The Solo Practice. How one person designs, practises and ships.

The other twenty guides teach what good design is. This one teaches how to do it, week after week, alone: the workflow, the few documents worth keeping, how to sketch and prototype without a team, how taste is trained, how to practise on purpose, how to get feedback and make decisions with nobody to ask, and how to keep your energy for years. It ends with a 24-week plan through the whole course, a capstone product, and a self-assessment you can return to.

Reading timeAbout 4 hours, in 5 sittings
Practice time24 weeks (the whole course plan)
Before thisFoundations and Testing & Iteration
TeachersRyan Singer, Bill Buxton, Anders Ericsson, Ira Glass, Kathy Sierra, Loren Brichter, Silvio Rizzi

By the end you will be able to

  • Explain why a solo creator needs a lighter process than a team, and which steps never get skipped (understand)
  • Choose the right fidelity, tool and artifact for a given design question (apply)
  • Sketch, breadboard and prototype quickly even if you "can't draw" (create)
  • Diagnose your own taste gap and design a deliberate practice routine to close it (analyse)
  • Get useful critique, log decisions and know when to stop polishing (evaluate)
  • Run a 24-week practice plan, ship a capstone product and present it as an honest case study (create)

Warm-up: where are you now?

Every other guide in this course is about the product. This one is about you, the person making it. That makes it the guide most people skim, and the one that decides whether the rest of the course sticks. Knowledge you do not practise fades in weeks. A routine you keep for six months turns into skill.

Study it in five sittings, one per Part plus the wrap-up. Do the exercises on your own product; if you do not have one yet, use the capstone in chapter 17 as your product from day one. Three questions first, to see what you already believe about practice.

Diagnostic 1

You have read nine design books this year but your app still looks "off" to you. What is the most likely reason?

Diagnostic 2

You are adding a "share reading list" feature to your app. How much process do you need?

Diagnostic 3

Which habit grows taste fastest?

Reflection before you start

Write three lines in your notes: the product you are working on now, the one design skill you feel weakest in, and how many hours a week you can honestly give to practice (not to building). You will use all three in the curriculum chapter.

Part one

The workflow of one

A team's process exists partly to coordinate people. You have nobody to coordinate, so most of that ceremony is waste for you. But some of it exists to coordinate you with your future self: the you who forgets why a decision was made, who falls in love with the first idea, who builds before thinking. These seven chapters keep the parts of process that protect you from yourself, and drop the rest.

1

The solo loop, end to end

Taught by Ryan Singer, with Bill Buxton and Kent Beck

The whole design process for one person is a loop of twelve small steps in four phases (understand, shape, make, learn), and the skill is choosing how much of each step a change deserves.

Textbook design processes are drawn for teams of ten: a researcher hands insights to a designer, who hands mockups to engineers, who hand a build to QA. Each hand-off needs a document, so the process fills with documents. When you are alone, there are no hand-offs between people. There is only one hand-off left, and it is the dangerous one: from you-today to you-in-three-weeks, who has forgotten the reasoning.

So the solo loop keeps every thinking step and cuts most communication artifacts. You still frame the problem before solving it, still look at more than one solution, still test with real people. You just do each step in the smallest form that does its job: a paragraph instead of a deck, a sketch instead of a mockup, a coded prototype instead of a clickable one.

1 · UNDERSTAND 2 · SHAPE 3 · MAKE 4 · LEARN Idea journal Problem brief Research Sketches Flows Wireframes Visual Prototype Build Test Ship Learn
Twelve steps, four phases, one loop. Build is highlighted because, for a solo maker who codes, it arrives earlier and carries more design weight than in a team. The dashed line is the point: learning from what shipped is the next idea in the journal.

What each step is for, in one line

  1. Idea journal. Capture every problem you notice (yours and users') with the date and the situation. Ideas are cheap; the journal is how you notice which ones keep coming back.
  2. Problem brief. One page: who has the problem, when, what they do today, what "solved" looks like, what you will not do. Forces you to separate the problem from your favourite solution. (Deep dive in Problems Worth Solving.)
  3. Research. Talk to three to five people, read support emails, watch someone do the task today, study how three other products solve it. Hours, not weeks.
  4. Sketches. Many rough options, fast. Their job is to make you compare, so you never ship your first idea by default.
  5. Flows. The sequence of places and actions, drawn as a breadboard or a simple flow diagram, before any screen is drawn properly.
  6. Wireframes. Layout and hierarchy in grey boxes, only for screens whose structure is genuinely uncertain.
  7. Visual. Type, colour, spacing, icons, applied through your tokens and components (see Systems & Platforms).
  8. Prototype. Something that moves, so you can feel timing, gestures and transitions that static pictures hide.
  9. Build. The real thing. For you, often the prototype grows into it.
  10. Test. Watch real people use it, before and after shipping (see Testing & Iteration).
  11. Ship. Release it with a changelog entry that says what changed and why.
  12. Learn. Compare what happened with what you expected in the brief. Write the gap down. It becomes the next entry in the journal.

Process proportional to risk

Not every change runs every step at full size. A typo fix runs the loop in five minutes: notice, fix, ship. A new product runs it over months. The question to ask is: how expensive is it to be wrong here? If a mistake is cheap to undo (a label, a colour), skip ahead to build and learn from real use. If it is expensive (data model, navigation structure, pricing, anything that changes users' habits), spend more time in understand and shape, where changing your mind costs an eraser.

Where the time goes, by size of change Small fixabout 1 hour Feature1 to 2 weeks New product6 to 12 weeks Understand Shape Make Learn (illustrative split)
The bigger and less reversible the change, the more time goes before the first line of code. These proportions are a starting heuristic, not a rule. A small fix is almost all making; a new product spends nearly half its time understanding and shaping, because the early mistakes are the expensive ones.

Kent Beck's old programming advice, "make it work, make it right, make it fast", has a design equivalent: make it right (the problem), then make it work (the flow), then make it good (the craft). Solo makers usually invert it. They start with the craft they enjoy (a beautiful header, a custom font) on a flow that has not been questioned, for a problem nobody confirmed.

Don't
Weeks 1 to 4 ideapixel polishconfused Weeks 5 to 8: rebuild the flow polish from weeks 1 to 4 thrown away
Craft first, problem later. Every hour of polish on the wrong flow is thrown away, and you will resist throwing it away because it looks good.
Do
Weeks 1 to 4 briefsketchroughtestpolish Polish is spent only on a flow that two people already used. ships in week 4, not week 8
Right, then working, then good. Cheap thinking and a rough build come first; the expensive craft goes on something already proven.
For the solo creator

Your biggest advantage over a team is that thinking and making happen in one head, so the loop can be very tight: sketch at 10:00, build at 11:00, show a friend at 16:00. Your biggest risk is the same thing. Nobody asks "why are we building this?", so you must ask it on paper, in the brief, before you open the code editor. Ten minutes of writing saves days.

Do

  • Ask "how expensive is it to be wrong?" before choosing how much process to run.
  • Write the problem down before any solution, even as two sentences.
  • Look at three or more options before committing to one.
  • Close every loop with a written "what I learned".

Don't

  • Copy a big-team process (personas, journey maps, hand-off specs) nobody will read.
  • Polish visuals on a flow you have not tested.
  • Skip "learn" because the feature shipped; shipping is the middle, not the end.
  • Run the full process for a label change.

In the wild

  • Basecamp's Shape UpRyan Singer, 2019
    Work is "shaped" (problem, appetite, rough solution, rabbit holes) before it is handed to a small team for a six-week cycle. Separate shaping from building, even if you do both: decide the boundaries first, then build inside them.
  • OvercastMarco Arment, 2014 onward
    A podcast app designed, built and supported by one person for over a decade, with features such as Smart Speed and Voice Boost that came from the maker's own listening problems. The idea journal can start with your own daily friction, as long as you then check others share it.
  • ReederSilvio Rizzi, 2010 onward
    A one-person reader app that has been redesigned several times, including a rethought new Reeder released in 2024 alongside the older app renamed Reeder Classic. The loop does not end at version 1; "learn" can lead to rethinking the whole product.

Common mistakes

Big-team theatre

You learned design from courses written for agencies, so you produce personas, journey maps and specs for an audience of one.

Keep an artifact only if future-you will read it. Most solo makers need five documents (next chapter), not twenty.

Opening the editor first

Building feels like progress and writing feels like delay, especially when you are a strong engineer.

Rule: no new feature branch until the brief has a "what solved looks like" line. It takes ten minutes.

Never closing the loop

Once it ships, the next feature is more exciting than checking whether this one worked.

Put a "learn" date in your calendar two weeks after each release, and compare results with the brief.

Check yourself

You want to change your app's navigation from a sidebar to a tab bar. How should you size the process?

Exercise 1.1 30 minutes · on your own product

Map your last three changes onto the loop

  1. Pick the last three things you shipped (a fix, a feature, anything).
  2. For each, mark which of the twelve steps you actually did, and roughly how long each took.
  3. For each, write one line: "If I had done ___, I would have saved ___."
  4. Write a personal rule for next time: which step you most often skip.
You're done when: you have a three-row table (change × steps done) and one written rule about the step you skip.
BeginnerCompetentStrong
Lists the steps done.Spots a skipped step and its cost in at least one change.Finds a pattern across all three and writes a specific, checkable rule ("no branch without a brief").
2

The five artifacts a solo maker needs

Taught by Michael Nygard (decision records), with Olivier Lacan (Keep a Changelog)

Keep five small living documents (a one-page brief per project, a decision log, a design principles page, a screen inventory and a public changelog) and nothing else until you feel a real need.

Documents in a team are messages between people. Your documents are messages between versions of you. That changes the test for whether a document is worth keeping: will I read this again, and will it change what I do? A persona you wrote once and never opened fails. A decision log you check every time you are tempted to reopen a settled question passes.

The five below each answer a question you will ask yourself repeatedly. They are plain text on purpose. Markdown files in your repo (a /design folder) beat a sprawling workspace in a separate tool, because they live next to the code, are versioned with it, and are searchable from your editor.

/design (five files, plain text, in the repo) brief.mdWhat problem,for whom? decisions.mdWhy is itlike this? 1.2.3.principles.mdHow do I breaka tie? screens.mdWhat exists,in what state? 1.41.3CHANGELOG.mdWhat changed,and why?
Each file answers one recurring question. If you cannot name the question a document answers, you do not need the document.

1. The one-page brief

One per project or significant feature. Its job is to stop you from solving the wrong problem and to let you measure success later. The "No-gos" line is the most valuable: it is where scope creep is prevented in advance. The "Appetite" line comes from Shape Up: instead of estimating how long something will take, decide how much time it is worth, then design a solution that fits.

# Brief: [feature or product name]          Date: 2026-11-01

Problem       Who struggles, in what situation, doing what?
              (One paragraph. No solution words.)
Evidence      What makes me believe this is real?
              (3 user quotes, support emails, my own diary entries)
Today         What do they do now instead? What does it cost them?
Solved looks  What will be observably different when this works?
like          (A behaviour or number, not "users will love it")
Appetite      How much time is this worth? (e.g. 2 weeks, then stop)
No-gos        What I will deliberately NOT do in this version.
Risks         The 1 to 3 unknowns most likely to sink it.
Check on      Date I will compare results with this page.

2. The decision log

Software architects use Architecture Decision Records, a format Michael Nygard proposed in 2011: short notes recording context, decision and consequences. The design version is even shorter. Its value appears in month four, when you are about to change the reading font back to the one you rejected in month one, and the log tells you why you rejected it. It turns re-litigation into a two-minute read.

Lab: decision log entry builder
Edit the fields and watch the entry update. "Copy entry" puts Markdown on your clipboard to paste into decisions.md. Notice the two fields people skip: cost accepted (every decision gives something up) and revisit if (the evidence that would change your mind).

3. Design principles

Three to five sentences that describe what your product prefers when two good things conflict. "Simple" is not a principle, because nobody argues for complicated. A real principle has a cost: "Reading beats managing: we would rather lose a power feature than add a screen that pulls you out of the text." You use them as tie-breakers in chapter 14.

# Principles for [product]
1. [X] over [Y]: [one sentence on what we give up and why]
2. ...
(Test each one: would a reasonable competitor choose the opposite?
 If not, it is a platitude, not a principle.)

4. Screen inventory

A list of every screen, sheet, dialog and important state, with its status. Its job is to make the whole product visible at once, so you notice the empty state nobody designed and the settings screen still using last year's styles. A simple table works; a single canvas of thumbnails works better once you have more than twenty screens.

| Screen         | States designed            | Status  | Last pass |
|----------------|----------------------------|---------|-----------|
| Library        | full, empty, loading, error| shipped | 2026-10   |
| Book detail    | full, no cover, long title | shipped | 2026-09   |
| Add book sheet | search, manual, duplicate  | WIP     |           |
| Settings       | default                    | stale!  | 2025-12   |

5. The changelog

Public, dated, human. Olivier Lacan's "Keep a Changelog" convention groups entries as Added, Changed, Fixed and Removed, newest first. For a product (not a library), write for users: what they can now do, not which files changed. It doubles as your progress record, your marketing and your memory. Linear's public changelog is a well-known example of a changelog that also communicates craft and pace.

## 1.4 · 2026-11-01
Added    Reading streaks you can turn off (Settings › Reading).
Changed  Book covers load 2x faster on slow connections.
Fixed    Long titles no longer overlap the author name.
Removed  The "Popular" tab. Few people used it and it
         pulled attention away from your own library.
Don't
Personas (3)Journey map v2Journey map v3Competitor deckMoodboardRoadmap 2025Roadmap 2026Ideas (old)Ideas (new)Spec: syncNotes misc 31 pages last opened: 4 months ago Where was the font decision? ?
Documentation as procrastination. Writing docs feels productive. Thirty pages in a separate tool go stale because nothing forces you back to them.
Do
my-reading-app/design/brief-sharing.mddecisions.mdprinciples.mdscreens.mdsrc/CHANGELOG.md grep "font"finds it in 1s
Docs next to code. Five plain files in the repo are versioned with the product, searchable from your editor, and impossible to lose.
For the solo creator

Budget it: the brief takes 15 minutes, a decision entry 3 minutes, a changelog entry 5 minutes per release. If any document takes longer than that, it has turned into a performance. Write the decision entry at the moment you decide, while the alternatives are still in your head; reconstructing it a week later is twice the work and half as honest.

