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A bad UI/UX design process will destroy your company, it almost destroyed mine πŸ’€

Quick Intro πŸ‘‹πŸΎ

This is a long yet extremely critical post. So Before I go in deep, I think it's super important to establish why anyone should listen to me on this particular topic.

I am the founder and CEO of a VC-backed SaaS company Glorify.com. We've spent over $100,000 in total on just UI/UX design, and subsequently this process has impacted every other expense in our company which on average has been $50K per month between management, development, marketing and customer success over a 3 year period.

Building anything impactful is no doubt challenging, but I can say for sure that building a design tool is probably one of the most challenging due to the complexities of the user experience.

We've had many UI/UX wins with features shipped that our users adore. But probably an equal amount of losses where we spent too much time and energy on things our users just didn't care about. I wrote a detailed article about our failures right here.

After fixing our UI/UX design process using properly executed design systems and high fidelity prototypes, our company is finally moving in the right direction with product building momentum we've never seen before. But had we known what we know now 3 years ago, I honestly believe we would be doing at least $1m ARR by now. Instead we grew to $12K MRR by 2021 and overtime dropped to $5K MRR, which is where we are now (you can check my Stripe-verified product here)

Don't be me 3 years ago...

UI/UX bottlenecks is the elephant in the room 🐘

The fact is that for all SaaS, software and other digital experience companies, UI/UX is the biggest bottleneck of overall progress towards success, and yet strangely people don't highlight this enough.

The problem is that most companies go straight into product design with either an in-house designer or an agency without fully knowing what an actual scalable design system looks like nor it's life changing benefits. In fact most UI/UX designers themselves don't fully utilize Figma's best practices to make sure things are scalable from the beginning even though they can definitely deliver a beautifully designed interface.

Almost any designer can design something beautiful. But without building it from a custom scalable design system rigged to a 100% tactile high fidelity prototype, I guarantee you will waste not hours or weeks but months and possibly years (in our case 1.5 years), on design iteration and dev team handoff.

The Destructive Domino Effect of a Poor UI/UX Process πŸ’€πŸ’€πŸ’€

Now let's put this into perspective by demonstrating the destructive domino effect that a poor UI/UX design process has on your business.

  1. Designers go straight to knocking out low/mid fidelity screens on Figma with poor systemization during the process. The design itself may seem beautiful and there could be some basic saved reusable styles/components. But things are not centralized in a strong base.
  2. Time goes by as you hit various UI/UX milestones. But with a weak base you can't change or iterate anything without spending days and weeks pushing pixels with your designer.
  3. You realize you can't change basic things such as spacings, button designs, and other aesthetic choices at scale.
  4. There is zero clarity on where and why specific colors and fonts should be used.
  5. Your front-end developers will then have to redesign/convert your Figma screens into front-end html, CSS or any other code framework, this sometimes takes the same amount of time to deliver as the original Figma designs! πŸ˜–
  6. By the end of the design process you have a bunch of static screens giving you a high level picture of the user experience but nothing is granular, so you have to explain every click to your dev team via huge documentation that takes weeks to create. 😭
  7. With no clarity on the design side, there is no clarity on the dev side. Your developers, who are usually the most expensive team, end up spending weeks building things the wrong way or missing things out. πŸ₯΄
  8. After endless calls with the dev team to clarify your long form documentations, the dev team rushes to fix things.
  9. Your running out of time and money, so you decide to launch hoping it's an acceptable MVP, yet you already know how buggy and broken the experience is.
  10. Great news, the users start coming in, perhaps you see a little revenue, but it's not sustainable yet. You get some positive and negative feedback from users, and they start requesting more features on the roadmap. Great you know what to build! But the thought of going through all of that hassle again feels like a nightmare.
  11. You finally start to question the purpose of your existence πŸ˜΅β€πŸ’«.

I know too many companies that have knocked down all or at least some of the pieces in the domino effect described above. If you have been here then it's not all doom and gloom. After I discovered a better way, our SaaS company started to change for the better. Companies often speak about becoming Product-Led, Marketing-Led or even Customer-Led, but hardly anyone speaks about the importance of becoming UIUX-Led. I don't even think it's a thing, so I am hoping to start this movement (if it doesn't exist already).

In a nutshell executing a proper UI/UX process, with a standard set by some of the greatest companies (such as Google, Spotify, Intercom etc...) requires you to have a deeper understanding of design systems and high fidelity prototypes executed using Figma's best practices.

This results in shipping your product a 100x faster and easier... Literally. πŸš€

And no, you don't have to become an expert UI/UX designer. Just understanding the process is more than enough.

The Productive Domino Effect of a Great UI/UX Process πŸ‘·πŸ½β€β™€οΈπŸ‘·πŸ½β€β™€οΈπŸ‘·πŸ½β€β™€οΈ

Now let's put this into perspective by demonstrating the opposite productive domino effect that a great UI/UX design process has on your business.

  1. You work with your UI/UX designer or agency that actually fully understands Figma's best practices for design systems and high fidelity prototypes.
  2. After understanding your brand, users and overall vision, they start by exploring the style with 2 to 3 variations of concept screens and a basic prototype so your team can get a realistic simulation of how the experience will look and feel like. 🧐
  3. Once you agree on the style direction, your designer will start creating a custom foundational design system with a clear guide on where and why particular styles/components are used. This includes your color system (primary/s, secondary/s, neutrals and semantics), typography hierarchy, iconography, spacings and accessibility tests (to make sure all people with different screens or eye conditions like color blindness can have the best experience.
  4. Everything is tokenized from the beginning so that you can identify any design style or property on both your Figma file and front-end code. This results in design to code consistency with military precision. πŸͺ–
  5. Your designer will then start to flesh out basic interactive and static components such as buttons, menus, input fields, dropdowns etc... into an ever growing components library in Figma. Figma changed the game when they released interactive components last year. Making components interactive when possible will save you an insane amount of time from prototyping repeated interactions such as opening dropdown menus or hover animations on buttons. πŸ–±
  6. Your designer will then go into high fidelity design tackling 1 screen at a time for specific flows while gathering relevant feedback from you and your team when necessary. As you build up your experience there will be opportunities to save parts of the design as new reusable components (making them interactive where possible) so that you can be more efficient. Once you agree on a final design your designer can publish it to your components library in Figma.
  7. Once static screens of a specific flow are clear, your designer will prototype these screens together so that you can get an immersive tactile feel rather than just see static screens and imagine how it would work. 🀩
  8. You can send prototypes to sample users, run tests and gather feedback to iterate. Best part is that iteration happens fast and at scale vs pushing pixels for days. 😁
  9. Once you sign off a complete UI/UX flow, you can seamlessly transfer the prototype to the dev team without spending crazy hours and days on long form documentation. Every step in the experience is actually realistically simulated in the prototype giving your developers 1000% clarity without requiring hours of Q&A calls or video explanations. πŸ€“
  10. You get your product off the ground faster with less bugs and ready for launch! Your team are excited and rally towards your vision. Customer success teams spread joy as they help each customer achieve better results. Marketing teams are fulfilled seeing their hard work payoff with delighted users. Users are grateful to see your product polished. And the dev team are motivated to gather feedback and take on the next challenge. πŸ₯Ή
  11. MRR grows slowly yet sustainably, you can now forecast success and raise that $3m seed round at a super valuation. πŸ¦„

Ahhh, doesn't that story sound amazing. ❀️

My business finally started to change for the better only after I educated myself on best practices for scalable design systems. I am not an expert, but I know what the process looks like and what to expect when working with any UI/UX designer.

I wrote a detailed UI/UX case study on both our destructive and productive domino effects that we went through at Glorify. Feel free to check it out here.


Conclusion 🎯

The knock-on affect that the success of your product delivery has on your team's motivation is REAL. Everything changes. And it all started by optimizing your UI/UX process.

