EverProduct
← All spheres

UX Design

Research, information architecture, interaction patterns and the craft of design critique.

0 / 20 done

Stage 01

The Person on the Other Side

Mechanics before technique. An interface is a machine for a brain with known limits — learn the limits first, and every rule that follows stops being a matter of taste.

Stage 02

Finding the Real Problem

A beautifully solved wrong problem is the most expensive thing a designer produces. Four ways to find out what people actually do — and to turn a pile of notes into a task worth solving.

Stage 03

Designing the Thing

Structure, path, composition, controls — the four layers every screen is assembled from, in the order they have to be decided.

Stage 04

Checking It Against Reality

Everything above is a hypothesis until someone else touches it. How to build something testable cheaply, watch it fail, make it work for everyone, and say it in words that fit.

Stage 05

Working as a Designer

Craft is only half the job; the rest is defending decisions, keeping a product consistent, working inside real constraints — and a practice loop that keeps you growing after this roadmap ends.