Do

  • Keep documents in the repo as plain text.
  • Write decisions at the moment you make them.
  • Record the cost and the "revisit if" for each decision.
  • Write the changelog for users, not for yourself.

Don't

  • Create a document because a course for teams said so.
  • Write principles nobody would disagree with.
  • Let the screen inventory drift; update it each release.
  • Hide removals in the changelog; explaining them builds trust.

In the wild

  • Linear changelogLinear, 2019 onward
    A frequent, illustrated public changelog that reads as a record of steady craft. A changelog can be part of the product's personality, not just a list.
  • Keep a ChangelogOlivier Lacan, keepachangelog.com
    A short convention: newest first, dated, grouped by type of change, written for humans. Borrow a standard instead of inventing a format.
  • Architecture Decision RecordsMichael Nygard, 2011
    Short records of context, decision, status and consequences, kept in the codebase. Decisions age better when their context is written next to them.

Common mistakes

Platitude principles

"Simple, fast, beautiful" feels right and costs nothing to write.

Rewrite each as "X over Y" where Y is something good you are willing to lose.

Logging only the winner

Once decided, the rejected options feel irrelevant.

Always list what you rejected and why; that is exactly what future-you forgets.

Check yourself

Which of these is a useful design principle for a calm reading app?

Exercise 2.1 60 minutes · on your own product

Create your /design folder

  1. Create the five files in your repo.
  2. Write a brief for the feature you are working on now, including No-gos and Appetite.
  3. Back-fill three decisions you made in the past month using the lab above.
  4. Draft three principles in "X over Y" form.
  5. List every screen and mark one state that has never been designed.
You're done when: the folder is committed with all five files, and the screen inventory reveals at least one undesigned state.
BeginnerCompetentStrong
Files exist with headings only.Brief and decisions are filled in; principles have trade-offs.Principles would resolve a real past disagreement; inventory drives a to-do list.
3

Sketching for people who "can't draw"

Taught by Bill Buxton, with Jake Knapp (Crazy 8s) and Dan Roam

A UI sketch is a thinking tool, not a drawing: it needs only eight shapes, it should take under a minute, and its value comes from making many so you can compare them.

Bill Buxton's Sketching User Experiences (2007) draws a sharp line between sketches and prototypes. Sketches are quick, cheap, plentiful, ambiguous and disposable; they suggest and explore. Prototypes are more refined and specific; they describe and test. The mistake solo makers make is skipping straight to the second kind, so the first idea becomes the only idea.

The mechanism is simple. Your first idea is usually the most obvious one, the one every competitor also had. Ideas two to five are where you start recombining. Ideas six to eight are often strange, and strange ideas contain the fresh pieces. But you only reach idea eight if each idea costs less than a minute. That is why sketches must be ugly: a sketch that takes ten minutes to make is a sketch you will defend instead of throw away.

The whole alphabet: eight marks containerimageheadingbody text buttoninput fieldavatar · icongoes to Write real words on buttons and headings. Use squiggles for everything else.
You already know how to draw all of these. Boxes, crosses, lines, squiggles, circles and arrows. The only "rule" is to write real labels on buttons and headings, because words are where most design decisions hide.

Thumbnails before frames

Start smaller than you think. A thumbnail the size of a postage stamp (about 4 × 7 cm for a phone screen) can only hold the big decisions: what is at the top, what is the main thing, where is the action. That is exactly the level you should be deciding at first. Use a thick pen (a marker or a 0.8 mm felt-tip), never a fine pencil. The thick line physically prevents detail, which keeps you on structure. Ryan Singer's "fat marker sketches" (next chapter) use the same trick.

Don't
1 idea40 minutesshading,icons,status bar
One beautiful sketch. Forty minutes produced one option and a strong urge to keep it. Detail made the idea feel decided before it was compared.
Do
Eight rough thumbnails. Eight minutes, eight layouts: list, hero, grid, single focus, empty, menu, reading, full-bleed. Now you are choosing instead of defending.

Crazy 8s and 6-8-5

Crazy 8s, popularised by Jake Knapp's Google Ventures design sprint (described in his book Sprint, 2016), is the most useful timed sketching drill: fold a sheet of A4 into eight panels and sketch eight variations of one idea, one minute each. A close cousin, often called 6-8-5, asks for six to eight ideas in five minutes. The time pressure is the active ingredient. It stops you polishing and forces you past the obvious.

Do them on one specific question, not "the app". Good prompts: "the first screen after install", "how a finished book is celebrated", "how to show reading progress without a number". Use the timer below with a real sheet of paper.

Lab: Crazy 8s timer

Fold a sheet into 8 panels. Write your question at the top. Press Start.

60 frame 1 of 8
The ring empties once per frame and the panel grid shows where you are. When a frame ends, move to the next panel even if the sketch is unfinished: that is the exercise. With reduced motion turned on, the ring steps without animating.

After the eight: pick, then combine

Sketching produces options; choosing is a separate step. Put the sheet on the wall, step away for ten minutes, then put a dot on the two or three panels that answer the question best and circle any single good piece in the others (a placement, a label, an interaction). Your next sketch combines the dotted panels with the circled pieces. That combination is usually better than any of the eight.

For the solo creator

Keep a stack of A5 paper and one thick pen on your desk, out of the laptop's reach. The switch from screen to paper is itself useful: it moves you from "how do I build it" mode into "what should it be" mode. Photograph each sheet with your phone and drop it into the project folder, named with the date and question. That is your sketch archive, and it costs ten seconds.

Do

  • Sketch one specific question at a time.
  • Use a thick pen so you cannot add detail.
  • Write real words for headings and buttons.
  • Make at least six options before choosing.

Don't

  • Open Figma to "sketch".
  • Erase; cross out and draw again.
  • Judge while generating; sketch first, choose later.
  • Throw sketches away: photograph them.

In the wild

  • Google Ventures design sprintJake Knapp and colleagues, 2010s
    A five-day process where Crazy 8s is the warm-up before a more detailed three-panel solution sketch. Fast divergent sketches feed one slower, considered sketch.
  • Sketching User ExperiencesBill Buxton, 2007
    Argues that sketching is the core activity of design, and that a design process with only one idea has no design in it. The number of options you compare is a measure of how much designing you did.
  • The Back of the NapkinDan Roam, 2008
    A practical book on solving problems with simple pictures, written for people who say they cannot draw. Drawing skill is irrelevant; visual thinking is the skill.

Common mistakes

Eight versions of the same idea

Under time pressure you vary small things (button colour, icon) instead of structure.

Before starting, write eight different "angles" in the margins: list, grid, single item, conversational, timeline, map, empty-first, no-UI.

Lorem squiggle everywhere

Squiggling every label avoids the hard decision of what things are called.

Headings, buttons and empty-state text get real words. Words change the design (see Words).

Check yourself

During Crazy 8s your frames 4 to 8 look worse than frames 1 to 3. What does that mean?

Exercise 3.1 25 minutes · on your own product

One question, eight answers, one combination

  1. Write one specific question about a screen in your product.
  2. Run the Crazy 8s timer (8 minutes).
  3. Wait 10 minutes. Dot the best two panels, circle three good fragments.
  4. Sketch one combined version in 5 minutes, slightly larger.
  5. Photograph both sheets and add one line to decisions.md if it changed your plan.
You're done when: you have two photographed sheets and the combined sketch differs from your original plan in at least one visible way.
BeginnerCompetentStrong
Eight frames, mostly variations of one layout.Eight structurally different frames; a combined sketch.Combined sketch includes a fragment you would never have reached alone, and you can say why it is better.
4

Breadboards and fat markers

Taught by Ryan Singer (Shape Up, Basecamp, 2019)

Before you draw screens, draw the flow as words (places, the things you can do there, and where they lead), then sketch only the layout ideas that matter with a marker too fat for detail.

In Shape Up, Ryan Singer borrows the word "breadboard" from electronics, where engineers wire a circuit on a board to prove it works before designing the case. A design breadboard has three elements, all written as plain text: places (screens, dialogs, menus you can navigate to), affordances (things you can act on there: buttons, fields, links, and also important pieces of copy) and connection lines (arrows showing where an affordance takes you).

Why words? Because a breadboard has no layout, it cannot get stuck on layout. You can see in two minutes that your "add book" flow has five places when it could have two, or that the "duplicate found" case has no exit. These are the expensive mistakes, and visual mockups hide them behind good looks.

Breadboard: adding a book to a reading log Library search field+ Add bookbook rows Add book title or ISBN fieldresult list"Add manually"Save Book detail status: To readstart reading Already in library "Open it" · "Add copy" new bookduplicatetap a row (dashed)
Places underlined, affordances listed, arrows for connections. Drawing it this way exposed a missing place ("Already in library") before any screen existed. That case would otherwise have been discovered as a bug report.

Fat marker sketches

When the idea is inherently visual (a calendar, a reading progress graphic, a layout where position matters), breadboards are not enough. Singer's answer is the fat marker sketch: drawn with a pen so broad that adding detail is impossible. It fixes the arrangement of the important elements and leaves everything else open. Its purpose is to set boundaries for the build, not to specify it, so you keep room to discover the details while making.

Don't
3 hoursbeforeknowing ifstats help
Detailed too early. Exact chart bars, three stat cards and a list make it look decided. You will now build exactly this, and will not discover the better version.
Do
this year:12 books reading days finished list 4 minutes
Fat marker. Three ideas, in order of importance, with notes in the margin. The boundaries are clear; the details are left for the build, where you can try them for real.

Appetite and rabbit holes

Shape Up pairs these sketches with two more ideas worth stealing whole. Appetite: decide up front how much time a problem deserves (Shape Up uses small batches of a week or two and big batches of six weeks), and design a solution that fits that budget. This is "fixed time, variable scope", the opposite of estimating. Rabbit holes: before building, list the parts most likely to explode (sync conflicts, an unclear edge case, a technical unknown) and decide in advance how you will avoid them, often by cutting them.

For the solo creator

You shape and you build, so the risk is that shaping silently becomes building. Keep them apart in time: shape on Monday morning on paper, write the appetite on the brief, and only then open the editor. If halfway through the build you discover the shape was wrong, stop and reshape on paper for an hour rather than improvising in code for a day.

Do

  • Breadboard any flow with more than two places.
  • Check every place has an exit and every error a path.
  • Use fat markers only for the visually essential parts.
  • Write an appetite before you start building.

Don't

  • Specify pixel details in a shaping sketch.
  • Estimate first and let scope decide the time.
  • Ignore the rabbit holes you can already see.
  • Treat the sketch as a contract; it is a boundary.

In the wild

  • Shape UpRyan Singer, Basecamp, 2019 (free online)
    Introduces breadboarding, fat marker sketches, appetites, rabbit holes, six-week cycles and hill charts. Most of it was written for small teams and adapts naturally to a team of one.
  • HEY emailBasecamp, 2020
    Built by Basecamp using the same shaping process, with distinctive flows such as screening first-time senders. A strong flow decision (who reaches your inbox) is visible in a breadboard long before any visual design.

Common mistakes

Breadboarding only the happy path

You draw the flow you hope people take.

For each place, ask: what if it is empty, what if it fails, what if it already exists, how do I leave?

The fat marker gets thinner

Detail is satisfying, so you swap to a fine pen "just for this bit".

Use a genuinely fat marker (5 mm or more). If you need detail, that is a sign to move to code.

Check yourself

Which question is a breadboard best at answering?

Exercise 4.1 40 minutes · on your own product

Breadboard a flow you already shipped

  1. Pick a shipped flow with three or more places (sign-up, import, checkout, settings).
  2. Breadboard it exactly as it exists today, including error and empty places.
  3. Mark every dead end and every place that could be merged.
  4. Breadboard an improved version with fewer places.
  5. Draw one fat marker sketch for the most important place in the new version.
You're done when: you have a before and after breadboard, and the after has fewer places or no dead ends.
BeginnerCompetentStrong
Happy path only.Includes errors and empties; finds one improvement.Removes a whole place and resolves every dead end, with a fat marker sketch that fixes the key layout.
5

Wireframes and prototypes: pick the fidelity that answers the question

Taught by Bill Buxton, with Houde & Hill ("What do prototypes prototype?", 1997)

Every prototype exists to answer one question; choose the cheapest fidelity that can answer it, and throw it away (or grow it) once it has.

Stephanie Houde and Charles Hill's 1997 paper "What do Prototypes Prototype?" sorted prototypes by the question they explore: the role a product plays in someone's life, its look and feel, or its implementation (can it be built, will it perform). Different questions need different prototypes. A clickable Figma file is good at "do people find the path?" and useless at "does this scroll feel smooth with 2,000 books?". A paper sketch is good at "is this the right screen?" and useless at "is this type comfortable for an hour?".

Fidelity has several separate dimensions: visual (how real it looks), content (real or fake data), interaction (does it respond) and data (does it handle real volumes and edge cases). You can mix them. A grey wireframe filled with your real library of 300 books is low visual fidelity but high content fidelity, and it will reveal problems that a beautiful mockup with six perfect book covers never will.

The fidelity ladder Sketch Breadboard Wireframe Clickable Coded Product 1 min10 min1 hourhalf day1 to 2 daysweeks Answers: sketch: which idea? breadboard: which flow? wireframe: what layout? clickable: findable path? coded: does it feel right?
Climb only as high as the question needs. Cost rises roughly tenfold per rung. For a solo maker who codes, the coded prototype (highlighted) often replaces the clickable one, because it costs not much more and answers feel, timing and real-data questions too.

