Product Design for Startups

Product design health checklist

A checklist for product design

Sam Pierce Lolla

Inspired by The Joel Test, here’s a checklist to help you measure the health of your digital product design team.

This test should work for design teams from 1 to at least five or so.

Strategy

Mission — Does everyone in your company have a shared, specific understanding of who your customers are and what they want?

Great design starts with a clear purpose.

Who is your customer, and what pain are they experiencing? What do they wish was happening instead? What will success look like when they get it?

This should be written down and easily accessible by everyone in your company. It should also be specific and detailed enough that people can use it to make tough decisions. A stranger should be able to ask anyone in the company “so what does your company do?” and get the same answer.

Examples: Startup Strategy Mad Libs, lean business model canvas, narrative storytelling, personas, knowledge base articles, huge posters on the wall, all hands presentations

Process

Discovery — Do designers regularly talk to customers—without discussing your company’s product?

Do you immerse yourself in other people’s actual problems before you try to solve them? It’s so important that designers, product managers, and engineers are all in ongoing dialog with the people who use and purchase their work.

These conversations should be about the problems, emotions, and customers “in the world”, not about your ideas. Usability tests don’t count.

Examples: ongoing customer discovery research, customer advisory groups, sitting in on sales/support calls, remote video interviews, on-site ethnographic studies, customer visits for new employees, picking up the phone and calling customers.

Design brief — Do you have a shared written agreement of product goals before starting feature work?

These should be something all team members can comment and agree on, and ideally something presented in a meeting with the entire product team so concerns and questions can be raised before more resources are committed. Do you write design briefs and present them to design and engineering teams for approval. This is the design equivalent of an engineering spec. Designers can help write it, but has to be agreed to by all stakeholders before design work begins. One-pager etc.

Examples: product requirement documents, design briefs, double diamond definition document, future press releases

Low-fidelity — Do designers build multiple design directions in low fidelity?

One common mistake junior designers make is jumping right into the details of a project without considering the high level flow.

If you can’t build and test things quickly, you can’t properly explore all good options before you’re committed to a single direction. This quickly leads to poor usability and a messy, confusing product.

Examples: wireframes, prototypes

Critique — Do designers get feedback on their work multiple times every week?

Quality feedback is one of the most common missing aspects of junior design teams. Have you established clear communication channels for soliciting feedback from designers and other people in the company? Is it clear how they should contribute their feedback? Are designers skilled at giving critique, and comfortable in critique sessions? Designers should work with each other and with non-design stakeholders, both live and asynchronously. There should be a safe space with a high volume of constructive feedback. See Feedback 101 for more on giving critique.

Evaluation — Do you evaluate designs based on all aspects in the design hierarchy of needs?

Teams often have huge blind spots in how they evaluate “good design”, often focusing too much on one dimension to the detriment of the others. This is especially true of teams whose design function lives primarily within engineering or research teams, who can get overly focused on aspects related to their work.

Good products perform well across the full range of the design hierarchy of needs. Training in heuristic evaluation and using principles of design may help, but hiring trained, experienced designers is best.

Presenting — Do designers present their work in meetings to stakeholders before it goes to development?

Give engineers and other stakeholders a chance to change scope before committing to work. Including PMs, and anyone who can derail a feature before it ships. Most importantly all the engineers who are going to have to build it. Ideally presented in person, taking questions at the end (but not making promises).

Collaboration — Are designers embedded into product development teams?

Designers Do designers each have responsibility for a part of your product, and are they empowered to make small improvements to that area as issues come up? Do they sit down with engineers to review features and make small adjustments before they ship? Are designers part of sprint planning, demos, and retrospectives? Do they have enough facetime with product managers and engineers to build trust, contribute to product decisions, and help plan upcoming work?

Testing — Do you usability test new features with real customers and fix the issues you find before shipping to general availability?

Talking to users at the beginning of a design isn’t enough. To actually know if the design is working, you have to test your creations with real customers. Testing prototypes early in the process is best, but you can mark “yes” as long as you test features before they hit general availability. This acceptance testing is often referred to as “usability testing”, but really should cover all the dimensions of design.