Your UI/UX process, NOT final design output, is the obvious bottleneck that people just don't talk about enough. Dev teams are always waiting on final designs, and even when they get them nothing is clear, nothing is connected or accounted for. Nothing is tested in the design phase, gimmicky experiences are shipped, so things will definitely change after code is written and users actually experience it.

It's really sad, and I've experienced all of this way too many times.
I learned the hard way...

It's easy for non-product people to say, "hey can you just build that onboarding" Or "just change that menu style to this approach", and technically you should be able to iterate that fast. But if you don't have an efficient pipeline for shipping those types of requests where a strong UI/UX process is the first step, then I guarantee one thing; YOU will create a Frankenstein product, patched with hot fixes and inconsistencies. πŸ§Ÿβ€β™‚οΈ

This is my sincere advice to all SaaS founders, product managers, creative directors, CTO's or anyone making big decisions for product in your company. Especially if you are a startup. Learn what a truly strong UI/UX process looks like. You don't have to be a UI/UX designer or expert, but at least have a basic understanding of the framework and what to expect from your designer.

There are many resources online that teaches this, the best and most obvious one being Figma's youtube channel. Although this can get a bit deep and technical - more geared towards pro designers.

I've also started a new Discord channel called Led By UX for product teams (especially non-UI/UX designers), where my team and other UX led companies such as Framer, Specsavers and others, share our learnings in an open and transparent community.

Check it out right here, and hopefully see you there!

Gone are the days of averagely designed MVPs. You could get away with those before 2019/18. MVP today means a smaller focussed set of features that gives value to end users, but packaged in an absolute pristine and beautiful experience.

This is my second post in Indie Hackers, and I already love this community, excited to share more of my journey, so if you did find any value in this post do give me a follow! πŸ™πŸΎ

Cheers!

posted to Icon for group Lessons learned
Lessons learned
on October 18, 2022
  1. 6

    I'm not sure how applicable this advice would be to indiehackers. It's probably good for a startup with a design, dev, and marketing team. Every situation is different. and that's okay!

    An indiehacker does not necessarily need to make figma mocks for a designer to pass off to a developer, because an indiehacker does the design and the dev. Rather, one would make figma mocks for personal use or for getting customer feedback. With that in mind, an indiehacker does not need all the same pipelines that a multi-team company would need.

    1. 2

      Of course every situation is different, and every team is different. Sometimes going solo means you are the whole team, this shouldn't affect the pipeline at all.

      Therefore it does not take away anything from the domino effects of a good or bad UI/UX design process. Even if you play both design and dev roles, design systems and high fidelity prototypes is still going to allow you to get better validation and make you ship so much faster with less headache, as well as iterate faster as you get feedback.

      I hope to do a future post on how I am bootstrapping an entire product end to end solo, it's the fastest I've ever been able to get from design to alpha.

      You can check out the case study I wrote here: https://together.design/blog/blitzit-case-study

      This should give your perspective on how relevant the points I made are to any Indie Hacker. πŸ˜‰

  2. 3

    Super useful. Thanks for sharing this.

    1. 1

      Thanks @Nareshmeetei! Got more similar content in the pipeline to share about my experience so far. Feel free to give me a follow ;)

      What are you building right now?

      1. 1

        Sounds amazing. Would love to learn more about your experience.

        I'm working on www.foundrshub.com for now.

        1. 1

          This comment was deleted 2 years ago.

  3. 2

    This was a gift ,we just finished making our dev company https://criov.com/ the article is really an eye openner
    Thank uu

    1. 1

      Love your page and the services you're offering. Small thing you might have missed; on the cost calculator page, the title of the page is "Genox - creative agency & digital marketing Agency..." which is inconsistent with the main page which has "criov - ..."

    2. 1

      Cheers buddy, more coming on this topic - if you found value feel free to give me a follow ;)

  4. 2

    This was such an interesting read. UI/UX is so critical to the success of a product, yet it seems like corners are always getting cut here. Definitely will be checking out Figma's youtube channel!

    1. 1

      100%, cutting corners actually delays things even more. It's a paradox.

