Implementation Track

Use when the problem and requirements are understood and you are ready to design, validate, and build.

Scope Known16 methods

Deliverables in Order of Execution

The typical sequence — adjust based on your context and existing evidence.

Non-linear by design. These activities represent recommended paths, not a rigid waterfall. Move backward when new uncertainty emerges, skip steps when sufficient evidence exists, or move between tracks as your understanding evolves.

  1. Early StageWorkshops — Crazy 8s, How Might We, Story MappingStructured ideation and sequencing sessions that generate varied solutions and align the team on what to build. Crazy 8s produces rapid sketches, How Might We (HMW) reframes problems as opportunities, and Story Mapping sequences the user's workflow.
  2. Early StageStory MappingA collaborative technique that arranges user stories along the user's journey to visualize scope, find gaps, sequence priorities, and plan delivery slices.
  3. Early StageSuccess Metrics — HEART / Goals-Signals-MetricsDefining, before design and build, how the team will know the work succeeded. Goals-Signals-Metrics moves from a goal, to the behavior that would signal it, to a measurable metric. HEART (Happiness, Engagement, Adoption, Retention, Task success) is a menu, not a checklist.
  4. Early StageIA Testing — Card Sorting & Tree TestingTwo information architecture studies. Card sorting has participants group and label content, showing how they expect it organized. Tree testing has them find items in a text-only proposed hierarchy, before visual design. Card sorting helps create a structure; tree testing evaluates one.
  5. Early StagePrototyping — Low-FidelitySimplified wireframes, sketches, or clickable mockups outlining core workflows without visual detail, to communicate and test flows quickly.
  6. Early StageUsability Testing — Early ConceptsModerated or unmoderated sessions in which representative users attempt tasks with a low-fidelity prototype, to surface fundamental usability problems before visual design.
  7. Mid StagePrototyping — High-FidelityRefining the prototype with detailed interactions, visual design, realistic content, and design system components, to approximate the final experience.
  8. Mid StageHeuristic Evaluation & Cognitive WalkthroughTwo expert reviews needing no participants. In a heuristic evaluation, several evaluators independently inspect an interface against recognized principles, such as Nielsen's ten heuristics, then combine and rate findings. A cognitive walkthrough asks, at each task step, whether a new user would know what to do. Both predict problems; neither observes users.
  9. Mid StageUsability Testing — Refined DesignsTesting high-fidelity prototypes with representative users against success criteria set in advance, to see how the refined solution performs before development.
  10. Mid StageAccessibility ReviewEvaluating a design or build against an accessibility standard such as WCAG, and testing with assistive technology: screen readers, keyboard-only use, magnification, voice control. An audit finds unmet requirements; testing with people who use assistive technology shows how it works. Automated checkers find only some issues.
  11. Mid StageDesign Reviews — Implementation FocusedStructured reviews that iterate designs using usability findings, stakeholder input, and engineering feasibility, to reach an approved, development-ready state.
  12. Final StageDesign Support During DevelopmentWorking with engineering during the build to keep design fidelity, resolve edge cases as they appear, and answer design questions in real time.
  13. Final StagePost-Launch TestingEvaluating the live product or feature against success metrics defined beforehand, to see whether it did what they said it should. It can include moderated sessions with live users, task completion studies, or CSAT.
  14. Final StageProduct Analytics ReviewUsing analytics tools (such as LogRocket, Pendo, FullStory, or Amplitude) to measure adoption, usage, and drop-off after launch against metrics defined beforehand.
  15. Final StageA/B & Multivariate TestingA controlled online experiment that randomly assigns users to versions of an experience and compares a predefined metric between groups. A/B tests compare two versions; multivariate tests vary several elements at once and need far more traffic. They can show that a change caused a difference in behavior, not why.
  16. Final StageUsability Benchmarking — SUS / UMUX-LiteMeasuring perceived usability with a standardized questionnaire, repeated over time or across versions or alternatives. The System Usability Scale (SUS) has ten statements on a five-point scale, scored 0 to 100. UMUX-Lite has two statements and was developed with a seven-point scale (five-point variants exist, so state which). They are different instruments and their results should not be treated as interchangeable; a SUS-equivalent converted from UMUX-Lite is an estimate, not a measured SUS score. Both measure perception only, not task success, time, or behavior, which can disagree with perception.

