You can use different tools.
You can test, or gain context, in different ways.
The criteria for release (shipping) may vary.
But it always fits the shape of this diagram.
I've always focused on getting better at each step of the cycle, regardless of what the tools or goals are.
Here are some examples of what I mean...
And there are many more.
But the point is that design is about something much more fundamental than any of the top-level methods you learn for a particular field of design.
When you think in terms of those fundamental concepts, the lines between different fields of design begin to blur, and eventually disappear.
*The process of bringing ideas to life.
Here's a breakdown of how I think about each part of the above diagram.
Ideas can come from many different places.
It could be the clink of your radiator that makes you think of an interesting rhythm.
It could be an idea for an app, or information you need to display on a poster.
But whatever it is, it's a spark of energy. It's whatever drives you to begin.
That doesn't mean you can only start working if you feel inspired. You might sit down and just start writing, putting images together, playing around with notes, until something grips you.
But every project starts with an idea that exists only in your mind, which guides your creation of something in the real world.
That's where Phase 2, the real creation, begins.
This is where you go from 0 to 1. Or at least 0 to 0.1.
If it's the beginning, you get something down on paper / piano / canvas / Logic / Figma / Photoshop...
If it's an article, you write or improve your draft.
If it's an app, you start wire-framing, thinking through an actual user flow in Figma.
If it's a song, you start laying out an arrangement in Logic or Ableton, or on a guitar.
A key lesson here is that everything — at least everything truly great — evolves the moment you start experiencing a prototype. You can't list out everything that needs to be built and then build it, and expect the list to stay the same. If your paying attention, the project will ask to evolve in ways that you had not predicted at the start. Of course, you can't expand the scope endlessly, but you also need to listen to what it's asking for. That's where the magic often enters.
When you have a working version that you want to improve, you either
so you can better understand how to improve it.
This could mean sharing an early version of a song with friends who come by the studio.
Or it could mean going through a Figma prototype with a potential user.
Or, often, the tester is you in a different environment. For example, you might take a demo of a song into the car. Or just view a prototype in a different browser the next day, imagining you are a user. You notice where it isn’t right, and you do your best to fix it.
There are some universal lessons about this:
This phase could also mean research. If you're building something for someone else, and you don't have a lot of firsthand experience, you might start with this phase before you begin building. Research is sort of like testing before you have a product to test. You're just getting feedback and context before you start prototyping. This is not always necessary, mainly if you are building based on first hand experience, which is the best case scenario. But it's one variation that is appropriate at times.
Building (Phase 2A) and Testing (Phase 2B) are an ongoing loop with each other. Each loop is a round of iteration.
If you are building an app, this could be two week sprints.
Or it could be very long and slow, like when writing a book.
It can also be extremely rapid. If you're making a painting, this loop could happen as fast as stepping back to take in the whole painting before continuing to work on one section. Or it could be exporting the demo to listen in your car, then immediately going back to the studio to make tweaks.
Regardless of the project, it's almost always better to shorten the length of iteration periods.
At a certain point, you have to kiss your project goodbye and release it. Musicians and designers often talk about this like it's sending a child into the world.
Some key lessons from this phase include: