Process and Ethics

How design work is organised, and the lines it should not cross.
Author

Benedict Thekkel

Two subjects that decide whether the rest of this collection gets used. Process is how design work fits into delivery, which determines whether research happens before decisions or after them. Ethics is the set of limits on what you build, which matters most precisely when a metric says the unethical version performs better.

The process half is deliberately short, because process is the part most likely to be prescribed by someone else and least likely to be improved by adding ceremony. The useful content is the small number of ideas worth stealing from each framework.


1. The double diamond

The most useful process diagram in design, from the UK Design Council. Two diamonds: the first finds the right problem, the second finds the right solution, and each has a diverging and a converging half.

flowchart LR
    S["Starting<br/>point"] --> D1["Discover<br/>diverge: research,<br/>look widely"]
    D1 --> DEF["Define<br/>converge: frame<br/>one problem"]
    DEF --> D2["Develop<br/>diverge: many<br/>solutions"]
    D2 --> DEL["Deliver<br/>converge: build,<br/>test, ship"]
    DEL --> O["Outcome"]
    DEL -.-> D1

The load-bearing idea is the first diamond. Most teams start at Develop, because a solution has already been named in the request, so the problem is never framed and never questioned. The discipline of the double diamond is insisting that “add a dashboard” is a proposed solution, and the problem behind it is still unstated.

Diverge before converging, in both diamonds. Generate several problem framings and several solutions before narrowing. Teams habitually generate one of each and then refine it, which is how a mediocre first idea becomes a polished mediocre product.

It is not linear. Delivery reveals things that send you back to Discover. The diagram is a set of modes, not a schedule.


2. Design thinking, lean UX, and where design sits in delivery

Design thinking is the five-mode framing popularised by IDEO and Stanford: empathise, define, ideate, prototype, test. It is essentially the double diamond with different labels, and its contribution is making the modes explicit and nameable in a mixed team.

It has earned its criticism. As commonly practised it becomes a workshop ritual: sticky notes, a “how might we”, an afternoon of ideation, and no research and no follow-through. The critique worth taking seriously is that it can substitute the appearance of a process for actual investigation, and that facilitated ideation by people with no domain knowledge produces confident shallow ideas. Use the modes; skip the theatre.

Lean UX applies the build, measure, learn loop to design: state an assumption, define the smallest thing that would test it, run it, then decide. Its strength is that it treats a design as a hypothesis rather than a specification, which keeps teams from defending a design instead of testing it. Its risk is that “smallest testable thing” degrades into shipping unfinished work to users and calling the complaints data.

The practical arrangement in an agile team is dual track.

flowchart LR
    subgraph Discovery["Discovery track: continuous"]
      R["Research"] --> V["Validate ideas"] --> READY["Validated, ready to build"]
    end
    subgraph Delivery["Delivery track: sprints"]
      READY --> B["Build"] --> SHIP["Ship"] --> M["Measure"]
    end
    M -.-> R

Discovery runs continuously and feeds a backlog of understood, validated work; delivery pulls from it. The alternative, where design happens inside the same sprint as implementation, guarantees that design is always a sprint behind and always rushed.

What actually matters more than the framework:

  • Designers and developers talk daily, not at a handoff.
  • Research happens before the decision, not after, so it can still change something.
  • Someone owns the problem, not just the tickets.
  • Users are seen regularly by the whole team. A standing cadence, even one session a fortnight, changes a team’s instincts more than any process document.

3. Design ops and keeping it running

Design ops is the unglamorous work that makes design repeatable: tooling, file structure, the component pipeline, research participant recruitment, a shared vocabulary, and documentation of decisions.

The most valuable pieces, in order.

  1. A participant recruitment pipeline. The single biggest practical blocker to regular research is finding people. A standing panel, a recruiter, or an in-product intercept turns a two-week task into a two-day one, and research frequency is the thing that most improves design quality.
  2. A decision log. Not a specification. A short record of what was decided and why, so the same argument is not relitigated every six months. This is the artefact teams most regret not keeping.
  3. An owned design system, covered in Design Systems and Tokens.
  4. A definition of done that includes design QA, with the keyboard, zoom, empty-state and dark-mode checks from Prototyping and Handoff section 6.
  5. A research repository. Findings that cannot be found are re-gathered. Even a tagged folder of one-page summaries beats nothing.

Resist adding ceremony. Design ops fails the same way process fails: by adding meetings and templates instead of removing friction. The test for any new process artefact is whether it saves more time than it costs within a quarter.


4. Dark patterns

A dark pattern is an interface deliberately designed to make a user do something they did not intend. The distinguishing feature is that it works against the user’s interest and for the business’s, and that it relies on the user not noticing.