All Methods — Implementation Track

  • Early Stage

    Workshops

    Structured ideation and sequencing sessions that generate varied solutions and align the team on what to build. Crazy 8s produces rapid sketches, How Might We (HMW) reframes problems as opportunities, and Story Mapping sequences the user's workflow.

    Implementation
  • Early Stage

    Lo-Fi Prototyping

    Simplified wireframes, sketches, or clickable mockups outlining core workflows without visual detail, to communicate and test flows quickly.

    Implementation
  • Early Stage

    Usability Testing (Early)

    Moderated or unmoderated sessions in which representative users attempt tasks with a low-fidelity prototype, to surface fundamental usability problems before visual design.

    Implementation
  • Mid Stage

    Hi-Fi Prototyping

    Refining the prototype with detailed interactions, visual design, realistic content, and design system components, to approximate the final experience.

    Implementation
  • Mid Stage

    Usability Testing (Refined)

    Testing high-fidelity prototypes with representative users against success criteria set in advance, to see how the refined solution performs before development.

    Implementation
  • Mid Stage

    Implementation Design Reviews

    Structured reviews that iterate designs using usability findings, stakeholder input, and engineering feasibility, to reach an approved, development-ready state.

    Implementation
  • Final Stage

    Design Support

    Working with engineering during the build to keep design fidelity, resolve edge cases as they appear, and answer design questions in real time.

    Implementation
  • Final Stage

    Post-Launch Testing

    Evaluating the live product or feature against success metrics defined beforehand, to see whether it did what they said it should. It can include moderated sessions with live users, task completion studies, or CSAT.

    Implementation
  • Final Stage

    Analytics Review

    Using analytics tools (such as LogRocket, Pendo, FullStory, or Amplitude) to measure adoption, usage, and drop-off after launch against metrics defined beforehand.

    Implementation
  • Early Stage

    Story Mapping

    A collaborative technique that arranges user stories along the user's journey to visualize scope, find gaps, sequence priorities, and plan delivery slices.

    Implementation
  • Early Stage

    Success Metrics

    Defining, before design and build, how the team will know the work succeeded. Goals-Signals-Metrics moves from a goal, to the behavior that would signal it, to a measurable metric. HEART (Happiness, Engagement, Adoption, Retention, Task success) is a menu, not a checklist.

    Implementation
  • Early Stage

    IA Testing

    Two information architecture studies. Card sorting has participants group and label content, showing how they expect it organized. Tree testing has them find items in a text-only proposed hierarchy, before visual design. Card sorting helps create a structure; tree testing evaluates one.

    Implementation
  • Mid Stage

    Heuristic Evaluation

    Two expert reviews needing no participants. In a heuristic evaluation, several evaluators independently inspect an interface against recognized principles, such as Nielsen's ten heuristics, then combine and rate findings. A cognitive walkthrough asks, at each task step, whether a new user would know what to do. Both predict problems; neither observes users.

    Implementation
  • Mid Stage

    Accessibility Review

    Evaluating a design or build against an accessibility standard such as WCAG, and testing with assistive technology: screen readers, keyboard-only use, magnification, voice control. An audit finds unmet requirements; testing with people who use assistive technology shows how it works. Automated checkers find only some issues.

    Implementation
  • Final Stage

    A/B Testing

    A controlled online experiment that randomly assigns users to versions of an experience and compares a predefined metric between groups. A/B tests compare two versions; multivariate tests vary several elements at once and need far more traffic. They can show that a change caused a difference in behavior, not why.

    Implementation
  • Final Stage

    Usability Benchmarking

    Measuring perceived usability with a standardized questionnaire, repeated over time or across versions or alternatives. The System Usability Scale (SUS) has ten statements on a five-point scale, scored 0 to 100. UMUX-Lite has two statements and was developed with a seven-point scale (five-point variants exist, so state which). They are different instruments and their results should not be treated as interchangeable; a SUS-equivalent converted from UMUX-Lite is an estimate, not a measured SUS score. Both measure perception only, not task success, time, or behavior, which can disagree with perception.

    Implementation