Wireframing fast

Wireframes earn their place only when layout is genuinely uncertain: a dense dashboard, a settings screen with 30 options, a first-run screen that must explain a lot. For everything else, go from sketch to code. When you do wireframe, use three greys (text, rule, fill), one real typeface at real sizes, real content, and no colour. Colour invites aesthetic debate before structure is settled. Time-box each screen to 20 minutes.

Prototyping options, by question

OptionBest forWeak atUse it when
Paper + phone cameraFlow and concept checks with a friendTiming, gestures, real dataYou have 30 minutes and an idea
Figma prototypesClick-through paths, navigation, layout feedbackReal scrolling, text input, data volume, physicsYou need someone else to try a path before you build
FramerWeb pages and interactions with real responsive behaviour; publishing sitesNative app feelYour product or landing page is on the web
SwiftUI / Xcode previewsNative iOS and macOS feel, live preview of statesAnything outside Apple platformsYou ship native Apple apps
Jetpack Compose previews, Flutter hot reloadThe same for Android and cross-platformPure visual explorationYou ship on those stacks
HTML/CSS/JS fileAnything web: real text, real data, real scroll; one file you can shareNative gesturesAlmost always, if you are a web developer
Origami Studio, ProtoPieGesture-heavy, sensor and complex interaction prototypesLearning curveAn interaction is the core of the product
RiveInteractive animations with state machines that ship in the appLayout and flowsA character, a toggle or an illustration must react
Don't
Library DuneEmmaUlysses
Perfect fake data. Six covers, one-word titles. It looks finished and hides every real problem.
Do
Library · 312 The Strange Case of Dr Jekyll andMr Hyde and Other Tal…SapiensYuval Noah Harariगोदानno cover · no author
Real, messy data. Your actual 312 books: long titles truncate, covers are missing, Hindi titles need a fallback font. Now the prototype is teaching you something.
For the solo creator

Write the question at the top of the prototype file before you start ("Can people find Export within 10 seconds?"). When it is answered, stop. If the answer was yes and the prototype is coded, refactor it into the product. If no, delete it without guilt; it did its job. The danger is the third path: an endlessly growing prototype that is neither a test nor a product.

Do

  • Write the question the prototype answers.
  • Use real content and realistic volumes.
  • Prototype the riskiest part first, not the easiest.
  • Prefer a coded prototype when you can build it in a day.

Don't

  • Make a full clickable app "just to see".
  • Use lorem ipsum and perfect stock images.
  • Test motion and feel in a tool that fakes them.
  • Keep a prototype alive after its question is answered.

In the wild

  • Facebook Paper and OrigamiFacebook, 2013 to 2014
    The team behind Paper (with Mike Matas among its designers) prototyped its gesture-driven interface with a Quartz Composer toolkit that Facebook released as Origami, later Origami Studio. When interaction is the product, prototype in a medium that has real physics.
  • SwiftUI previewsApple, 2019 onward
    Live previews beside the code, with the #Preview macro since Xcode 15, let one view render in several states and sizes at once. For native makers, the code editor is a capable prototyping tool.

Common mistakes

Prototyping what you already know

It is comfortable to prototype the easy screens.

Rank the unknowns in the brief's Risks line; prototype the top one first.

Testing feel in a static tool

Figma's smart animate looks like motion, so it seems good enough.

For scroll, drag, gesture and timing questions, build it in the real medium (see Motion & Feel).

Check yourself

You want to know whether a swipe-to-mark-finished gesture on book rows feels satisfying. Which prototype?

Exercise 5.1 Half a day · on your own product

One question, one prototype

  1. Write the riskiest open question about your next feature.
  2. Decide which rung of the ladder can answer it, and why not a lower one.
  3. Build it with real data from your own use or a test account.
  4. Show it to one person, or use it yourself for a day.
  5. Write the answer and the next decision in decisions.md.
You're done when: the question has a written yes/no/partly answer, and the prototype is either deleted or merged.
BeginnerCompetentStrong
Builds a prototype without a written question.Clear question, matching fidelity, real data.Chooses the lowest sufficient rung and gets a decisive answer within the time-box.
6

Designing in code: the design-engineer workflow

Taught by Loren Brichter and Silvio Rizzi, with the design-engineer roles at Vercel and Linear

If you can build, the material is the best design tool: design the hard 20% on paper, then shape the rest directly in code, with a playground that shows every state of every component at once and reloads in under a second.

Loren Brichter designed and built Tweetie himself and introduced pull-to-refresh in Tweetie 2 (2009), an interaction that is hard to imagine coming from a static mockup: it is about how a list feels when you pull past its top. Silvio Rizzi has designed and built Reeder alone for over a decade. Both work as designer-engineers. Their advantage is not speed; it is that they can feel the product while shaping it, and adjust the parts mockups cannot show: timing, scrolling, loading, real text, edge cases.

In recent years companies such as Vercel and Linear have hired for this hybrid role and called it "design engineer": someone who designs at the level of the shipped interface, in code, with taste. For a solo maker it is not a job title. It is simply how you work, and the goal is to do it on purpose rather than by accident.

The three tools that make it work

  1. Hot reload. Change a value, see it in under a second without losing state. Vite's hot module replacement on the web, SwiftUI previews, Jetpack Compose previews and Flutter hot reload all give you this. If your loop is slower than two seconds, fix that first; design iteration dies above it.
  2. A component playground. One page (or preview) that renders every component in every state side by side: default, hover, pressed, focus, disabled, loading, empty, error, long text, right-to-left, dark mode. Storybook is the full version; "Storybook-lite" is a single /playground route in your own app. Ladle is a lighter Storybook-compatible option for React.
  3. Tokens as the only source of values. Every colour, size, radius and duration comes from a named token, so tuning a value in one place updates the whole product (see Systems & Platforms).
Happy path vs playground
BookRow
Dune
Frank Herbert
Mark finished

One component, one state, short perfect data. It looks done.

Without: you design the state you see during development, which is the one users see least often in trouble.
Where each kind of decision belongs Paper problem, flowwhich screens existbig layout optionsnames of thingsabout 20% of time Code + playground spacing, type, colourall states, real datatiming and motionresponsive behaviourabout 60% of time Real device, real use in sunlight, one handslow networkafter a day of usewith a screen readerabout 20% of time (proportions are a typical split for a solo designer-engineer, not a rule)
Paper decides structure, code decides craft, the device decides truth. The risk of designing in code is staying zoomed in; the paper step and the real-device step keep you honest at both ends.
Watch out

Designing in code has one strong bias: you favour what is easy to build. A layout that would need a custom component quietly loses to the one your framework gives for free. Counter it on paper. Sketch first, without thinking about implementation, and when you choose the easier option, write that in the decision log as a cost you accepted.

Do

  • Keep the edit-to-see loop under two seconds.
  • Build a /playground route or preview set on day one.
  • Seed it with your ugliest real data.
  • Check on a real device every day you change UI.

Don't

  • Skip paper because "I'll figure it out in code".
  • Tune values inline instead of in tokens.
  • Only ever look at the browser at your laptop's width.
  • Let "easy to build" decide design silently.

In the wild

  • Tweetie 2Loren Brichter, 2009
    Introduced pull-to-refresh, later adopted across iOS and the industry (Twitter acquired Tweetie in 2010). Interactions that live in motion are discovered by people who build and feel them.
  • Sindre Sorhus's Mac apps2010s to 2020s
    A prolific solo developer who ships many small, focused, native utilities. A personal component kit and fast tooling let one person maintain many polished products.
  • Storybookopen source, 2016 onward
    The standard tool for developing UI components in isolation, state by state. Isolation is what makes rare states visible; you can get 80% of it with one page.

Common mistakes

Designing at 1440 px forever

Your editor and browser live on a big screen.

Put a 375 px and a 768 px frame in the playground, or keep your phone propped next to the keyboard with live reload on.

The playground rots

New components get built in the app and never added to it.

Rule: a component is not done until it appears in the playground with its states.

Check yourself

You are tuning the spacing of a card list. Which setup gives the best design feedback?

Exercise 6.1 2 hours · on your own product

Build your playground

  1. Create a playground route or preview file.
  2. Add your five most-used components.
  3. For each, render at least five states, including long text and error.
  4. Add a theme switch and two widths.
  5. Fix the first two problems the playground reveals.
You're done when: one page shows 25+ component states and you have fixed two issues you had never noticed.
BeginnerCompetentStrong
Components shown in default state.All states, both themes, two widths.Seeded with real ugly data; loop under 2 s; two real fixes shipped.
7

The tools landscape, and how to stop tool-hopping

A practical survey, as of late 2026

Pick one canvas tool, one motion tool if you need it, and your code stack; learn them deeply; and change tools only when a specific, recurring job is blocked, never because something new launched.

Design tools change every year; design skill barely changes in a decade. A tool is worth switching to only if it removes friction you feel weekly. Each switch has a hidden cost: weeks of slower work, migrated files, lost muscle memory, and the attention you spent evaluating instead of designing. Tool-hopping is the solo maker's favourite form of productive-feeling procrastination.

The landscape

ToolWhat it isStrengths for a solo makerWatch for
FigmaBrowser and desktop canvas for UI design, prototyping, design systems; also Dev Mode, FigJam, and newer AI and site-building featuresThe industry default; huge community files and plugins; Auto Layout and variables map well to codeEasy to over-invest in pixel mockups; the advanced plans cost real money
SketchNative Mac design app, the tool that defined modern UI design in the 2010sFast, native, local filesMac-only; smaller ecosystem than Figma today
PenpotOpen-source, browser-based design tool built on open standards (SVG, CSS layouts)Free, self-hostable, layouts close to CSS flex and gridFewer plugins and community files
FramerVisual website builder with design canvas, interactions and hostingShip a marketing site without writing it; good for landing pagesNot for designing native app UI; hosting lock-in
Origami StudioMeta's free interaction prototyping toolComplex gesture and physics prototypesSteep learning curve; prototypes do not ship
RiveInteractive animation tool with state machines and runtimes for apps and webAnimations that ship in the product and react to inputOnly worth it if motion is central
SplineBrowser-based 3D design and interactionQuick 3D scenes for sites and iconsRarely needed for calm, text-first products
Xcode previews, Compose previewsLive UI previews in native IDEsDesign in the real medium for native appsPlatform-specific
Tailwind CSSUtility-first CSS framework with a configurable design scaleBuilt-in spacing and type scales enforce consistency while codingLong class lists; defaults can make products look alike
AI generators (v0, Lovable, Bolt, Claude artifacts, Figma's AI features)Turn prompts or sketches into working UI code or mockupsFast first drafts, quick variations, throwaway prototypesGeneric, average-looking output; you still need taste to judge and edit it (see Designing with AI)
Choosing your kit in four questions Do you write the UI code? Yes: paper + code + playground No: one canvas tool, learned deeply Native Apple? Xcode previews.Web? Vite + your CSS system. Figma (default) or Penpot (open)Mac-only and local? Sketch. Is motion central? Add Rive or Origami. Otherwise stop here.
Most solo makers need two tools, not ten. Paper plus code if you build the UI yourself; paper plus one canvas tool if you do not. Add a motion tool only if motion is the product.

The cost of switching

Output over a year (illustrative) one tool, deepeneda switch every 3 months switchswitchswitchswitch
Every switch resets you partway down the learning curve. The dips are real (learning shortcuts, migrating files, rebuilding libraries) and the climbs never reach the depth that a year in one tool gives.
For the solo creator

Keep a "tool itch" note. When a new tool tempts you, write the specific job it would do better and the date. Re-read the note quarterly. If the same job appears three times, try the tool on one real project for two weeks with a written success test. Otherwise, the itch was novelty.

Do

  • Learn your main tool's shortcuts, components and layout system deeply.
  • Use AI tools for variations and throwaway drafts, then edit with judgement.
  • Choose tools whose concepts map to your code (Auto Layout ≈ flexbox).
  • Evaluate a new tool against a written job, on a real project.

Don't

  • Switch tools to feel productive.
  • Pay for three overlapping subscriptions.
  • Ship AI-generated UI without redesigning it to your principles.
  • Believe a tool will give you taste.

In the wild

  • FigmaFigma, launched 2016
    A browser-based, multiplayer canvas that became the default UI design tool. For a solo maker the value is not multiplayer; it is the ecosystem of community files to study.
  • PenpotKaleidos, open source
    An open-source design tool whose layouts follow CSS flex and grid concepts. A tool whose model matches your code reduces translation work.
  • Rive2020s
    Lets designers build interactive animations with state machines that run in the shipped app. When motion is the product, choose a tool whose output ships, not one that only demonstrates.

Common mistakes

Tool as identity

Communities form around tools, and loyalty starts to feel like skill.

Describe your skills without naming tools: "I can make a dense table calm" is skill; "I know Figma" is not.

AI drafts as final

Generated UI looks finished, so editing feels like nitpicking.

Treat it as a sketch. Rewrite the copy, apply your tokens and principles, and remove everything your brief did not ask for.

Check yourself

You build a web reading app yourself in React. A friend says you must learn a 3D design tool. What do you do?

Exercise 7.1 45 minutes

Audit your kit

  1. List every design-related tool and subscription you have used in the past year.
  2. For each, write the job it does and how often.
  3. Cut to the minimum kit; cancel what overlaps.
  4. Pick one tool to deepen this month and list ten features or shortcuts you will learn.
You're done when: your kit fits on one line and you have a ten-item learning list for your main tool.
BeginnerCompetentStrong
Lists tools.Cuts overlaps; one main tool chosen.Kit maps to your code; a tool itch note exists; learning list is specific.

Part one recap: connect the ideas

Key idea

Think on paper, decide in writing, craft in code, and check on the device.

Connect the ideas

In Problems Worth Solving you met jobs to be done. Where does that thinking live in the solo loop?

