My Process

Product design is chaotic. A repeatable process is what makes it succeed — for a molded part, a clinician app, or the lifecycle a whole team ships through.

I use the same six phases for physical and digital products, with different methods and deliverables on each track. Hired as a designer, I often end up building the infrastructure that lets product, UX, engineering, and leadership run this process together.

  1. Define

    Solidify a design brief with key stakeholders so the project keeps its trajectory.

    Methods and deliverables

    Questions

    • What is the objective, and why should this product exist?
    • What are the business goals and opportunities?
    • Who is it for?
    • What are the preliminary requirements and known constraints?
    • When will it launch?
  2. Understand

    Research gives a foundation for informed design choices and exposes pitfalls early.

    Methods and deliverables

    Methods, chosen by circumstance

    • Research plan
    • Personas and mental models
    • Interviews, observation, surveys, and feedback review
    • Audits and formative usability testing
    • Competitive and IP analysis, done after early concepts so existing solutions don’t anchor the work
    • Analysis: success metrics, new risks, and whether the brief should change
  3. Conceptualize

    Brainstorming, mind mapping, and sketching feed prototypes. Validation runs inside this phase so effort isn’t spent at a dead end.

    Methods and deliverables

    Physical products

    • Sketch models and 3-D prints
    • Proofs of concept
    • Renderings

    Digital products

    • Storyboards and user flows
    • Wireframes (validation round 1)
    • High-fidelity mockups (round 2)
    • High-fidelity prototypes (round 3)
  4. Validate

    Research data and testing models quantify whether the concept works and the project is on track.

    Methods and deliverables

    Both tracks

    • Test plan
    • Benchmark testing and accessibility evaluation
    • A/B tests and design review
    • Usability feedback and testing review

    Physical products

    • Prototype tooling and first articles
    • Mechanical testing, high-speed video analysis, FEA
    • Static, dynamic, biochemical, and chemical testing

    Digital products

    • Usability testing at wireframe, mockup, and prototype fidelity
    • Usability bug review
  5. Implement

    Serve engineering’s needs while making sure the project goals survive the build.

    Methods and deliverables

    Physical products

    • Manufacturing plan and design transfer
    • Manufacturing 3-D models, drawings, and first-article samples
    • Marketing support: instruction illustrations, packaging, photography, renderings

    Digital products

    • Style guide and asset library
    • Interaction animations to guide engineering
    • Design handoff specifications and state diagrams
    • Components published into developer repositories
  6. Review

    A project review improves the next one by naming mistakes and reinforcing what worked.

    Methods and deliverables

    Questions

    • What did we learn?
    • What compromises were made, and why?
    • What should be different next time?
    • How was the project successful?

How the process scales

  • Frame the system

    Map constraints across usability, architecture, hardware, manufacturing, and maintainability before correcting downstream.

  • Prototype as authority

    Working prototypes sell a complicated idea far better than static mock-ups. What the team can click, hold, or build against becomes the shared source of truth.

  • Connect design to code

    Atomic design systems registered against engineering’s build system, with publishing pipelines that push components and icons into developer repositories.

  • Encode the process

    AI-assisted workflows and internal tooling that let people and agents follow the same intake, criteria, review, and delivery rules across disciplines.


Philosophy

I close the gap between how people think and how machines work. Sketches, CAD, prototypes and process are just the tools for that.

  • Follow the process
  • Learn before deciding
  • Know what each teammate does best
  • Pride without ego
  • Never trade function or usability for looks