Design & UX
Good Enough Design knows a problem and solves it well, and most products stop at Good Enough Design. It checks all the boxes, it tests well, it doesn’t crash. Most of the time, good enough is enough. So, why take a product any further? What does further look like? What value could it be to go beyond the bare minimum?
I’m not much of a designer. In fact, I’m awful at it. I am, however, interested in how it’s done. I read and write plenty about customer success; along the way, (somehow) I found Samuel Hulick’s site UserOnboard. His detailed descriptions of the user onboarding process in popular apps give designers an idea about how some of the most successful apps in the world keep you from quitting, becoming frustrated or getting no value. It leads by example.
If you ever feel lost in the sea of articles from design authorities or design teams, not knowing exactly whose process is the right one or what to make of all those terms they use––know that we’re all figuring out stuff as we go. We just haven’t been able to create a consistent way to talk about our work.
To begin with I asked people what annoyed them about any apps, websites or services. From the problems raised, I picked my 10 favourite. I then created an idea for each in the form of a prototype using Sketch and Principle. Each evening I posted a gif of my prototype on Dribbble. The challenge taught me a lot! I have summarised my learnings into 10 points.