Part two

Taste and practice

Workflow gets work done. Taste decides whether the work is good. These five chapters treat taste as a trainable perceptual skill, not a gift, and give you a practice system to train it: what to study, how to study it, how to practise on purpose, and thirty-plus drills to do it daily.

8

What taste is, and the Gap

Taught by Ira Glass, with Kathy Sierra and Paul Graham

Taste is the trained ability to perceive quality and explain why; it develops faster than skill, so for a long time you will see that your work is not good enough, and that gap is the sign you are on the right path.

In a widely shared 2009 interview about storytelling, Ira Glass, the host of This American Life, described what he wished someone had told him as a beginner. Paraphrased: people get into creative work because they have good taste. For the first few years, what they make is not as good as what their taste tells them it should be. That gap is painful, many quit inside it, and the only way through is a large volume of work, made on deadlines, so that skill slowly catches up with taste.

Two things follow for you. First, the discomfort you feel looking at your own app next to Things or iA Writer is not evidence of lack of talent; it is evidence that your taste works. Second, the way out is volume and practice, not more consumption alone.

The Gap (after Ira Glass) highlow year 1year 2year 3year 4+ Taste: what you can seeSkill: what you can makethe Gap(most people quit here)
Taste outruns skill. Volume of deliberate work is what bends the lower curve up. The gap never fully closes, because taste keeps growing too, which is why great designers still dislike their old work.

Taste is perception plus reasons

Kathy Sierra, in Badass: Making Users Awesome (2015), describes how experts in many fields develop "perceptual knowledge": they can tell good from bad quickly, often before they can explain it, after high-quantity exposure to high-quality examples with feedback. Her example is chicken sexers, who learn to classify chicks by being corrected over many examples, not by memorising rules. The design equivalent: look at many excellent screens, compare them with mediocre ones, and get feedback on your judgements.

Paul Graham's essay "Taste for Makers" (2002) argues the other half: taste is not merely personal preference, because some things really are better, and the qualities of good design (simplicity, timelessness, solving the right problem, suggestiveness) can be discussed. So training taste has two parts: seeing (perceptual exposure) and saying (explaining why). Seeing without saying gives you vague feelings you cannot act on. Saying without seeing gives you rules you apply without judgement.

Don't

Notes on Things 3

So clean. Love it. Beautiful animations. Nice colours.

Reaction, not analysis. Four adjectives, zero decisions. Nothing here can be reused in your product.
Do

Notes on Things 3, Today view

1. Very little colour: a blue accent for the main action (the Magic Plus button) and a yellow star for Today, so colour always carries meaning.

2. Generous row height with no separators; whitespace groups instead of lines.

3. The checkbox is rounded-square, unlike system circles; small difference, strong identity.

Decisions with reasons. Each line names a choice and why it works. Each one is a move you can try in your own app tomorrow.

Four ways to grow taste, in order of power

  1. Consume great work daily, briefly. Ten minutes with excellent products, books, type and objects. Exposure calibrates what "good" looks like.
  2. Analyse: ask "why" five levels deep. Why is this list calm? No separators. Why does that work? Whitespace groups. Why is it enough? Rows are tall. Why can they be? Few items per day by design. Now you have learned something about Things' philosophy, not its pixels.
  3. Copy exactly. Recreate a great screen pixel for pixel (chapter 12). Copying forces you to measure what you only glanced at.
  4. Make and compare. Make your version, place it next to the best example, and list every difference. This is where perception becomes skill.
For the solo creator

Nobody around you will say "the spacing is off". So build your own comparison habit: every Friday, put a screenshot of your main screen next to a screen from a product you admire, same size, side by side, and write three differences. Over months this does what a design lead's critique would do.

Do

  • Study a few great things deeply rather than many things briefly.
  • Put words to every judgement.
  • Study outside software: books, signage, furniture, film titles.
  • Keep old work so you can see your taste moving.

Don't

  • Confuse taste with trendiness.
  • Stop making because your work looks worse than your heroes'.
  • Only study apps in your own category.
  • Treat "I like it" as an argument.

In the wild

  • Things 3Cultured Code, 2017
    A task manager often cited for restraint: a quiet palette, a single accent and careful motion. A great study object because each decision is small and visible.
  • iA WriterInformation Architects, 2010 onward
    A writing app built around a single typeface family and almost no chrome. Taste often shows most in what is left out.

Common mistakes

Taste as a fixed trait

"I don't have an eye" is easier than practice.

Run the comparison habit for eight weeks, then look at your week-1 notes. You will see the change.

Trend-chasing

Fashionable styles (glass, gradients, brutalism) are visible and copyable.

Ask of any trend: does it serve the reader's task? If not, enjoy it in someone else's product.

Check yourself

After a month of studying great apps you feel worse about your own app than before. What is happening?

Exercise 8.1 40 minutes · on an app you use daily

Five whys on one screen

  1. Pick one screen you admire in an app you use daily.
  2. Write five specific decisions you can see.
  3. For the most interesting one, ask "why does this work?" five times, writing each answer.
  4. Write one move you could apply to your product, and try it.
You're done when: you have five decisions, a five-level why chain, and one change tried in your own product.
BeginnerCompetentStrong
Lists adjectives.Names decisions with reasons.The why chain reaches the product's underlying philosophy, and the move transfers to a different context.
9

A swipe file that teaches you

Taught by Austin Kleon, with reference libraries such as Mobbin and Page Flows

A swipe file is only useful if every item carries a written note about what it does well and why; an unannotated folder of screenshots is a graveyard, not a library.

Copywriters have kept "swipe files" of great ads for a century. Designers do the same with screenshots, but most designer swipe files fail for one reason: saving is so easy that it replaces thinking. You press a shortcut, feel the small reward of collecting, and never look again. Austin Kleon's Steal Like an Artist (2012) makes the case for collecting influences; the key word is steal, which means understanding something well enough to transform it.

The rule: no save without a sentence. Each item gets a title, the source, the tags you will search by, and one to three sentences on what decision makes it good and where you might use it. That sentence is where the learning happens; the image is just the reminder.

Collecting vs learning
Screenshot 2026-03-14…
IMG_4821.png
Screenshot 2026-05-02…
nice.png

2,400 screenshots. Which one had the good empty state? Why did you save "nice.png"?

Without: a folder of unnamed screenshots. Findable by nobody, teaching nothing.

How to structure it

Tag by pattern (empty state, onboarding, settings, paywall, search, reading view, error, toast), not by app, because when you need ideas you are looking for a pattern. Store it somewhere searchable that you already open daily: a folder of Markdown notes with images, an app like Eagle or a notes app, or a Figma page. The tool matters less than the sentence.

## [Pattern]: [what it does in 6 words]
Source:   [app, platform, version or date]
Why:      [the decision that makes it good, 1 to 3 sentences]
Steal:    [where I could use it in my product]
Tags:     #pattern #pattern

Reference libraries

Services such as Mobbin (a large searchable library of mobile and web app screens and flows), Page Flows (recorded user flows) and Refero collect real product UI so you can compare how many apps solve the same pattern. Use them for comparison, not inspiration-scrolling: search one pattern, open ten examples, and write what the best three have in common and how they differ. That turns a library into a lesson.

The swipe-file pipeline Capture Annotate Tag Review Apply Graveyard folder skip the sentencemonthly, 20 minutes:delete what no longerteaches you anything
Annotation is the gate. Everything that skips it leaks into the graveyard. The monthly review keeps the library small and alive.

Do

  • Write a sentence for every save.
  • Tag by pattern, not by app.
  • Include bad examples, labelled as such, with why.
  • Review and prune monthly.

Don't

  • Save in bulk while scrolling.
  • Collect only Dribbble shots (concepts that never shipped).
  • Copy a saved screen without understanding its context.
  • Keep everything forever.

In the wild

  • Steal Like an ArtistAustin Kleon, 2012
    Argues for collecting and studying influences, then transforming them into your own work. Steal the thinking, not the surface.
  • Mobbin2020s
    A searchable library of real app screens and flows, filterable by pattern. Best used to compare ten solutions to one problem.

Common mistakes

Collector's high

Saving feels like learning and gives a small reward each time.

Limit yourself to five saves a week, each annotated. Scarcity forces choice.

Only shipped-looking concepts

Concept shots on design showcases look better than real products because they have no real data or constraints.

Prefer shipped software with real content; label concept work as concept.

Check yourself

You need ideas for your app's settings screen. What is the best use of your swipe file?

Exercise 9.1 60 minutes

Start (or rescue) your swipe file

  1. Choose a tool you open daily and create the template above.
  2. Pick three patterns your product needs (for example: empty state, onboarding, settings).
  3. For each, collect and annotate three examples from shipped products.
  4. Write one paragraph per pattern: what the best examples share.
You're done when: nine annotated entries and three pattern summaries exist.
BeginnerCompetentStrong
Nine saves with short notes.Notes name decisions; tagged by pattern.Pattern summaries state principles you then apply to your product.
10

Studying an app like a designer

A protocol, drawing on heuristic evaluation (Jakob Nielsen) and the breakdown guides in this course

Study an app in five deliberate passes (purpose, structure, screens, details, time), each with its own question, and write as you go; casual use teaches you almost nothing because good design is designed to be invisible.

Good design disappears in use. That is its job, and it is why using a great app daily does not, by itself, teach you why it is great. You need to break the spell on purpose: slow down, change your viewing distance, and ask a different question on each pass. Doctors call this a systematic examination, and the reason is the same: an unstructured look finds the obvious and misses the rest.

Five passes, five distances Purpose Structure Screens Details Time Who is it for?What job? Whatdid it refuse? Map every place.Navigation model?How deep? Hierarchy, grid,type scale,colour roles. States, copy,icons, edges,errors. Motion, speed,day 1 vs day 30,notifications. Time: about 15, 20, 30, 30 and (over a week) 15 minutes. Output: one page of notes and one annotated screenshot per pass.
Zoom out, then in, then across time. The order matters: purpose explains structure, structure explains screens, and details only make sense once you know what they serve.

The protocol

  1. Purpose (15 min). Read the app's site and App Store page. Write: who is it for, what job does it do, and what does it obviously refuse to do? The refusals are the strategy.
  2. Structure (20 min). Map every place as a breadboard (chapter 4). Count the top-level destinations, the depth, and where settings live. Name the navigation model.
  3. Screens (30 min). Screenshot the three most important screens. On each, measure: margins, the spacing scale, the type sizes and weights, how many colours and what each colour means. Squint at it to see the hierarchy.
  4. Details (30 min). Hunt for empty, loading, error, offline and very long content. Read every label and message aloud. Try to break it: rotate, enlarge text, switch to dark mode, turn on VoiceOver.
  5. Time (a week, 2 minutes a day). Use it for real. Note what delights on day 1 and irritates on day 7, how notifications behave, how fast it opens, what you stop noticing.

Finish with a one-paragraph verdict: the product's single strongest idea, its biggest weakness, and one thing to steal. The breakdown guides (Breakdowns: Software and Breakdowns: Reading) are worked examples of this protocol; read one before doing your own.

Don't
"Good spacing."
Vague note. "Good spacing" will not help you make good spacing.
Do
1 1 Title 28/34 semibold body 17/24 regularMargins 20; rows 44 tallSpacing: 4, 8, 12, 20, 322 colours: ink + 1 accentAccent = "tap here" only
Measured and numbered. Sizes, spacing scale and colour roles written down. This you can reuse.
For the solo creator

Study one app a fortnight, alternating between apps in your category and apps far outside it (a camera app, a banking app, a game's menus). Keep each study in your swipe-file folder. After six months you will have twelve studies, which is a better design education than most courses.

Do

  • Measure, do not estimate: zoom screenshots and count pixels.
  • Hunt for rare states on purpose.
  • Note what the product refuses to do.
  • End with one thing to steal.

Don't

  • Study only the first screen.
  • Confuse your own preference with the user's need.
  • Skip the "time" pass; many qualities only appear after days.
  • Write a review instead of an analysis.

In the wild

  • HalideLux, 2017 onward
    A camera app by a two-person team whose makers have published detailed design write-ups about their decisions. Reading the makers' reasoning alongside your own study checks your analysis.
  • Heuristic evaluationJakob Nielsen and Rolf Molich, 1990
    A method for inspecting interfaces against a short list of usability principles. Structured passes find more than free exploration (see Testing & Iteration).

Common mistakes

Studying from screenshots only

Libraries make it easy to study without installing.

Screenshots for screens and details; real use for structure and time.

Reviewing, not studying

Opinions are faster than analysis.

Ban the words "nice", "clean" and "bad" from your notes. Replace each with a measurement or a decision.

Check yourself

Studying a calm reader app, you notice it has no "share" button in the reading view. Which pass should explain it?

Exercise 10.1 2 hours over a week · an app you use daily

Your first full study

  1. Choose an app you admire and use daily.
  2. Run passes 1 to 4 in one sitting with notes and annotated screenshots.
  3. Run pass 5 for a week, two minutes a day.
  4. Write the one-paragraph verdict and file it in your swipe file.
You're done when: you have five pages of notes, three annotated screenshots with measurements, and a verdict with one steal.
BeginnerCompetentStrong
Notes on what it looks like.All five passes, measured, with rare states found.Verdict explains the product's strategy through its details, and the steal is applied in your product.
11

Deliberate practice

Taught by Anders Ericsson (with Robert Pool, Peak, 2016)

Skill grows from practice that has a specific goal, full attention, immediate feedback and a stretch just beyond your current ability; repeating what you already do comfortably, even for years, makes you no better.

Anders Ericsson spent his career studying how experts become expert. His 1993 study with Ralf Krampe and Clemens Tesch-Römer of violinists at a Berlin music academy found that the best students had accumulated far more hours of solitary, deliberate practice. That finding was later popularised (and oversimplified) as the "10,000-hour rule", a framing Ericsson himself criticised: hours alone do not make expertise; the kind of hours does.

In Peak he distinguishes naive practice (doing the activity again and again) from purposeful practice, which has four features: specific goals, focus, feedback, and getting out of your comfort zone. Deliberate practice adds a teacher and a well-understood path of skills. As a solo designer you rarely have a teacher, so you replace them with reference examples and structured self-comparison.