      Figma has changed the game, especially with interactive components, it's insane.
      You can experience the product before you even build it! Absorb as much as you can!

  5. 2

    One of the best Articles, I read was about UX design.

  6. 1

    It's Very interesting, helpful content...thank you for sharing.

  7. 1

    Interesting read. While UI/UX is important, it also depends on what sort of resources are available. Once a design process and system is established, it becomes a lot easier to build new features. I think UX is a lot more important in the earlier stage, because without a fluid experience, the user might stop using the product altogether. Most users won't even notice the difference in UI unless it's wildly inconsistent.

    1. 1

      Ah but if you run enough tests with typical users (People just looking to solve JTBD), most of whom you said don't care about the nuances or won't notice - which I agree.
      But on a subconscious level, more and more people are connecting the dots of good design deep down inside.

      Ask a layman and Just present a decent design with zero systemization (minor things like a few unaccounted colors or a pixel off on padding or 2), then ask someone to review a pristine UI built from custom components of a well crafted design system. The feeling is real, even if subtle at first. Don't forget the apps people are using every single day for hours; Instagram, TikTok, Spotify and the rest are beautifully designed with super design systems.

      I think people's awareness will keep evolving.

      My question is why cut corners when Figma has made design systems so efficient and easy? So efficient that taking a shortcut is a paradox that ends up in a downward spiral of a buggier MVP that took longer to build?

      1. 1

        Oh for sure, most B2C product rely on visual design to keep the users engaged and stay longer on their apps. Their user flows aren't as complex as SaaS products, which is where I think UI isn't as important.

        I agree that a design system helps build consistency but it does take a while before it's at a good place. Even though, it's always evolving depending on new features or products. I just don't think spending time making something visually stunning is something most early stage products can afford to do.

        1. 1

          I disagree buddy, I think you can design stunning SaaS products for your MVP using very simple design system techniques.

          I am bootstrapping one right now, you can check out the case study I wrote here: https://together.design/blog/blitzit-case-study

  8. 1

    This is an impressive article, Thanks

    1. 1

      Thanks buddy, got more coming. Give me a follow if you feel like you have found value.

  9. 1

    "Companies often speak about becoming Product-Led, Marketing-Led or even Customer-Led, but hardly anyone speaks about the importance of becoming UIUX-Led"

    This summarises everything @OmarGlorify. Learned so many lessons from this post that will help me in product development.

    Thanks for sharing ❀️

    1. 1

      Thanks dude, glad you found value!

  10. 1

    I have also faced a similar kind of problem! Thank you for sharing this awesome content!

  11. 1

    Thanks for sharing with us.

    1. 1

      Thanks dude, got a lot more to say on this topic, so feel free to give me a follow ;)

  12. 1

    Thanks for sharing your learnings :)

  13. 1

    This is a great read. Couldn't agree more.

    Just out of interest have you ever taken the approach to using a pre build component library from the beginning of your project? e.g. Material UI Kit / Chakkra

    You get a pre built design system and component library from the get go. I've taken this approach numerous times but always find myself needing to create custom components later down the line. This then goes onto break the original design system.

    Be good to get your opinion on how you would break away from a legacy design system.

    1. 2

      Most pre-built libraries like material UI kit/ chakkra are good if you are making a product with screens similar to the admin panel. However, for products where there is a different UX then using pre-built components adds to more mess.

      There are times when you need something simpler, something different, and something more flexible for customization where libraries like these has lots of limitations.

    2. 1

      Thanks buddy,

      I've never really found pre built components that useful. I always end up heavily customizing it. It could be useful for inspo or just stealing little pieces and bringing them to your file (which I have done on occasion), but overall I'm not a fan of using templated components.

      Every brand and business is different, your style can be imagined in so many ways. Even simple things like buttons and fields can embody a very unique spin from the focus state, to the corner radius, padding, outline thickness, colors etc...

