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Notes on product development, user experience, and user interface design. Mostly relevant for consumer apps. This is a living document.

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Notes on product development

A living document for lessons in product development, user experience, and user interface design. Mostly relevant for consumer apps.


  1. Big features can have a small footprint
    • When having an idea for a new feature, do not give way to excitement
    • The first iteration is never correct – and often too brazen
    • Think of the Facebook like button – small user-facing footprint, but super pivotal
  2. Problem first, solution second, aesthetics third
    • The problem you're solving matters more than how you solve it, and how you solve it matters more than how it's presented
    • SaaS are like screwdrivers while social apps are more like clothing—function matters, but users care about look and feel too
  3. Main CTA
    • For each screen, ask: Where do I want my user's eyes to go?'
  4. Mobile CTAs should be bigger
    • The thumb is less precise than the mouse, so buttons should oftentimes be made bigger on mobile, not smaller
  5. Mobile first
    • ~70% of internet traffic is mobile, your app will most likely have a similar breakdown
    • Develop your app inside of a mobile view/iPhone simulator
  6. Magical moment
    • New users should "get it" as soon as possible after signup/purchase
    • For example, being greeted with cookies on the kitchen table in your freshly cleaned AirBnb
    • Ask: What is my app's magical moment and how do I make it near-instant?
  7. Avoid applying DRY to UX
    • Software engineering is a search for simple primitives and abstractions, product development is more about user empathy and communication
    • For example, don't be afraid to add a signup button at both the top and the bottom of the same screen if it increases conversion or helps your users understand your product
    • Just like in speech, you sometimes need to repeat yourself twice or thrice for the message to sink in
  8. Avoid over-systematizing design
    • If you're an engineer you'll be tempted to systematize the design system
    • This is great in some cases, e.g. using utility classes for consistent padding and font size jumps
    • But you'll likely need more than 3 colors, many of which will have to be hand-picked as opposed to mathematically derived
  9. Consumer apps are arrived at through a shit-ton of experiments
    • Make it fun and easy to experiment
    • Run conclusive tests
    • Navigate with conviction

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Notes on product development, user experience, and user interface design. Mostly relevant for consumer apps. This is a living document.

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