The mechanism Ericsson emphasises is mental representations: detailed internal models of what good looks like and how it is made. An expert typographer looking at a page sees rhythm, measure and colour where a novice sees "text". Deliberate practice builds those representations, and the representations are what let you design faster and better without thinking about rules.

Comfort Learning Panic ComfortRestyling a button for the 100th time.Feels productive. No growth. Learning (aim here)Recreate a screen from Things exactly in45 min, then diff it. Hard but doable. Panic"Design a whole OS this weekend."Too far; you learn nothing but stress.
Practise at the edge. A good drill is one you can finish about 70 to 80% well. If you always succeed, raise the difficulty; if you always fail, narrow the goal.

Naive practice vs deliberate practice

FeatureNaiveDeliberate
Goal"Get better at visual design""Set a 3-level type hierarchy for a settings screen using only size and weight, in 30 min"
FocusMusic, chat, half on emailTimer on, notifications off, one drill
Feedback"Looks okay to me"Side-by-side with a reference; checklist; a peer's critique; a five-second test
StretchThings you are already good atThe specific sub-skill you are weakest in
RepetitionOnce, then move onSame drill several times, with the variable you are learning changed each time
The solo feedback loop (your substitute for a teacher) Attempt Compare withreference Name onespecific gap Adjust repeat the same drill 3 to 5 times, changing one thing each round
The reference is your teacher. "Compare" must be literal: same size, side by side, or overlaid at 50% opacity. "Name one specific gap" means one, not ten: you can only fix one at a time.
Myth

"Practice makes perfect." Repetition without feedback makes permanent, not perfect: you get faster at your current mistakes. And "10,000 hours" was never a rule in Ericsson's work; the number was an average for one group, and he stressed that the quality of practice matters far more than the count.

For the solo creator

Separate practice from production. Production is your app, where you must ship and cannot take risks. Practice is 30 minutes a day on drills where failure is free. Mixing them makes both worse: you take no risks on the app, and you never practise anything that is not urgent. Put practice first in the day, before you open the codebase.

Do

  • Write the goal of each session as one testable sentence.
  • Practise your weakest sub-skill, not your favourite.
  • Use references as feedback, side by side.
  • Repeat the same drill with one variable changed.

Don't

  • Count hours as progress.
  • Practise only on your production app.
  • Fix ten things at once.
  • Stay where it feels easy.

In the wild

  • Benjamin Franklin's writing practicedescribed in his Autobiography
    He took notes on essays from The Spectator, later rewrote them from his notes, and compared his versions with the originals to find his faults. The original is the teacher; the comparison is the feedback. This is the model for UI copywork.
  • PeakAnders Ericsson and Robert Pool, 2016
    The accessible summary of decades of research on expert performance. Read chapters on purposeful practice and mental representations; skip the parts you already know.

Common mistakes

Goals too broad

"Get better at typography" feels like a goal but you cannot tell if you met it.

Make it a drill with a constraint and a check: "Set this article at 60 to 70 characters per line, 1.5 line height, in 20 minutes; compare with iA Writer."

Practising strengths

It is pleasant to do what you are good at.

Use the self-assessment (chapter 19) and spend 70% of practice on your two lowest skills.

Check yourself

Which session is deliberate practice?

Exercise 11.1 20 minutes plan · then a week of practice

Design your practice week

  1. Name your weakest sub-skill (as specific as "vertical rhythm in dense lists").
  2. Write five 30-minute sessions, each with a one-sentence goal, a reference and a check.
  3. Do them, first thing in the day.
  4. After each, write one specific gap you noticed.
You're done when: five logged sessions exist, each with goal, reference, check and one named gap.
BeginnerCompetentStrong
Sessions done, goals vague.Specific goals and references; gaps named.Each session adjusts difficulty based on the previous gap.
12

Design katas: daily drills, copywork and the weekly redesign

Drawing on Anders Ericsson, Benjamin Franklin's copying method, and the code kata tradition (Dave Thomas)

Practise in small, repeatable, timed drills with a clear output (katas), copy great work exactly to learn its measurements, and once a week redesign one real screen from start to finish.

In martial arts a kata is a set form practised many times until it becomes automatic. Programmers borrowed the idea (Dave Thomas popularised "code katas" in the 2000s) for small exercises done for practice, not production. Design katas work the same way: thirty minutes, one skill, one output, done often. Their power is the volume. Thirty minutes a day, five days a week for 24 weeks is 60 hours of focused practice, more than most designers do deliberately in years.

Three practice formats

30 minutes, every weekday, first thing. Pick a drill from the list below (or draw one with the generator), set a timer, make the output, compare it with a reference, write one line about the gap. Rotate skills across the week, weighting your weakest. Keep every output in one dated folder; the folder becomes your progress record.

Lab: kata generator

Press "Draw a kata" for today's drill.

    Filter by the skill you are weakest in, draw, and start the timer. The constraint is optional but recommended once the drill feels easy. Your last five draws are listed so you can avoid repeats.

    The kata list (34 drills)

    SkillDrillTimeOutput
    VisualRedesign a settings screen of an app you use, keeping every option30 minBefore/after side by side with three written changes
    VisualRecreate one screen of a great app pixel for pixel, then overlay at 50%45 minAn overlay with fewer than five visible differences
    VisualTake a cluttered screen and remove 30% of its elements without losing a function30 minA list of what moved where, and the reduced screen
    VisualLay out the same card on a 4 px spacing scale, then on an 8 px scale20 minTwo versions and one sentence on which reads calmer
    VisualMake a screen work in greyscale only, then add one accent colour with a single meaning30 minGreyscale and one-accent versions
    VisualDesign ten icon variations for one concept (for example: bookmark)30 minTen icons on one grid, the best circled with a reason
    VisualRedesign a dense table so it reads calmly without removing columns45 minBefore/after with the techniques used listed
    TypeTypeset one page of a long article for screen reading30 minMeasure 60 to 75 characters, line height and scale written down
    TypeBuild a type scale with exactly four sizes for a whole app20 minScale plus one screen using only those sizes
    TypeSet the same paragraph in five typefaces and rank them for long reading25 minRanked set with one reason each
    TypeDesign a hierarchy for a screen using weight and size only, no colour20 minA screen whose order is obvious when squinting
    WordsWrite ten error messages for one failure (sync failed), then pick the best20 minTen versions and a winner that says what happened and what to do
    WordsRewrite every label on one screen of your app in fewer words20 minBefore/after word count and screen
    WordsWrite five empty states for the same screen in different tones20 minFive versions, one chosen for your voice
    WordsName a new feature: 20 candidate names, then a shortlist of 325 minList with the test you used to cut
    InteractionBreadboard the sign-up flow of an app you use and cut one step25 minBefore/after breadboards
    InteractionDesign undo for a destructive action that currently uses a confirm dialog30 minFlow and the toast or undo state
    InteractionSketch eight ways to show reading progress without a percentage8 minA Crazy 8s sheet
    InteractionDesign every state of a search field: empty, typing, no results, error, offline30 minSix-state sheet
    InteractionRedesign a form to need half the fields30 minField list with what was removed, defaulted or deferred
    MotionAnimate a toggle three ways (linear, ease-out, spring) and pick one30 minThree recordings and the chosen timing values
    MotionDesign the transition from a list row to its detail view30 minA prototype or storyboard with durations
    MotionAdd one meaningful micro-interaction to a button, then remove anything decorative20 minRecording and a sentence on what the motion communicates
    AccessCheck one screen of your app with large text and a screen reader, then fix two issues30 minTwo fixes committed
    AccessMake a colour-only status indicator work without colour20 minBefore/after
    CritiqueCritique an app you use: three strengths, three weaknesses, one fix each30 minA one-page critique
    CritiqueFind five inconsistencies in one product (spacing, terms, icons)20 minAnnotated screenshots
    CritiqueCompare how three apps solve the same pattern; write the shared principle30 minA comparison grid and one principle
    SystemsTurn one screen's hard-coded values into tokens30 minA token list and the screen using it
    SystemsDesign a component with all its states and variants45 minA playground cell grid
    DataRedesign a chart from a news site to remove non-data ink30 minBefore/after
    ProductWrite a one-page brief for a feature you wish an app had20 minA brief with No-gos and Appetite
    ProductDesign the onboarding for an app in exactly one screen30 minOne screen and what it deliberately leaves out
    ProductTake a feature and cut its scope in half while keeping the core job20 minOriginal and halved scope lists
    A practice week (about 5 to 6 hours) MonTueWedThuFriSatSun KataRedesignCopyworkRest pickstudysketchbuildcompare 1 hour off 30 min30 min30 min30 min30 min
    Small daily, medium weekly, one rest day. Katas train sub-skills; the redesign trains integration; copywork trains measurement. Sunday off is not optional: consolidation and motivation both need it.
    Don't
    Binge practice 6 hours on Saturday, then nothing for 2 weeks
    Big, rare sessions. Exciting, exhausting, and easy to skip next time. Most of the benefit of spacing is lost.
    Do
    Daily kata 30 minutes a day, every weekday
    Small, regular sessions. Same total time, far more retained. Spacing practice over days is one of the most robust findings in learning research.
    For the solo creator

    Choose katas that also help your product about one time in three: rewriting your own error messages, redesigning your own settings screen. Practice that also ships keeps motivation up. But keep two out of three katas on other apps, where you can take risks and nobody depends on the result.

    Do

    • Same time every day; a habit beats motivation.
    • Time-box hard; stop when the timer ends.
    • Keep every output in a dated folder.
    • Weight your weakest skills.

    Don't

    • Skip the comparison step; it is where learning happens.
    • Pick only the fun drills.
    • Publish copywork as original work.
    • Practise for six hours once instead of 30 minutes daily.

    In the wild

    • Daily UIdailyui.co, 2010s
      A popular email challenge that sends one UI prompt a day for 100 days. Prompts help with consistency; add a reference and a comparison step to turn them into deliberate practice.
    • Code katasDave Thomas, 2000s
      Small programming exercises meant to be repeated for practice. Repeating the same kata with a new constraint teaches more than always doing new ones.

    Common mistakes

    Kata as content

    Posting daily outputs publicly makes them about looking good.

    Keep practice private by default; share one a week for critique, chosen for what you want to learn, not what looks best.

    Never repeating

    New drills feel fresher.

    Repeat a drill three times across a month, changing one variable; compare the three outputs.

    Check yourself

    You recreated a reading app's article screen and your overlay shows the body text sitting 2 px lower on every line. What did you just learn?

    Exercise 12.1 2 weeks · 30 minutes a day

    Ten katas and one copywork

    1. Do ten katas over two weeks, at least four on your weakest skill.
    2. Do one copywork session with a 50% overlay.
    3. Log each: date, drill, constraint, one gap.
    4. At the end, repeat the first kata and compare it with your first attempt.
    You're done when: a dated folder holds eleven outputs, a log, and a before/after of the repeated kata.
    BeginnerCompetentStrong
    Some katas done irregularly.Ten logged katas with gaps named.Repeated kata shows visible improvement you can explain in measurements.

    Part two recap: connect the ideas

    Connect the ideas

    Which combination best closes the Gap from chapter 8?

    Part three

    Working alone, well

    A team gives you three things for free: other eyes, someone to break ties, and someone to notice when you are running on empty. Alone, you have to build each of these on purpose. These three chapters show how.

    13

    Getting feedback as a soloist

    Taught by Ed Catmull (the Pixar Braintrust), with Steve Krug

    You need a small, deliberate feedback system: users for whether it works, peers for craft, the occasional paid expert for blind spots, and a method for sorting what you hear, because the most useful critique is specific, asked for, and about the work's goal.

    Working alone, the absence of feedback is the default state. Months can pass in which nobody but you looks closely at your screens. Worse, the feedback that does arrive is random: a friend's "looks nice", a stranger's "I hate the font", an app review complaining about a feature you never built. Random feedback is either flattering or noisy, and neither helps.

    Ed Catmull's Creativity, Inc. (2014) describes Pixar's Braintrust: experienced filmmakers who watch a film in progress and give candid notes, with one important rule. The Braintrust has no authority. The director decides what to do with the notes. That is your model: gather candid input from people who know the craft, then you decide, and log the decision.

    Feedback sources: signal vs cost cost in money or time → signal for your goal → Watching 3 users Critique swap Paid review Mentor call Social post Support emails Big survey cheap, strong: do weeklycostly, strong: a few a yearcheap, weak: for reachcostly, weak: avoid
    Spend most of your feedback budget top-left. Watching three people use the product and swapping critiques with a peer cost little and tell you a lot. Social posts are for reach, not for judgement. (Positions are illustrative.)

    Where to find people

    • Peers for critique swaps. One or two other solo makers or designers at a similar level. Swap 30 minutes of focused critique every fortnight. This is the most valuable relationship in this chapter.
    • Communities. Design circles on Bluesky, Mastodon and X; subreddits such as r/UI_Design and r/userexperience; Discord and Slack communities around tools and indie making. Useful for quick reactions and for finding swap partners, weaker for deep critique.
    • Dribbble and showcase sites. Good for visual inspiration and reach; limited for product critique, because shots are judged in isolation, without the user's goal, flow or data.
    • Mentorship platforms. Sites such as ADPList connect you with experienced designers for free or paid calls. Arrive with one specific question and screens ready.
    • Paid expert reviews. Once or twice a year, pay an experienced product designer for a heuristic review or a one-hour critique. Brief them with your principles and goals so they judge the product you are making, not the one they would make.
    • Users. The final critics. Watch them, do not just ask them (see Testing & Iteration).

    Ask well, get useful answers

    Don't

    Post

    Working on my reading app, thoughts?

    ↳ "love the colours" · "make it pop more" · "why not use Notion?"