Pattern What it does
Roach motel Easy to get into, hard to get out of. One-click signup, cancellation by phone during business hours
Confirmshaming An opt-out worded to shame. “No thanks, I prefer paying full price”
Misdirection Visual hierarchy steering the eye to the profitable choice while the neutral one is grey text
Forced continuity A free trial that silently becomes a charge, with no reminder
Sneak into basket An added item or insurance the user did not select
Privacy Zuckering Sharing settings defaulted open, buried, and reset after updates
Hidden costs Fees revealed only at the last step, after the effort is sunk
Bait and switch The expected outcome of an action is not what happens
Nagging Repeated interruption until the user gives in, with no permanent decline
Fake urgency and scarcity Countdown timers that reset, “3 people are viewing” fabricated
Trick questions Double negatives in consent checkboxes
Obstruction Deliberate friction on the path the business does not want

Three reasons to refuse them beyond the obvious one.

  • They are increasingly illegal. The GDPR requires consent to be freely given, specific and as easy to withdraw as to give. The EU Digital Services Act, the California Consumer Privacy Act and several other regimes name deceptive design specifically. Regulators have issued substantial fines for cookie banners alone.
  • They win in the short run and lose in the long run. A dark pattern reliably wins a two-week conversion test, which is exactly why A/B testing on a short window is the mechanism that selects for them. The costs arrive later as churn, chargebacks, support load and reputation.
  • They are corrosive internally. A team that gets used to trading user interest for a metric keeps doing it, and the line moves.

The useful working test. Would you be comfortable explaining this design to the user, out loud, in plain words? “We made the cancel link grey and put it in the footer so fewer people find it” fails immediately. A second version of the same test: would this still work if the user fully understood it? Persuasion survives understanding; manipulation does not.

Distinguish persuasion from manipulation. Making a good option prominent, defaulting to the safe setting, reducing friction on a useful path: all legitimate. The line is whether the design depends on the user misunderstanding it.


6. Inclusive design

Accessibility and inclusive design are not the same thing. Accessibility is the outcome of a product being usable by people with disabilities, measured against standards such as WCAG. Inclusive design is the method of designing so that a wide range of people can participate, and it covers far more than disability: language, literacy, numeracy, income, connectivity, device age, gender, age, culture, and circumstance.

The Microsoft Inclusive Design principles are the clearest framing:

  1. Recognise exclusion. Every design decision includes some people and excludes others. Naming who is excluded is the whole technique.
  2. Solve for one, extend to many. Designing for a specific constrained case produces a better general solution. Captions were built for deaf viewers and are now used by most people watching video in public.
  3. Learn from diversity. People at the edges of your assumptions are the ones who teach you where the assumptions are.

The persona spectrum is the most practical tool here. For any ability, consider permanent, temporary and situational cases, because the situational group is enormous and makes the business case obvious:

Ability Permanent Temporary Situational
Vision Blind Eye surgery recovery Bright sunlight, driving
Hearing Deaf Ear infection Noisy cafe, sleeping baby nearby
Motor Missing arm Broken wrist Holding a child, wearing gloves
Cognitive Learning disability Concussion, medication Distraction, stress, an unfamiliar language

Assumptions worth checking in every design.

  • Names. Not everyone has a first and last name, or an alphabet you expected, or fewer than 30 characters.
  • Addresses. Not every country has postcodes, states, or street numbers.
  • Gender. If you do not need it, do not ask. If you do, say why and allow more than two options.
  • Literacy and numeracy. Plain language is an inclusion measure, not only a style preference.
  • Connectivity and device. A mid-range phone on intermittent mobile data is the realistic baseline for a large share of users, not an edge case.
  • Money. A design that assumes a credit card, or a data plan without limits, excludes people.
  • Time and attention. Interfaces are used by exhausted, interrupted people, not by the rested reviewer in a quiet room.

7. How process and ethics fail

Process.

  • Design starting at Develop, with the solution already named in the request and the problem never framed.
  • Research after the decision, so it can only validate or be ignored.
  • Design inside the delivery sprint, so it is permanently rushed and permanently behind.
  • Ceremony instead of contact. Workshops, templates and rituals substituting for talking to users.
  • No decision log, so the same debates recur indefinitely and institutional memory lives in one person’s head.
  • A designer as a service desk receiving specifications, which wastes the one role whose job is to question the problem.
  • Accessibility as a release gate rather than a design constraint, guaranteeing either a rush of last-minute fixes or a waiver.

Ethics.

  • The metric deciding. A short conversion test will reliably prefer the manipulative variant, which is a fact about the measurement window, not about what is right.
  • “Everyone does it.” True of most dark patterns and irrelevant, and increasingly false as a legal defence.
  • Consent as a compliance artefact, designed to be accepted rather than understood.
  • Data collected because it is cheap, creating liability with no question attached.
  • Inclusion treated as a checklist at the end, rather than an assumption audit at the start.
  • Nobody empowered to say no. The most important structural point in this notebook: if no one in the process can refuse a manipulative design, the outcome is already decided.

Where this goes next

This is the last notebook in the sequence. The threads it ties back to:


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