Research and journeys before screens
We begin with the people who will use the product, the task they are trying to finish and the context they are in, which is often rushed, interrupted or on a small screen. Journeys are mapped end to end, including the awkward parts most designs skip: the empty state before there is data, the error, the half-finished form, the permission someone does not have. Prototyping the difficult path early is far cheaper than discovering it during engineering, and it settles arguments about scope with evidence rather than opinion.
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