    Open question, random answers. No goal, no context, no question. People answer about taste because that is all you gave them.
    Do

    Post

    Reading app for people who read 20+ books a year. Goal of this screen: log a finished book in under 10 seconds.

    1. Is "Finished" findable in under 5 seconds? 2. Does the rating step feel like a chore?

    ↳ "took me 8 s; the button reads like a filter" · "rating is fine, the date picker is the chore"

    Goal, audience, two questions. Specific asks get specific, actionable answers about the job.

    A critique swap template you can paste into a message:

    CRITIQUE SWAP · 30 min each
    Product + audience:  [one line]
    This screen's job:   [one line]
    Stage:               [sketch / prototype / shipped]
    Please look for:     [1 to 3 specific questions]
    Please ignore:       [things already decided or out of scope]
    Format:              What works · What confuses · One thing you'd try

    Handling what you hear

    Feedback arrives as a mix of observations ("I didn't see the button"), interpretations ("it's cluttered") and solutions ("make it blue"). Observations are gold; take them almost at face value. Interpretations are clues; ask what caused them. Solutions are the least reliable part: the problem behind them is usually real, the suggested fix usually is not. Sort before you act.

    Sort every note into one of three bins Observation"I didn't see theFinished button."Trust it.It happened. Interpretation"It feels cluttered."Investigate: whatmade it feel so? Solution"Make the buttonbigger and red."Trace back to theproblem; design your fix.
    Weight by type. One observation from watching a user outweighs five suggestions in a comment thread. If three people independently report the same observation, act on it.
    For the solo creator

    Feedback on your own product can sting more because there is no team to share the blame. Two habits help. Wait a day before responding to any critique you disagree with. And thank every critic for the specific thing they noticed, even when you will not change it; it keeps people willing to look next time.

    Do

    • State the audience and the screen's job before asking.
    • Ask one to three specific questions.
    • Sort notes into observation, interpretation, solution.
    • Set up one recurring critique swap.

    Don't

    • Post "thoughts?" and act on the loudest reply.
    • Defend while listening; just take notes.
    • Take a suggested fix literally.
    • Seek feedback only once everything is polished.

    In the wild

    • Pixar Braintrustdescribed in Creativity, Inc., 2014
      Candid notes from peers, with the director keeping full authority over the film. Separate hearing feedback from deciding what to do with it.
    • Rocket Surgery Made EasySteve Krug, 2010
      A short book on running small, cheap usability tests with three users. Observing a few people beats asking many for opinions.

    Common mistakes

    Feedback only from fans

    Friends and early supporters are easy to ask and kind.

    Include at least one person outside your audience and one person who is a better designer than you.

    Changing everything after one comment

    A single strong opinion feels urgent when you have nobody to check with.

    Log it, wait for a pattern (three independent observations), then decide against your principles.

    Check yourself

    A peer says: "Your onboarding should be a video." What is the best response?

    Exercise 13.1 1 hour setup · 30 min every fortnight

    Build your feedback system

    1. Find one critique-swap partner (a community, a friend, a mentor platform).
    2. Send the swap template with one screen and two questions.
    3. Sort the notes you receive into three bins.
    4. Act on one observation; log the rest in decisions.md.
    5. Book the next swap in your calendar.
    You're done when: one swap has happened, notes are sorted, one change is made, and the next swap is scheduled.
    BeginnerCompetentStrong
    Asked for general thoughts.Specific asks; notes sorted; one change.A recurring swap exists and you can show a decision changed by an observation.
    14

    Deciding alone, and knowing when to stop

    Drawing on C. Northcote Parkinson, Paul Saffo, Jeff Bezos's two types of decisions, and Douglas Hofstadter

    Decide quickly when a choice is reversible and slowly when it is not, use your principles as tie-breakers, time-box everything, and stop polishing when another hour would change something no user will notice.

    With nobody to disagree with you, you face two opposite failure modes. One is drift: you reopen settled questions every week because nothing marks them as settled. The other is stubbornness: nobody challenges your first idea, so it survives by default. The tools below fix both.

    Reversible and irreversible

    In his 2015 letter to shareholders, Jeff Bezos described two types of decisions: Type 1 decisions are consequential and nearly irreversible ("one-way doors") and deserve slow care; Type 2 decisions are reversible ("two-way doors") and should be made quickly by individuals or small groups. Most design decisions are two-way doors: a colour, a label, an icon, a spacing value. A few are one-way doors for practical purposes: your data model, URL structure, pricing model, navigation paradigm, the product's name. Spend your deliberation on those.

    Two-way door: decide in minutes labels and copycolours, spacing, iconsdefault settingsorder of list itemsmost visual details One-way door: take days data modelpricing modelnavigation modelproduct namesync and privacy Most solo makers invert this: days on the accent colour, minutes on the data model.
    Match your speed to the door. A wrong colour costs an afternoon to fix. A wrong data model costs a migration and possibly users' trust.

    Principles as tie-breakers

    When two options are both reasonable, do not ask "which do I like?" Ask "which does principle 1 prefer?" Your principles (chapter 2) exist exactly for this moment. If neither principle decides it, the choice probably does not matter much: pick one, log it, move on. If the principles conflict, you have discovered that their order matters; number them.

    Strong opinions, weakly held

    The futurist Paul Saffo described a forecasting habit he called "strong opinions, weakly held": reach a firm, specific conclusion quickly so you can act and test it, but abandon it readily when evidence contradicts it. For a solo designer this is the antidote to both failure modes. Commit firmly enough to build and ship. Write the "revisit if" line in your decision log so you know in advance what evidence would change your mind.

    Bikeshedding and the time-box

    C. Northcote Parkinson's "law of triviality" (in Parkinson's Law, 1957) observed that a committee will spend little time approving a nuclear reactor, which few understand, and far longer debating a bicycle shed, which everyone feels qualified to judge. Hence "bikeshedding". Alone, you bikeshed with yourself: three evenings on icon corner radii while the onboarding flow stays unexamined. The fix is a time-box written before you start: "Icon style: 45 minutes, then ship whatever is best." Remember Hofstadter's law, from Gödel, Escher, Bach (1979): it always takes longer than you expect, even when you take into account Hofstadter's law. Time-boxes protect you from that too.

    When to stop polishing

    Diminishing returns of polish hours of polish on one screen → quality users notice → fix hierarchy,spacing, copy states, motion,edge cases Stop zone 1 px nudges, third icon set,"just one more" gradient Exceptions: the one screenpeople see every day.
    Most perceived quality comes from the first hours. Hierarchy, spacing, copy and states deliver most of it. Past the knee of the curve, time is usually better spent on another screen, on testing, or on rest. The exception is your product's core screen, where small refinements are felt thousands of times.

    A practical stop test, three questions: Would a user notice the difference? (If you need to zoom to 400% to see it, no.) Does it break a principle or a system rule? (If yes, fix it; consistency matters.) Is there a screen with a bigger problem? (There almost always is; the screen inventory tells you which.)

    For the solo creator

    Write down your decision deadline with the decision itself: "Choose the reading font by Thursday 18:00." Deadlines you make for yourself are weak, so make them visible (a sticky note, a calendar event) and attach a default: "If undecided by then, ship Source Serif." A default turns indecision into a decision automatically.

    Do

    • Classify each decision as one-way or two-way.
    • Time-box and set a default before you start.
    • Break ties with numbered principles.
    • Log the decision with a "revisit if".

    Don't

    • Reopen logged decisions without new evidence.
    • Polish one screen while others are broken.
    • Spend days on two-way doors.
    • Decide one-way doors in a hurry at midnight.

    In the wild

    • Amazon's Type 1 and Type 2 decisionsBezos shareholder letter, 2015
      Argues that treating reversible decisions as irreversible makes organisations slow. A solo maker's version: most UI decisions should take minutes.
    • Parkinson's law of trivialityParkinson's Law, 1957
      Time spent on an item tends to be inversely proportional to its importance. Notice where your hours go; they often go to the shed.

    Common mistakes

    Endless reopening

    With no team memory, every question feels open.

    Read the decision log before reopening; reopen only if the "revisit if" condition is met.

    Polishing as hiding

    Polish is safe; launching invites judgement.

    Ship when the stop test passes; set a launch date in the brief.

    Check yourself

    You have spent two evenings choosing between two nearly identical greys for dividers. Your principles do not decide it. What now?

    Exercise 14.1 30 minutes · on your own product

    Door audit

    1. List every open design decision in your product (aim for ten).
    2. Mark each one-way or two-way.
    3. Make every two-way decision now, in under five minutes each, and log them.
    4. For each one-way decision, write a deadline, a default and what evidence you need.
    You're done when: the open list contains only one-way doors, each with a deadline and default.
    BeginnerCompetentStrong
    List made.Two-way doors decided and logged.One-way doors have evidence plans; you notice which you had been bikeshedding.
    15

    Energy and sustainability

    Drawing on Cal Newport (Slow Productivity, 2024), Paul Jarvis (Company of One, 2019) and Christina Maslach's burnout research

    Your capacity is the real constraint on your product, so design the product to fit it: budget hours for maintenance and support before features, scope to what you can sustain for years, and work in seasons rather than permanent sprints.

    A team product survives one person's bad month. A solo product does not. If you burn out, the product stops: no fixes, no replies, no updates, and users notice within weeks. So sustainability is not self-care advice tacked onto a design course; it is a design constraint, as real as screen size. Every feature you add is a permanent maintenance cost paid in your hours.

    Christina Maslach's research describes burnout in three dimensions: exhaustion, cynicism (detachment from the work and its users), and a reduced sense of effectiveness. The World Health Organization's ICD-11 describes burnout as an occupational phenomenon resulting from chronic workplace stress that has not been successfully managed. For solo makers the early sign is usually cynicism: support emails start to feel like attacks and you stop opening the app for fun.

    A weekly budget of 25 product hours (example) Plan you imagine 25 h new features Plan that lasts 5 h maintenance3 h support10 h features3 h practice4 h buffer Maintenance: updates, dependencies, bugs. Buffer: the unexpected. Numbers are an example; measure your own for four weeks before setting them.
    Features get what is left, not what is wished. When maintenance and support have no budget, they take it anyway, from your evenings. Planning them explicitly is what keeps the feature hours real.

    Scope to capacity

    Before adding a feature, estimate its lifetime cost, not its build cost. A sync feature might take three weeks to build and then two hours a week forever in conflicts, edge cases and support. A setting doubles the states you test. A new platform (Android, web, Windows) can nearly double maintenance. Paul Jarvis's Company of One argues for questioning growth itself: a business can deliberately stay small and still succeed. For a solo product, "smaller and excellent" is a strategy, not a compromise. It is also the calm-product philosophy of Honest & Calm applied to your own work.

    Seasons of building

    Cal Newport's Slow Productivity (2024) proposes three principles: do fewer things, work at a natural pace, and obsess over quality. "Natural pace" includes seasonality: periods of intense work followed by lighter ones. Plan your year in seasons rather than a permanent sprint.

    A year in seasons (one possible shape) Build10 weeks Polish4 wk Ship2 Rest+ learn 4 Maintain + research6 weeks Twice a year: about 26 weeks per cycle. Rest is scheduled, not earned.During rest and learn: no new features; read, do katas, study apps, talk to users.During maintain: fix, refactor, answer, write the next brief.
    Intensity needs a counterweight. A build season is sustainable because a rest season follows it. Without the rest, the next build starts tired and the cycle shortens until it breaks.
    Warning signWhat it usually meansResponse
    Support emails feel like attacksCynicism rising; support load above budgetBatch support into two fixed slots a week; improve help docs for the top three questions
    You avoid opening your own appDisconnection from the workSpend one session using it as a user, not fixing it
    Everything feels urgentNo buffer; too many commitmentsCut or pause one feature; say no to one request
    Weekends disappear for monthsSeason never endsSchedule a rest season now, with a date
    Sleep and health slippingExhaustionTreat it as the top-priority bug; talk to someone; reduce hours
    For the solo creator

    Write a "maintenance budget" line in every brief: "This feature will need about N hours a month after launch." If you cannot afford it, cut scope until you can, or do not build it. Saying no to a feature is designing your future weeks.

    Do

    • Measure your real weekly hours for four weeks.
    • Budget maintenance, support and buffer first.
    • Estimate lifetime cost before building.
    • Schedule rest seasons in advance.

    Don't

    • Plan as if all hours are feature hours.
    • Add platforms before the first one is calm.
    • Answer support at all hours.
    • Treat burnout as weakness; treat it as a design constraint.

    In the wild

    • Company of OnePaul Jarvis, 2019
      Makes the case for deliberately small businesses that prioritise autonomy and resilience over growth. "How small can this stay?" is a design question.
    • It Doesn't Have to Be Crazy at WorkJason Fried and David Heinemeier Hansson, 2018
      Basecamp's founders on calm work habits: fewer meetings, sensible hours, saying no. Calm products are easier to make in calm working conditions.

    Common mistakes

    Feature debt

    Each feature seemed small at build time.

    Once a year, list features by usage and maintenance cost; remove the bottom one and say why in the changelog.

    Sprinting forever

    Launch pressure never fully ends for a solo product.

    Put the rest season in your calendar before the build season starts.

    Check yourself

    Users request an Android version of your iOS reading app. You work 20 hours a week on it. What first?

    Exercise 15.1 4 weeks of tracking · 30 minutes to plan

    Your capacity budget

    1. For four weeks, log hours in five buckets: features, maintenance, support, practice, other.
    2. Draw your real budget bar like the one above.
    3. Set a target budget, including buffer.
    4. Sketch your next twelve months as seasons and put the first rest season in your calendar.
    You're done when: you have a measured budget, a target budget and a dated season plan.
    BeginnerCompetentStrong
    Estimated hours from memory.Measured four weeks; target budget set.Season plan changed your feature roadmap, and at least one feature was cut or deferred.

    Part three recap: connect the ideas

    Connect the ideas

    Calm technology (Honest & Calm) asks products to respect users' attention. How does that connect to this Part?