      Remember the first step is actually starting in mid/low fidelity, you don't have to save everything as final components, but a few simple elements can be saved and adjusted on the component level as you go along. The first step is just to nail the overall look and feel. Once you're confident on style you can move onto high fidelity, and spend more time finalizing bigger components and publishing them.

      When you build your components from scratch it is just more organized and more satisfying. You and your team are super clear on the style usage, and as you craft one component, the next one becomes easier and easier.

      Soon it becomes second nature to the point you design a new flow, and instantly realize that another component can be saved and published to your library.

  14. 1

    I agree with this as a designer and I dont fully agree as an indiehacker who is trying to test an idea fast and iterate based on feedback. This writeup also assumes the idea is already sucessful. As startup, you will experience some of those highlighted problems, even if you try to avoid it. The reason is because you are scrappy in the early days and your version 1.0 won't scale without major iterations and adjustments. Great writeup!

    1. 1

      Thanks for your feedback buddy ❀️, I see where you are coming from but I have to push back a little as it all has to do with context.

      Quoting from my post:
      "Gone are the days of averagely designed MVPs. You could get away with those before 2019/18. MVP today means a smaller focussed set of features that gives value to end users, but packaged in an absolute pristine and beautiful experience."

      I fully stand by that.

      I've built a number of platforms from scratch with a more entrepreneurial, scrappier Indie Hacker attitude, and while that approach has worked in the past (pre 2019), people are just not forgiving towards poorly designed MVPs anymore.

      On top of this, technology and workflows have caught up so much, that taking shortcuts in design is a paradox that just won't help you deliver faster especially if you are boostrapping solo. Today you will take longer to launch a buggier MVP with a "let's just get something out there" attitude.

      Even at the validation stage, a smarter entrepreneur working from his parent's garage, would take Figma's design system approach more seriously, so that he can deliver a super tactile high fidelity prototype that potential users could truly experience and give qualitative feedback before writing his first line of code.

      Actually the proof is in the pudding, I used this process to design an entire productivity tool from scratch, validate it and already in 3 months I have a BETA ready. Wrote a case study for it here: https://together.design/blog/blitzit-case-study

      The video of the app in this case study is NOT code, it's a Figma prototype, but it looks and feels like the real thing.

      Hope this gives some perspective! πŸ˜‰

      1. 1

        MVP today means a smaller focussed set of features that gives value to end users, but packaged in an absolute pristine and beautiful experience."
        What I am saying is it won't still be pristine.
        Take the prototype for example; is the prototype really providing end value for users or they think it will provide an end value for them, when the product is eventually launched. These two scenarios are very different, you never truly know until you launch. For context too I believe bad UI/UX is very bad for tech startups and businesses (for example, I won't stop hammering a fellow startup founder until they had to redesign, however they validated and believed there is market). Thanks for sharing these knowledge with us. I have also learnt.

  15. 1

    Thank you for sharing.

    1. 1

      Thanks for reaading ;)

  16. 1

    Another Gem, Good write up.

    1. 1

      Thanks buddy as always!
      Gonna follow you this time to see how FieldShark comes along ;)

      1. 1

        Thank you, it's moving along.

  17. 1

    Hey, Omar! thanks for sharing. I've been living something similar recently with my first Saas. Didn't do a high-fidelity design and now I'm paying the price of redoing it while paying the dev team for another month of development.

    While redoing designs I was indeed thinking of the importance of the design system.

    Keep the good work!

  18. 1

    "6. By the end of the design process you have a bunch of static screens giving you a high level picture of the user experience but nothing is granular, so you have to explain every click to your dev team via huge documentation that takes weeks to create. 😭"

    Yep, static screens is one of the main problems in UX design right now. You can't see, test (and improve) designs if you're just looking at unconnected pictures of what could be. That's just glorified (no pun intended) graphic design.

    I believe interactive prototyping should be way easier. Interactions happens on an element basis in real life (e.g. a dropdown opens, and changes its content, then closes again).

    Why the hell do I need to duplicate art boards a dozen times, change minor things on a screen and have a duplicate of everything else?
    7 identical screens to change a few elements within them? That's just nuts to manage.

