You focus too deeply on the small details
Once I start designing, I can immediately focus on the small details, brainstorming and creating a plethora of different interactions for how people navigate on the page. Being in this state can cause me to lose the bigger picture of what the user is trying to achieve, and the overall experience they go through.
The intention of being “thoughtful” to detail can be counterintuitive as flourishing an experience with too many details can actually deter the intention of helping users achieve their goals with the least amount of friction possible.
Designing rough mocks was able to help me design the core experience. If I went straight into high fidelity, then i would lose concept of the MVP entirely. I was already starting to feel overwhelmed by the different details that I forgot I needed to design the core experience first.
You forget the MVP
When I was presenting my work to my co-workers in a recent design review, the PM got confused when I showed him a screen that showcased an very small interaction. He asked questions such as, “What’s the significance of this interaction?”, and “How does it work?” because it didn’t offer any immediate affordance to how it would be used, let alone a significant part of the user experience. We came to a consensus that we weren’t going to be using it, but this made me realize that I needed to take a step back and design the minimum, viable, essential experience before designing different states of a specific part.
Asking the wrong questions
When I immediately started thinking about the details of a design, the questions I thought of were more related to the interactions and appearance of what users would be looking at. Subconsciously, I found myself placing higher priority on the visuals and secondary interactions, rather than basing my decisions off the central goal of helping users achieve their overall goals efficiently.
When I asked questions about the fine details, it made me realize I hadn’t finished designing the basic framework to where those details could exist and be designed at a later time.
You get locked into a design
As mentioned in my recent article about taking ownership on my design decisions, making high fidelity screens in the beginning of your design process, that if passed on without a design review, can set the wrong user experience from the get-go. If your design isn’t well thought out in regards to feasibility, creating something right away and shipping it can set a wrong impression on users and deter them from using the product in the future.