    Part four

    The plan

    Everything so far becomes a schedule. A 24-week curriculum that walks through all 21 guides, a capstone product that gives every week's practice a real home, a way to present it honestly, and a skills matrix to measure where you started and where you got to.

    16

    The 24-week curriculum

    Built on spaced practice, interleaving and the capstone as a thread through every week

    Six months, about 8 to 10 hours a week: each week pairs one guide (reading) with daily katas on the same skill, one weekly practice piece, and one concrete deliverable for your capstone product, so every concept is used within days of meeting it.

    Reading a guide gives you a mental model. Within a week, without use, most of it is gone. The curriculum is designed so that each idea is used three times in the week you meet it: in daily katas (isolated skill), in the weekly practice (a real screen from another product) and in the capstone deliverable (your own product). Later weeks deliberately revisit earlier skills, because spaced, interleaved practice is retained far better than blocked practice.

    24 weeks at a glance Framewk 1–3 Shapewk 4–6 Craftwk 7–12 System + testwk 13–16 Refinewk 17–20 Launch + tellwk 21–24 M1 briefM2 flowsM3 craftedM4 testedM5 refinedM6 shippedM7 Weekly load: about 2.5 h reading, 2.5 h katas (5 × 30 min), 2 h weekly practice, 2 to 3 h capstone. Self-assess in weeks 1, 12 and 24. Rest one day a week. Never double up weeks.
    Six phases, seven milestones. The phases follow the solo loop from chapter 1: frame the problem, shape the flows, craft the screens, systematise and test, refine with outside lessons, then launch and tell the story.

    Week by week

    WeekGuideRead and focus onDaily katasWeekly practiceCapstone deliverable
    Week 1FoundationsAll of it; then this guide's chapters 1 to 2Sketching basics: thumbnailsPick capstone idea; create /design folderFive-file /design folder and a first brief
    Week 2The Human MindAttention, memory, load, laws of UXCritique katas on cognitive loadAudit one app's main screen for loadAnnotated load audit of your own main screen
    Week 3Problems Worth SolvingJobs, research, scope, positioningWords: problem statementsInterview 3 to 5 potential usersCapstone brief v2 with evidence, appetite and No-gos
    Week 4Structure & InteractionIA, navigation, flows, states, forms, errorsInteraction katas: breadboardsRedesign a sign-up flowBreadboards for 3 core capstone flows
    Week 5Visual Design (1)Hierarchy, layout, grids, spacingVisual katas: spacing scalesCopywork: one screen with 50% overlayWireframes of the 3 key screens with real data
    Week 6Visual Design (2)Colour, icons, depth, densityGreyscale then one accentRedesign a dense tablePalette, icon set and one fully visual screen
    Week 7TypographyTypefaces, scales, measure, rhythmType katas dailyTypeset a long articleType scale and the reading screen in code
    Week 8Reading & WritingLong-form reading and focused writingReading-view drillsStudy one reader app with the protocolReading/writing view prototype on a real device
    Week 9Motion & FeelTiming, easing, physics, perceived speedMotion katas: toggles, transitionsAnimate a list-to-detail transitionThree motion specs implemented
    Week 10WordsLabels, errors, empty states, voiceTen error messages a dayRewrite every label in one appVoice notes and a full copy pass on the capstone
    Week 11Accessible & InclusiveContrast, text size, screen readers, inputAccess katasUse your phone with VoiceOver for an hourAccessibility audit and the top 5 fixes
    Week 12Information & DataTables, charts, dashboardsData katas: remove non-data inkRedesign a news chartStats or history screen; midpoint self-assessment
    Week 13Systems & PlatformsTokens, components, platform rulesSystems katasTokenise one app screenTokens and a playground with 25+ states
    Week 14Designing with AITrust, control, failure statesCritique an AI feature dailyRedesign an AI feature's error statesOne AI feature designed, or a written decision not to
    Week 15Testing & Iteration (1)Usability tests alone, heuristic reviewCritique katasRun a heuristic review on a known appThree usability sessions on the capstone
    Week 16Testing & Iteration (2)Analytics, learning loopsFix-one-thing katasIterate on the worst findingIteration log: before/after of 3 fixes
    Week 17Honest & CalmDark patterns, attention, privacyRewrite manipulative copy honestlyAudit an app's notificationsNotification and permission audit of the capstone
    Week 18Breakdowns: ObjectsPhysical design lessonsObject-to-software translationsStudy one object you ownOne object principle applied to the capstone
    Week 19Breakdowns: SoftwareDecision-by-decision teardownsCopywork from one studied appFull five-pass study of one appStudy filed; one steal shipped
    Week 20Breakdowns: ReadingReader-first productsReading-view katasCompare three readersReading experience refined; polish pass
    Week 21Identity & Launch (1)Names, icons, landing pagesIcon variation katasRedesign a landing pageName, icon and landing page draft
    Week 22Identity & Launch (2)Pricing pages, launch storyWords katas for launch copyWrite the launch postCapstone v1 shipped with changelog
    Week 23Reference Library + this guidePortfolio, case studies; reference listsCritique your own capstonePeer critique swap on the capstoneCase study draft (chapter 18)
    Week 24Review and planRe-read your notes and decisionsRepeat week 1's katas; compareSelf-assessment again; retrospectiveFinal rubric score, case study published, next 24-week plan

    Two notes on the order. Identity and launch (guide 14) comes late on purpose, because naming and branding a product you have not tested is decoration. And the breakdown guides come after the craft guides, so you can read them as a designer who has wrestled with the same decisions, not as a spectator.

    The daily and weekly routine

    1. 10 minutes: look. One great screen, object or page. Write one sentence on a decision it makes.
    2. 30 minutes: kata. Timer on, one drill, compare with a reference, log one gap.
    3. Product work. Capstone or your product, applying this week's guide.
    4. 2 minutes: log. One line in your practice log: what you did, one thing you noticed.

    Checklist: this week's practice

    Learn
    Practise
    Make
    Sustain
    For the solo creator

    If you already have a product with users, make it the capstone. The curriculum works the same; the deliverables become improvements rather than first versions, and your users become your test participants. If 8 to 10 hours a week is too much alongside your job or product, stretch it to 36 weeks: one guide every 1.5 weeks. Slower and steady beats faster and abandoned.

    Do

    • Fix the same time each day for katas.
    • Produce every week's deliverable, even if rough.
    • Use the self-assessment in weeks 1, 12 and 24.
    • Stretch the plan rather than skip the practice.

    Don't

    • Read ahead without doing the practice.
    • Double up weeks to catch up.
    • Change your capstone idea after week 3.
    • Skip rest days to go faster.

    In the wild

    • Shape Up cyclesBasecamp, 2019
      Six-week build cycles followed by a two-week cool-down for fixes, exploration and rest. A fixed rhythm with built-in slack is easier to keep than an open-ended plan.
    • The forgetting curveHermann Ebbinghaus, 1885
      Early memory experiments showing rapid forgetting after learning, and the benefit of spaced repetition. Use each idea within days, then revisit it weeks later; the curriculum is built to do both.

    Common mistakes

    Reading as progress

    Finishing a guide feels like completing the week.

    The week counts only when the capstone deliverable exists.

    Restarting from week 1

    After a missed fortnight, starting fresh feels cleaner.

    Resume where you stopped. The plan is a path, not a streak.

    Check yourself

    It is week 9 and you missed weeks 7 and 8 because of a product emergency. What do you do?

    Exercise 16.1 45 minutes

    Put the 24 weeks in your calendar

    1. Choose a start Monday.
    2. Add the 24 weeks as all-day events with the guide name and capstone deliverable.
    3. Block a daily 30-minute kata slot and a Friday comparison slot.
    4. Add milestone reviews in weeks 3, 6, 12, 16, 20, 22 and 24.
    You're done when: your calendar shows the whole plan and the first week's kata slots.
    BeginnerCompetentStrong
    Start date chosen.All weeks and daily slots scheduled.Plan adapted to your real capacity (perhaps 36 weeks), with rest weeks marked.
    17

    The capstone: design and ship a small real product

    The whole course, applied

    Over the 24 weeks, design and ship one small, real, calm product for real users (one job, three to five screens, done excellently), so that every guide's ideas meet a real constraint and you finish with something people use.

    Exercises on other people's apps train sub-skills. Only a real product trains integration: the moment when the typography decision fights the information density, the motion spec fights the battery, and the beautiful empty state turns out to be the screen people see only once. A capstone also gives you something no course certificate can: a product you can point to.

    The rules are about scope. One job. Three to five main screens. Real users (at least five people who are not you). Shipped (App Store, TestFlight, or a public URL). Small enough to finish in the time the curriculum gives, real enough to teach you everything.

    Pick one

    • A calm reading log. Log books, see what you read this year, keep quotes. No social feed, no streak guilt.
    • A focused writing app. One document at a time, beautiful type, a word goal you can hide.
    • A quiet read-later app. Save articles, read them in a clean view, archive.
    • A personal recipe keeper. Import, read while cooking with the screen awake, scale servings.
    • Your own idea, if it passes the rules above and you can find five real users.
    Don't
    Reading social feedAI summariesstreaksAndroidweb appbook clubssync
    Everything at once. Seven directions, none of them finished. At week 24 you have a half-built platform and no users.
    Do
    Job: remember what I read LibraryAddBookYear Parking lot: sync, Android, quotes OCR
    One job, four screens, a parking lot. Every later idea is written down and deliberately not built. Excellent and small beats ambitious and unfinished.

    Milestones and deliverables

    MilestoneWeeksDeliverablesGate question
    M1 Frame1–3Brief with evidence from 3 to 5 interviews; principles; appetite; No-gos; parking lotCan I state the job in one sentence a user would agree with?
    M2 Shape4–6Breadboards of core flows; Crazy 8s sheets; fat marker sketches; wireframes with real dataDoes every place have an exit and every error a path?
    M3 Craft7–12Type scale, palette, icons, reading view, motion specs, copy pass, accessibility fixes, one data screen; all in codeWould I use this daily myself?
    M4 System and test13–16Tokens and playground; 3 usability sessions; iteration log with 3 fixesDid real people complete the core job without help?
    M5 Refine17–20Calm audit; lessons from breakdowns applied; full polish pass using the stop testIs there anything here that serves me, not the user?
    M6 Ship21–22Name, icon, landing page, store listing, changelog 1.0, releaseCan a stranger find it, understand it and start in a minute?
    M7 Tell23–24Case study, final self-assessment, retrospective, next planCould someone learn from my process?

    Capstone rubric

    Score yourself at M4 and M7, and ask your critique partner to score you at M7 too. The gap between your score and theirs is itself useful information.

    CompetencyDevelopingCompetentStrong
    Problem framingJob stated, little evidenceJob backed by interviews; clear No-gosEvidence changed the scope; success measured after launch
    Structure and flowsHappy path worksAll states and errors handledFewer places than first planned; no dead ends
    Visual designConsistent but genericClear hierarchy; disciplined spacing and colourA recognisable, calm character that serves the content
    TypographyReadableDeliberate scale, measure and rhythmLong reading is a pleasure on every size
    WordsLabels are clearErrors and empty states helpful; consistent voiceCopy is so clear that help text is rarely needed
    Motion and feelDefault transitionsPurposeful motion with good timingInteractions feel physical and fast; reduced motion honoured
    AccessibilityContrast passesScreen reader and large text workTested with assistive tech users; no exclusions found
    SystemsSome shared stylesTokens and a component playgroundNew screens built almost entirely from the system
    Testing and iterationShowed it to friendsThree observed sessions; fixes madeA documented loop: observation, change, re-test
    Ethics and calmNo dark patternsRespectful notifications and permissionsCalm by design; features refused for users' sake are documented
    ShippingShipped to a few testersPublic release with changelogReal users return without reminders
    StorytellingScreens postedCase study with processHonest case study others learn from, including mistakes

    Checklist: capstone ship readiness

    Product
    Craft
    Release
    For the solo creator

    The parking lot is your best friend. Every time a new idea arrives mid-build, write it there with the date and go back to work. At M7, read the parking lot: half the ideas will look unnecessary, and the ones that survived are your next brief.

    Do

    • Choose a job you personally have.
    • Keep a parking lot for every new idea.
    • Ship at week 22 even if imperfect.
    • Find five real users by M4.

    Don't

    • Add accounts, sync or social unless the job needs them.
    • Change the idea after M1.
    • Delay shipping for one more polish pass.
    • Measure success by downloads alone.

    In the wild

    • Small, focused indie apps2010s to 2020s
      Many beloved apps began as one job done well by one or two people: a podcast player (Overcast), a weather app, a single-purpose Mac utility. Small scope is how solo makers reach excellence.
    • iA Writer's first version2010
      Launched as a deliberately minimal writing app with very few settings. Constraints can be the product's identity, not a limitation.

    Common mistakes

    The platform trap

    Accounts, sync and multiple platforms feel like what "real" apps have.

    Start local-only on one platform. Add infrastructure only when users need it and your budget allows.

    No real users

    Testing with yourself is easier.

    Recruit five people in week 3 and keep them informed; they become your testers at M4.

    Check yourself

    At week 14 you have an idea for AI-generated book summaries in your reading log. What do you do?

    Exercise 17.1 90 minutes · week 1

    Capstone kick-off

    1. Choose your capstone and write the job in one sentence.
    2. List three to five main screens and nothing more.
    3. Start the parking lot with every extra idea you already have.
    4. Name five people who could be users and message them.
    5. Write the M1 brief draft.
    You're done when: a brief, a screen list, a parking lot and five contacted people exist.
    BeginnerCompetentStrong
    Idea chosen.Scope fits the rules; people contacted.Scope is ruthless; at least two people have replied with real context.
    18

    Portfolio and case studies for a solo maker

    Drawing on Austin Kleon (Show Your Work!, 2014) and makers who publish their process

    For a solo maker the shipped product is the portfolio; a case study adds the one thing the product cannot show: the problem, the options you rejected, the evidence, and what you would do differently.

