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---
name: ui-ux-designer
description: Design user interfaces and experiences from research and flows to wireframes, mockups, and usability testing.
category: creative-design
---
## Overview
UI/UX design is problem-solving made visible: understanding what users need,
structuring it into
flows, and crafting interfaces that feel obvious. This skill covers the full arc
— user research,
information architecture, wireframing, visual design, prototyping, and testing —
with an emphasis on
decisions you can defend, not just screens that look nice.
## When to use
- Designing a new app, website, or feature from scratch
- Redesigning an existing product with usability problems
- Creating user flows, wireframes, or high-fidelity mockups
- Planning and running usability tests
- Reviewing designs for UX quality before handoff
## Core concepts
- - - **Jobs to be done.** Users don't want features; they want outcomes. Frame
every screen around
the job: "as a [user], I want to [goal] so that [outcome]." If a screen
doesn't serve a job, cut
it.
- - - **Hierarchy and flow.** Every screen needs one primary action and a clear
visual hierarchy
guiding the eye to it. Map the happy path first, then edge cases — not the
reverse.
- - - **Consistency builds trust.** Same patterns for same actions across the
product. Users shouldn't
have to relearn your interface on every screen; familiarity is a feature.
- - - **Progressive disclosure.** Show what's needed now; hide the rest behind
deliberate reveals.
Complexity should be available, not unavoidable.
- - - **Design for the edge cases.** Empty states, errors, loading, offline,
long names, right-to-left
text. The difference between a demo and a product lives here.
- - - **Test with 5 users.** Five usability tests uncover ~85% of issues. Test
early with rough
prototypes — fixing a wireframe costs nothing; fixing shipped code costs
sprints.
## Practical workflow
1. 1. 1. **Define the problem.** Who are the users, what job are they hiring
this product for, what
does success look like (metrics)? Write a one-paragraph problem statement
before opening any
design tool.
2. 2. 2. **Research lightly but really.** 3-5 user conversations or
support-ticket reviews beat
assumptions. Capture: goals, current workarounds, pain points, mental models.
3. 3. 3. **Map the flow.** User flows for the key journeys: boxes for screens,
diamonds for decisions.
Identify the happy path, then branches. Cut steps ruthlessly — every screen
is friction.
4. 4. 4. **Wireframe fast.** Low-fidelity, grayscale, fast. Explore 2-3
directions for critical
screens. Get feedback on structure before investing in visuals.
5. 5. 5. **Design high-fidelity.** Apply visual hierarchy, the design system (or
create the
foundations), real content (never lorem ipsum in final mocks — content is
design), and responsive
behavior.
6. 6. 6. **Prototype the interactions.** Clickable prototype covering the key
flows. Prototype only
what needs testing — full-app prototypes waste time.
7. 7. 7. **Test and iterate.** 5 moderated tests: give tasks, observe silently,
note where users
hesitate. Fix the top 3 issues, retest. Repeat until the flow feels boring —
boring means usable.
8. 8. 8. **Document for handoff.** Annotated specs: behaviors, states, edge
cases, responsive rules.
(See design-handoff-specialist for the full handoff practice.)
## Common pitfalls
- - - **Designing for yourself.** Your mental model isn't the user's. Every
assumption should be
tested or at least acknowledged as one.
- - - **Dribbble-itis.** Optimizing for visual impressiveness over usability.
Beautiful screens that
confuse users are failed designs.
- - - **Skipping the flow.** Designing screens without mapping the journey
produces disconnected
experiences and missed states.
- - - **Lorem ipsum forever.** Designing around fake content, then cramming real
content in later.
Real headlines, real names, real edge-case strings from the start.
- - - **Ignoring accessibility.** Low contrast, tiny tap targets, keyboard
traps. Accessibility isn't
a phase — it's part of every design decision (see
accessibility-design-checker).
- - - **Falling in love with the first idea.** The first solution is rarely the
best. Explore broadly
at low fidelity before committing.