Examples: Hallway usability testing, guerilla/lean usability testing, shipping features behind a feature flag, a separate alpha or beta release channel, workshops with a customer advisory group

Metrics — Is there one place everyone on the team can see the quantitative behavioral product metrics that drive product decisions?

Without measuring, there’s no way to be sure a design is really working. Choose the metrics that matter for you—engagement, funnel analysis, net promoter scores, etc. Make metrics easily available to everyone at the company without them having to ask.

Examples: instrumenting AARRR, metrics dashboards, weekly metrics email updates, all-hands reports, metrics as AMB in OKRs, PMs reporting success in sprint kickoffs, shared access to BI/analytics tools.

Tools

Software — Can designers create interactive prototypes, view version history, and take comments directly from their primary design tool without writing code?

Designers should be able to work quickly in low fidelity, have a high degree of control over visual details, share their work with a link, add comments, and respond to comments left by others. There are a lot of design tools with lots of different features suited to different teams, but these features are the bare minimum in my opinion.

Tools that work: Figma is the dominant tool these days, but other tools would work fine too

Spec — Is there a single source of truth that describes how the product should look and behave?

There should be some agreed-on place for designers and engineers to see how the product is supposed to work. Not every miniscule detail has to be defined, but features should at least be captured at the product or business logic level–enough so that a new engineering hire could mostly refactor an existing feature without breaking it.

Examples: Clean Figma file with annotations, written product specs, well-organized documents in a file-sharing tool

Design system — Do you build all UI from an actively-maintained set of reusable components?

Designers shouldn’t reinvent the wheel every time they make a new feature, so a design language (or something like one) is crucial to be effective and consistent. Not having software to support this can kill projects before they begin, so engineering is a critical partner for this one. Ideally the same system lives both in design tools (i.e. Sketch, Figma, Invision Studio, Framer, etc.) and real application code (React, Swift, etc.). These two should be kept closely in sync. All components should be responsive and extensible.

Examples: design systems, style guides, design languages, component libraries, style libraries

Hardware — Do designers use their computer of choice?

Designers are responsible for getting visual details right. Screen resolutions and color rendering are important, so don’t pinch pennies here. Let people choose the computer, display, operating system, keyboard, and mouse that works best for them.

Team

Studio — Do you have a dedicated physical (or virtual space) for unscheduled creative collaboration?

This can be occasionally shared with other teams as long as designers can leave post-its and papers up on a wall without fear they’ll be erased.

Examples: dedicated design studios, small shared conference rooms, design-only whiteboard or pin boards in an open office, periodic on-sites for remote teams.

Roles — Are there written goals that each team and person must meet in order to be successful?

Designers can’t be effective unless the entire team know why they’ve been hired and what their job is. This is more than goals, but clear ownership of who’s responsible for each goal. Accountability and leadership is also the biggest way to improve hiring, clearly share levelling etc.

Examples: good job descriptions, roles designer leveling, OKRs

Talent — Do you only hire designers with portfolio pieces that you’d be excited to ship?

This is a big one. Hiring people without a demonstrated skill is setting your team up for failure. In design, resumes are far less important than portfolios. “The best predictor of future behavior is past behavior” has never been more applicable. This test makes sure designers match the skill level required for the job based on demonstrated ability. Screeners should focus their energy on the quality and depth of portfolios rather than checking boxes on resumes.

Growth — Are designers proactively given best-in-class resources for growing their skills?

If you wait to hire until you find the perfect designer, you’ll never hire anyone. Realistically, great teams are built from people who hit the bar for what you need but develop further on their own. Design is a rapidly changing field, so if you don’t learn and grow, you’ll quickly start to slip.

Examples: hiring senior designers to coach junior designers, conference attendance, continuing education budgets, hosting design community events, off-sites run by managers, hiring mentors to coach the team

Design health checklist

Strategy
Process
Tools
Team

Product design health checklist

Want a copy by email? I’ll send you a link within 24 hours. You can close this and use the full checklist now.