17.1 Crazy 8s
Crazy 8s is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Crazy 8s.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Crazy 8s to a course website and explain the decision you made.
- Apply Crazy 8s to a online store and explain the decision you made.
- Apply Crazy 8s to a banking app and explain the decision you made.
- Apply Crazy 8s to a school portal and explain the decision you made.
- Apply Crazy 8s to a clinic booking system and explain the decision you made.
- Apply Crazy 8s to a dashboard and explain the decision you made.
- Apply Crazy 8s to a restaurant site and explain the decision you made.
- Apply Crazy 8s to a mobile app and explain the decision you made.
- Apply Crazy 8s to a creator site and explain the decision you made.
- Apply Crazy 8s to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Crazy 8s.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Crazy 8s plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Crazy 8s using a different product, screen, component, or content set. Explain what changed and why.
17.2 Divergent Ideas
Divergent Ideas is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Divergent Ideas.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Divergent Ideas to a course website and explain the decision you made.
- Apply Divergent Ideas to a online store and explain the decision you made.
- Apply Divergent Ideas to a banking app and explain the decision you made.
- Apply Divergent Ideas to a school portal and explain the decision you made.
- Apply Divergent Ideas to a clinic booking system and explain the decision you made.
- Apply Divergent Ideas to a dashboard and explain the decision you made.
- Apply Divergent Ideas to a restaurant site and explain the decision you made.
- Apply Divergent Ideas to a mobile app and explain the decision you made.
- Apply Divergent Ideas to a creator site and explain the decision you made.
- Apply Divergent Ideas to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Divergent Ideas.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Divergent Ideas plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Divergent Ideas using a different product, screen, component, or content set. Explain what changed and why.
17.3 Selection
Selection is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Selection.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Selection to a course website and explain the decision you made.
- Apply Selection to a online store and explain the decision you made.
- Apply Selection to a banking app and explain the decision you made.
- Apply Selection to a school portal and explain the decision you made.
- Apply Selection to a clinic booking system and explain the decision you made.
- Apply Selection to a dashboard and explain the decision you made.
- Apply Selection to a restaurant site and explain the decision you made.
- Apply Selection to a mobile app and explain the decision you made.
- Apply Selection to a creator site and explain the decision you made.
- Apply Selection to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Selection.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Selection plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Selection using a different product, screen, component, or content set. Explain what changed and why.
17.4 Storyboards
Storyboards is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Storyboards.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Storyboards to a course website and explain the decision you made.
- Apply Storyboards to a online store and explain the decision you made.
- Apply Storyboards to a banking app and explain the decision you made.
- Apply Storyboards to a school portal and explain the decision you made.
- Apply Storyboards to a clinic booking system and explain the decision you made.
- Apply Storyboards to a dashboard and explain the decision you made.
- Apply Storyboards to a restaurant site and explain the decision you made.
- Apply Storyboards to a mobile app and explain the decision you made.
- Apply Storyboards to a creator site and explain the decision you made.
- Apply Storyboards to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Storyboards.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Storyboards plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Storyboards using a different product, screen, component, or content set. Explain what changed and why.
17.5 Paper Prototype
Paper Prototype is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
Step by step
- Define the user problem connected to Paper Prototype.
- Collect evidence before jumping to a polished solution.
- Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
- Test the design with realistic content, states, and device constraints.
- Record what you learned and change the design based on evidence rather than preference.
10 practical examples
- Apply Paper Prototype to a course website and explain the decision you made.
- Apply Paper Prototype to a online store and explain the decision you made.
- Apply Paper Prototype to a banking app and explain the decision you made.
- Apply Paper Prototype to a school portal and explain the decision you made.
- Apply Paper Prototype to a clinic booking system and explain the decision you made.
- Apply Paper Prototype to a dashboard and explain the decision you made.
- Apply Paper Prototype to a restaurant site and explain the decision you made.
- Apply Paper Prototype to a mobile app and explain the decision you made.
- Apply Paper Prototype to a creator site and explain the decision you made.
- Apply Paper Prototype to a business landing page and explain the decision you made.
Hands-on example
UI/UX PRACTICE
Problem: A user struggles with Paper Prototype.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.Expected output
A user-centered design artifact for Paper Prototype plus a clear statement of what evidence would confirm or reject the design decision.
Practice exercise
Create a fresh example for Paper Prototype using a different product, screen, component, or content set. Explain what changed and why.
Chapter 17 review — 10 questions and answers
1. What is the main purpose of Crazy 8s?
Answer: Crazy 8s is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
2. What is a common mistake with Crazy 8s?
Answer: Treating Crazy 8s as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
3. What is the main purpose of Divergent Ideas?
Answer: Divergent Ideas is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
4. What is a common mistake with Divergent Ideas?
Answer: Treating Divergent Ideas as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
5. What is the main purpose of Selection?
Answer: Selection is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
6. What is a common mistake with Selection?
Answer: Treating Selection as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
7. What is the main purpose of Storyboards?
Answer: Storyboards is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
8. What is a common mistake with Storyboards?
Answer: Treating Storyboards as a visual preference instead of connecting it to a user need, constraint, or testable outcome.
9. What is the main purpose of Paper Prototype?
Answer: Paper Prototype is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.
10. What is a common mistake with Paper Prototype?
Answer: Treating Paper Prototype as a visual preference instead of connecting it to a user need, constraint, or testable outcome.