    A designer at a company shows mockups because the product belongs to someone else. You own the whole thing, so you can show something more convincing: a live product with real users, plus the reasoning behind it. Anyone evaluating you (a client, an employer, a collaborator, a future user) is really asking two questions: can this person make good things? (the product answers) and can they think? (the case study answers).

    Austin Kleon's Show Your Work! argues for sharing process as you go, not only finished results. For a solo maker that habit compounds: your changelog, a short post per milestone and your decision log are already 80% of a case study by the end.

    An honest case study in six sections 1 Problemwho, when, evidence 2 Constraintstime, solo, platform 3 Optionssketches you rejected 4 Decisionsand their costs 5 Outcomewhat users did, numbers 6 Reflectionmistakes, next time Highlighted sections are the ones most case studies skip, and the ones that show judgement. Length: 1,000 to 2,000 words and 8 to 15 images. Readable in ten minutes.
    Options and decisions are the heart. Final screens show taste; rejected options and stated costs show judgement, which is rarer.
    Don't
    Reading App Redesign "Clean, modern, user-friendly."
    The mockup parade. Three glossy phones and adjectives. It shows you can make pictures, not that you can design.
    Do
    Logging a finished book in 6 s Problem: people forgot to log; it took 40 s. Rejected: modal, rating-first. Chose: swipe. Cost: less discoverable; added hint. Result: 6 s median in 5 tests. Next time: test the hint earlier.
    Problem, options, cost, result, reflection. Smaller images, more thinking. A reader learns how you decide.

    A case study template

    # [Outcome-shaped title, e.g. "Logging a finished book in 6 seconds"]
    Role: everything (solo) · Timeline: [weeks] · Platform: [..] · Link: [live]
    
    1. Problem       Who, what situation, evidence (quotes, numbers).
    2. Constraints   Time, being one person, platform, what I chose not to do.
    3. Options       2 to 4 directions with sketches; why each was rejected.
    4. Decisions     The 3 most important, each with its cost and principle.
    5. Outcome       What users did. Numbers if honest; observations if not.
    6. Reflection    What I got wrong, what I would do differently, what's next.
    For the solo creator

    Show process honestly, which means including what went wrong. A case study where every decision was right reads as fiction. One paragraph on a mistake, what it cost and how you noticed it is often the most persuasive part, because it shows the learning loop working. Never present copywork or concept redesigns of other companies' products as client work; label them as practice.

    Do

    • Link to the live product first.
    • Title case studies by outcome, not by app name.
    • Show rejected options and the reasons.
    • Use real numbers or say you have none.

    Don't

    • Inflate results or invent metrics.
    • Show only final, tilted mockups.
    • Write 6,000 words nobody finishes.
    • Hide the fact that you worked alone; it is a strength.

    In the wild

    • Halide's design postsLux, 2017 onward
      The makers publish long posts explaining the reasoning behind their camera app's interface and updates. A product with a public reasoning trail is a portfolio in itself.
    • Show Your Work!Austin Kleon, 2014
      Ten short chapters on sharing process openly and regularly. Document as you go; the case study then writes itself.

    Common mistakes

    Writing it at the end from memory

    Case studies feel like a launch task.

    Your decision log, sketches archive and changelog are the raw material. Keep them, and the writing takes a day.

    Process theatre

    Courses show double-diamonds and personas, so you add them after the fact.

    Show the process you actually ran, even if it was messy. Reconstructed process is easy to spot.

    Check yourself

    Your capstone has 40 users and you have no analytics. What should the Outcome section say?

    Exercise 18.1 1 day · weeks 23 and 24

    Write your capstone case study

    1. Collect the brief, decision log, sketch photos, usability notes and changelog.
    2. Fill the six-section template.
    3. Pick the three decisions that best show judgement; illustrate each with before/after or rejected/chosen.
    4. Write one honest mistake paragraph.
    5. Ask your critique partner to read it in ten minutes and tell you the one thing they remember.
    You're done when: a published case study links to your live product and a reader can repeat back your key decision.
    BeginnerCompetentStrong
    Screens with captions.All six sections with real artifacts.A reader can explain your trade-offs; the mistake section teaches something.
    19

    Skills self-assessment

    Levels after the Dreyfus model of skill acquisition (Stuart and Hubert Dreyfus, 1980)

    Rate yourself honestly on twelve competencies at four levels, three times over the curriculum (weeks 1, 12 and 24), and spend most of your practice on the two lowest; the shape of the chart matters more than its size.

    Stuart and Hubert Dreyfus described skill acquisition as a series of stages, from the novice who follows context-free rules, through the advanced beginner who starts to recognise situations, the competent performer who plans deliberately and feels responsible for outcomes, to the proficient performer who sees what matters intuitively (and, beyond, the expert). The four levels below adapt the first four stages to product design. Expert is left off on purpose: it takes years, and a self-rating of "expert" is usually a sign of the opposite.

    A self-assessment is only useful if it is honest and specific. Rate yourself by evidence, not feeling: "Competent in typography" should mean you can point to a screen where measure, scale and leading were deliberate. When unsure between two levels, choose the lower. Then ask your critique partner to rate you too; the differences are the interesting part.

    The matrix

    Competency1 Novice2 Advanced beginner3 Competent4 Proficient
    Problem framingStarts from a solution; problem impliedWrites a problem statement when prompted; little evidenceWrites briefs with evidence, appetite and No-gos; talks to users routinelyReframes problems from evidence; scope decisions visibly improve outcomes
    Structure & interactionDesigns single screens; flows emerge by accidentDraws happy-path flowsBreadboards flows with all states, errors and exitsReduces places and steps; designs undo and recovery by default
    Visual designDecorates; inconsistent spacing and colourFollows a grid and spacing scale when remindedClear hierarchy, disciplined colour roles, consistent spacingDistinct, calm visual character that serves content; can explain every choice
    TypographyUses defaults; many sizesPicks decent fonts; uneven scaleDeliberate scale, measure and leading; comfortable long readingSets text for any size and script with rhythm and nuance
    WordsLabels written last, generic errorsClear labels; errors still vagueHelpful errors and empty states; consistent voiceCopy reduces UI; can cut a screen by rewriting it
    Motion & feelDefault or no transitionsAdds animation, sometimes decorativePurposeful motion with good timing; respects reduced motionInteractions feel physical; motion explains state changes
    AccessibilityNot consideredChecks contrastScreen reader, large text and keyboard workInclusive by default; tests with assistive tech users
    Information & dataCharts with default styling and clutterReadable tables and chartsChooses the right form; removes non-data inkMakes complex data calm and comparable at a glance
    SystemsValues hard-coded everywhereSome shared stylesTokens and components with states; playgroundSystem makes new screens fast and consistent; follows platform rules
    Prototyping & codeOne fidelity for everythingBuilds clickable or coded prototypesPicks fidelity by question; fast design-in-code loopPrototypes the riskiest unknown first and gets decisive answers
    Testing & iterationAsks friends if they like itRuns occasional informal testsRegular observed sessions; acts on patternsA documented learning loop that changes the roadmap
    Taste & critique"I like it"Notices problems, struggles to explainExplains decisions with reasons; useful critiqueSees subtle issues fast; judgement trusted by peers
    Lab: rate yourself (saved in this browser)

    Ratings save automatically in this browser. "Save as snapshot" stores today's ratings; the chart then shows that snapshot as a dashed outline so you can see your growth at week 12 and week 24. The advice line points to the guides for your two lowest skills.
    Two shapes of skill T-shaped: solid base, one depth Lopsided: pretty, untested no skill below 2; one skill at 4 three skills at 4; most others at 1
    For a solo maker, the floor matters more than the peak. You are the whole team, so your weakest competency caps the product. Aim for no skill below 2 by week 12 and none below 3 by week 24, with one or two at 4.
    For the solo creator

    Specialists can afford a lopsided profile because colleagues cover their gaps. You cannot. A beautiful app that solves the wrong problem, or one that screen-reader users cannot operate, fails however good its typography is. Use the chart to choose your katas: about 70% on the two lowest skills, 30% on the one you want to make exceptional.

    Do

    • Rate by evidence you can point to.
    • Choose the lower level when unsure.
    • Snapshot at weeks 1, 12 and 24.
    • Ask a peer to rate you as well.

    Don't

    • Rate how much you know about a skill; rate what you can do.
    • Chase a perfect circle at level 4.
    • Ignore a skill because you dislike it.
    • Compare your chart with other people's.

    In the wild

    • The Dreyfus modelStuart and Hubert Dreyfus, 1980
      A five-stage model of skill acquisition used in nursing (Patricia Benner's From Novice to Expert, 1984), software and other fields. Levels describe how you see situations, not only how much you know.
    • Career ladders and skill matricescommon in design teams
      Many design organisations publish competency matrices for growth conversations. A matrix turns vague "get better" into specific next steps; you can be your own manager with one.

    Common mistakes

    Rating knowledge, not ability

    After reading a guide you know a lot, so you feel competent.

    Rate only what you have done on a real product at least twice.

    Never re-rating

    The first rating feels like the job.

    Put the week-12 and week-24 snapshots in your calendar now.

    Check yourself

    Your chart: Visual 4, Typography 4, Motion 3, everything else 1 or 2, Testing 1. Where should most of next month's practice go?

    Exercise 19.1 30 minutes · weeks 1, 12 and 24

    Baseline and plan

    1. Rate all twelve competencies in the lab, by evidence.
    2. Save a snapshot.
    3. Ask your critique partner to rate you using the matrix; note the three biggest differences.
    4. Pick your two lowest skills and schedule katas for them in the next four weeks.
    You're done when: a snapshot is saved, a peer rating exists, and the next four weeks of katas are weighted to your two lowest skills.
    BeginnerCompetentStrong
    Self-rated by feel.Rated by evidence; snapshot saved; plan made.Peer rating compared; you can explain each difference with an example.

    Wrap-up

    You now have a way of working, not just a set of ideas: a loop sized to risk, five living documents, fast sketching and shaping, prototypes that answer questions, a design-in-code workflow, a system for training taste, a feedback network, a way to decide alone, a capacity budget, and a six-month plan with a real product at the end. None of it works if you only read it. The two-week assignment below is the bridge.

    Twelve things to remember

    1. Size the process to the cost of being wrong: minutes for two-way doors, days for one-way doors.
    2. Keep five documents (brief, decisions, principles, screens, changelog) in the repo, and nothing you will not reread.
    3. Sketch many cheap options before choosing; a thick pen and a timer beat drawing skill.
    4. Breadboard flows in words before drawing screens; fat markers set boundaries, not specs.
    5. Every prototype answers one written question at the lowest fidelity that can answer it.
    6. If you build, design the craft in code with hot reload and a playground of every state.
    7. Pick a minimal tool kit and deepen it; switch only for a recurring, written job.
    8. Taste is perception plus reasons; the Gap between taste and skill closes only with volume.
    9. No save without a sentence: an annotated swipe file teaches, a folder of screenshots does not.
    10. Deliberate practice needs a specific goal, focus, feedback and stretch; 30 minutes a day beats six hours once.
    11. Ask specific questions, sort feedback into observation, interpretation and solution, then decide yourself.
    12. Your capacity is a design constraint: budget maintenance, support, buffer and rest before features.

    Self-assessment: I can…

    Practice assignment for the next two weeks

    1. Day 1: Create the /design folder with all five files (Exercise 2.1). Rate yourself in the skills lab and save a snapshot.
    2. Day 2: Choose your capstone (or declare your current product the capstone). Write the brief and start the parking lot.
    3. Days 3 to 12: One 30-minute kata each weekday, at least four on your two lowest skills, each compared with a reference and logged.
    4. Day 4: Crazy 8s on your capstone's most important screen; breadboard its main flow.
    5. Day 6: Start an annotated swipe file with nine entries across three patterns.
    6. Day 8: Find a critique-swap partner and send them the template.
    7. Day 10: Build a playground route with your first five components and their states.
    8. Day 13: Run the five-pass study on one app you use daily.
    9. Day 14: Put the 24-week plan in your calendar. Write half a page: what changed in how you work.

    Reading list

    • Shape Up
      Ryan Singer, 2019 (free online) · Breadboards, fat markers, appetite and rabbit holes; the best process book for small teams and solo makers.
    • Sketching User Experiences
      Bill Buxton, 2007 · Why sketching is the core of design, and the difference between sketches and prototypes.
    • Peak: Secrets from the New Science of Expertise
      Anders Ericsson and Robert Pool, 2016 · Purposeful and deliberate practice, and mental representations, from the researcher himself.
    • Badass: Making Users Awesome
      Kathy Sierra, 2015 · Perceptual learning and skill building; written for product makers, and doubly useful applied to yourself.
    • Ira Glass on Storytelling
      Ira Glass, 2009 (video interview series) · The source of "the Gap"; short and worth watching when you feel your work is not good enough.
    • Taste for Makers
      Paul Graham, 2002 (essay) · An argument that taste can be good or bad, and a list of what good design tends to share.
    • Steal Like an Artist and Show Your Work!
      Austin Kleon, 2012 and 2014 · Short books on collecting influences and sharing process; the basis for your swipe file and case studies.
    • Creativity, Inc.
      Ed Catmull with Amy Wallace, 2014 · The Braintrust and candid feedback without authority.
    • Sprint
      Jake Knapp with John Zeratsky and Braden Kowitz, 2016 · The design sprint, Crazy 8s and fast prototyping.
    • What do Prototypes Prototype?
      Stephanie Houde and Charles Hill, 1997 (paper) · A clear model for choosing what a prototype should explore.
    • Slow Productivity
      Cal Newport, 2024 · Fewer things, natural pace, obsessive quality; a sustainable rhythm for solo work.
    • Company of One
      Paul Jarvis, 2019 · Staying small on purpose; scope as a business strategy.
    • The Creative Habit
      Twyla Tharp, 2003 · A choreographer on routine and practice as the basis of creative work.