    This conversation is the reason we created Antetype. Interactivity is an integral part of UX so let's build tools for that + responsive design like real apps, not just pixel-based images without rules

    1. 2

      100% dude, Antetype sounds cool, would love to know more.

      Although I feel Figma's interactive prototypes really has changed the game and has solved the need to duplicate repeated interactions!

      1. 1

        I'll drop you an email :-)

  19. 1

    Very informative and somewhat eye opener, you do have design systems for UI/UX team but what about a checklist for other people like product managers, creative directors etc to ensure UI/UX team is following the design system and not missing the details?
    I am not talking about granular details but an overview that "design system" is being followed just by looking at the things in the checklist

    1. 3

      Thanks bro!

      Definitely, planning to launch a platform called Led By UX which educates founders on best practices!

  20. 1

    As a freelance front end/back end dev with some design background I argue constantly for the importance of getting the UI/UX design process right. A designer I work with is still building pixel-perfect Photoshop screens that ultimately lead to disappointed clients, delayed, and over budget projects. A great set of insights.

    1. 1

      Wow I didn't realize people are still using Photoshop πŸ˜…. Someone needs to show him the better way!

      1. 1

        He was using Dreamweaver before! He is stuck in his ways, a single person company I don't think he'll ever change!

        1. 2

          Ask him if he would like to build a better product 100x faster with less bugs?

  21. 1

    Super insightful read, thank you for sharing! Which one of these lessons was the most challenging to learn for you, and why?

    1. 2

      I think design systems, as there are so many approaches to it in terms of organization, I follow Adobe's and Google's design tokens approach as described above. Where as Prototyping is a simple concept of simply connecting 1 screen to another via a button element or menu item etc...

  22. 1

    Amazing article @OmarGlorify, The value of good, well organized UI/UX is becoming a pivitol part of building products that last.

    1. 2

      100%, I just hope more founders and product teams realize this sooner than later. Especially shoestring budget startups!

      1. 1

        That would be me... and you've definitely got the message across. Many thanks, @OmarGlorify! This is like a call to arms, a battle-cry. After many years of studying UI/UX in the wild, I realize I've let my actual visual design skills fall far behind my skills of perception, discernment and intuitive sense. Prototyping in the browser was good for many of my learning projects, but it is no longer sufficient for the serious products I intend to build. I've joined your Discord, and I'll be in touch :)

        1. 2

          Hey @mountaindad!

          Just saw your intro and replied. Thanks for joining πŸ™πŸΎ. Let's start the UI/UX-led revolution!

  23. 0

    Wow! What a blog post. As I was reading the post I was curious to know the next phase of Domino Effect of a Poor & Great UI/UX processes. I thoroughly enjoyed the post.

    Most of the time I have experienced that team satisfaction is even more important than the early customers.

    Having feeling of delivering strong product makes whole team more confident and I think most of us pays huge cost to learn this.

    I’ve started a https://uiworks.io - a productised service to turn your design files to UI code at fix price and later developer can import these files into project and start working on business logic.

    These are the things I’m considering in UI Code delivery at fix cost ($999 or $xxxx)

    1. UI code for all (Mobile / iPad / Watch / Mac ) devices and screen sizes
    2. Micro & Macro Animations
    3. Orientations support
    4. Dark/Light mode support
    5. Localisations
    6. Custom Fonts
    7. Accessibility Labels
    8. App intro guide pagination or tooltip / walkthrough / tutorials
    9. Haptic Touch / 3D Touch
    10. Support multitask mode on iPad

    @OmarGlorify, I’m looking forward to your point of view, Do you think offering UI part of the code make sense in development process? If yes, what are the things I have make sure to provide better service?

    I am actually doubting my productised service here. Really need some clarity/guidance to be on right path.

    1. 1

      Converting Figma to Front-end responsive code is invaluable. Cool service πŸ‘πŸΎ

      1. 1

        Only mobile and Mac apps not web front end

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