most beginners start and most seniors finish. Done after Discover and Define, it's powerful. Done first, it's a guess.
5.1 Ideation — quantity beats quality early
Your first three ideas are almost always derivative. The interesting ones show up at idea #15. Generate many, prune later.
Crazy 8s: fold a sheet of paper into 8 squares. Set a timer for 8 minutes. Sketch 8 ideas. Some will be bad. That's fine — the bad ones unlock the good ones.
5.2 Information architecture
Before you arrange pixels, arrange the content. What screens exist? What's the hierarchy between them? What's the primary nav? What's hidden one level deeper?
A simple sitemap or flow diagram done early saves dozens of hours of rework later.
5.3 Wireframes — structure before style
A wireframe is the structural blueprint of a screen — what goes where, in what order, without colour or fancy typography. Just grey boxes, black text, clear hierarchy.
Working low-fi first is a feature, not a bug. Roughness invites criticism. People give honest feedback on a sketch they'd never give on a polished mockup.
5.4 The four principles — CRAP
From Robin Williams' design book:
- Contrast — make different things look different.
- Repetition — repeat visual elements throughout for cohesion.
- Alignment — every element should have a visual connection to another.
- Proximity — group related items, separate unrelated ones.
5.5 Visual hierarchy
Tell the user where to look first, second, third. Tools: size, weight, colour, space. If everything is emphasised, nothing is. Pick one element to be the loudest on every screen.
5.6 Typography
Type is 95% of design. Pair at most two typefaces — one for headings, one for body. Set a scale of 4–6 sizes and stick to it. Body text minimum 16px. Line length 50–75 characters.
5.7 Colour & contrast
A small palette beats a large one. One or two brand colours, one neutral scale, three semantic colours (success, warning, error). Body text contrast must hit WCAG AA (4.5:1) — non-negotiable.
Design is craft applied to clarity. The clarity comes from Discover and Define. The craft comes from CRAP, hierarchy, type, and colour — applied with discipline.
Crazy 8s + wireframe a slice
Take the HMW question from Day 4. Run Crazy 8s. Pick your strongest idea. Wireframe it as a 3-screen flow. Apply hierarchy, type scale, and colour palette.
Develop — prototypes, components, tokens
The phase where designs become real enough to test, share, and hand off. Interactive prototypes, reusable components, and design tokens.
A static mockup tells half the story. A prototype reveals what the design feels like to use. Components and tokens make sure the design holds up when developers build it.
6.1 Prototyping fidelity
Match fidelity to question. Testing flow? Low-fi clickable wireframes are enough. Testing visual polish or micro-interactions? High-fi is worth the time.
6.2 Interactive prototypes in Figma
- Frames as screens.
- Prototype connections between hotspots and target frames.
- Smart Animate for transitions that match real behaviour.
- Interactive components for hover/active/disabled states without manual setup.
6.3 Micro-interactions
Small motions and feedback signals that make a product feel responsive: button press states, loading shimmers, success checkmarks, gentle haptics. They communicate "the system heard you."
6.4 Components & variants
A component is a reusable design unit (button, input, card). Variants are different states of the same component (default / hover / disabled / loading). Build once, reuse everywhere. Edit the master, propagate to every instance.
6.5 Design tokens
Named design values that match what developers use in code. Tokens for colours (color/primary/500), type sizes (text/heading/lg), spacing (space/md), and radii. Tokens are the contract between design and code.
6.6 Design systems thinking
At scale, every project's components and tokens add up to a design system — a single source of truth across products. You don't need a full system on Day 1, but think in this direction: every component you build is a potential system contribution.
Develop turns a Figma file from "pretty pictures" into something that can be tested, handed off, and built. Components, variants, tokens, and prototypes are the four pillars.
Build a tiny component set
In Figma, build three components: button (with default / hover / disabled variants), input field, card. Use Auto Layout. Name everything consistently. Define 5 design tokens (3 colours, 2 type sizes). Refactor one earlier screen to use them.
Deliver — test, iterate, launch
The final 5D phase. Heuristic evaluation, usability testing, iteration, handoff, and launch. The discipline that separates "great design" from "shipped product."
Every designer falls in love with their own work. Deliver is what keeps you honest. It's also what separates senior designers from juniors — seniors welcome the bad news, because it makes the work better.
7.1 Nielsen's 10 heuristics
Jakob Nielsen's 1994 usability principles — still the cheapest design-quality check anywhere:
- Visibility of system status — always show what's happening.
- Match to the real world — speak the user's language.
- User control and freedom — easy escape, undo.
- Consistency and standards — same word, same colour, same place.
- Error prevention — design out the conditions that cause errors.
- Recognition over recall — show options, don't make people remember.
- Flexibility and efficiency — let experts go fast, beginners go slow.
- Aesthetic and minimalist design — every element earns its place.
- Help users recover from errors — plain-language messages with a way out.
- Help and documentation — searchable, focused on tasks.
7.2 Heuristic evaluation
Walk through your design. For every screen, check each heuristic. Note any violations with a severity rating (minor / major / critical). A solid heuristic eval takes 1–2 hours and surfaces dozens of issues. Do this before user testing — fix the obvious stuff first.
7.3 Usability testing
Give a user a real task. Watch them try to complete it. Take notes on where they get stuck. Five users find ~85% of major usability issues. Don't wait for a perfect test — small, frequent tests beat one big study.
Use the think-aloud protocol: ask them to narrate their thoughts. That narration is gold.
7.4 A/B testing basics
Once a product is live, A/B testing lets you compare two designs with real users. Useful for narrow questions (button copy, layout choices). Bad for big strategic questions — those need qualitative research.
7.5 The iteration loop
Test → learn → change → test again. Every product you respect today ran this loop thousands of times. The willingness to keep iterating is what separates products that get loved from products that get abandoned.
7.6 Handoff to development
A clean handoff includes:
- Organised Figma file — named layers, named frames, components.
- Written spec for any non-obvious interactions (especially edge cases and error states).
- Design tokens (colours, type, spacing) named consistently with code.
- A working prototype showing the intended flow.
The phrase to remember: "Design with the developer in the room." If they can't be in the room, write the spec as if they were.
7.7 Launch and measure
Shipping is not the end. Capture three metrics post-launch: task success rate, time on task, support ticket volume. They tell you whether the design worked. If it didn't, you're back to Discover — that's the loop.
Deliver is the discipline of finishing. Heuristic eval costs an hour and finds dozens of issues. User tests cost a day and find the rest. Iterate, hand off cleanly, measure. Then loop.
Run a full Deliver pass
On your live project prototype: (1) Heuristic evaluation against all 10 of Nielsen's heuristics, with severity. (2) Run the prototype past two colleagues — capture where they get stuck. (3) Iterate on the top 3 issues. (4) Prepare a handoff package: Figma file + tokens + spec doc.
You've reached the end of UX Foundations.
Now apply 5D end-to-end on your capstone — Days 11–13. Theory becomes craft only when you do it.
Back to roadmap →