Learning
UX Process
In this first stage we will try to study everything related to the digital product from all possible perspectives and trying to collect the maximum amount of information relevant to the product. This phase is where objectives and strategy to achieve them are defined.
Kick-Off Meeting
In this meeting we must try to obtain information about the objective of the business, its previous history, who the users are, what they know about them, and who the competitors are. This information will help us create design objectives, and manage the expectations of all interested parties or stakeholders.
Objective Analysis
Now we must analyze the objectives to make sure they are realistic. In this phase we can use the SMART model to set the objectives.
Design Thinking
Consists of proposing solutions based on real problems. We have to ask ourselves if the problem we are going to solve is a real problem, and if the proposed solution solves that problem.
It is very important to ensure that the product meets the real needs of the users, since otherwise it would have no place in the market.
Defining The User
Design decisions cannot be made by intuition, users must be researched in order to make data-driven decisions. We can use different tools to obtain this data.
Interviews
Surveys
Benchmark
Contextual Inquiry
Online Research
Focus Groups
User “Persona”
It is a representation of the ideal users, explaining what needs they have and what their expectations are. The structure of our “persona” can be divided into 5 layers.

L1
Personal Data
Individual facts or personal information. It can be private (medical, work, financial, etc) or public.
L2
Demographics
Characteristics such as race, ethnicity, gender, age, education, profession, occupation, income level, and marital status, are all typical
L3
Psychographics
Their attitudes, aspirations, and other criteria, especially in market research. These can be tendencies, interests, hobbies, lifestyle, etc.
L4
Social & Behavior
Communication with persons through the channels of social media websites, blogs, forums and comment sections.
L5
Media Habits
Means of communication, as TV and radio, newspapers, magazines, and Internet, that reach or influence a regularly followed pattern of behavior.
Organization
At this point, we will try to organize and structure the information and content taking into account the users and the business.
From this exercise, the information architecture is obtained and site maps and navigation schemes are generated. In a conceptual way, our digital product begins to have a base.

Architecture
It is the science that organizes information and helps us understand where to place elements and how to connect them to each other to ensure ease of use. We can use research tools such as:
Card Sorting / Tree Testing
Wireframing
Wireframes are the skeleton of a product's screens. When we create wireframes we have to study the visual hierarchy, and make the tasks that users have to perform as easy as possible. Also, are created to outline the structure and communicate the core concept and value proposition of a product without including much details.
Design System
The design system is a set of elements that will allow us (and programmers too!) to define, prototype and develop our product. It helps fasten the product design process and make it more transparent and predictable.
It is the DNA of our product and helps the entire team move in the same direction. It is not static, but dynamic, and grows as the product does.
Tokens
Define characteristics such as typography, colors, icons, spaces, among many others. These are designed to work in multiplatform and create common language.
Library
A library of shared styles, symbols, and components for designing or prototyping. These are constantly updated to always stay in sync.
Documentation
Guidelines on how to use it, rules, limitations and development considerations, all detailed information about each component.
Typography
Colors
Buttons

Images
Prototype & Test
The final step is to create low and high fidelity prototypes, which can be used as samples when testing with users.
Prototypes are a faithful representation of what the real digital product will be like, so they are very important to make modifications before taking the product to development.
Prototype
The functionalities and screens are defined in detail. Prototypes can be used for multiple use cases such as visualizing an idea, testing the possibility of realization, serving as a diagram/guide for developers or testing the effectiveness of a design.
High-level prototyping: Shows a complete outline of the pages, sections of the product and functionalities. It will receive annotations and will be reviewed.
Interactive prototyping: Not only shows the graphic side,but also has a level of interactivity (or simulation attempt).
Some cases the prototyping could be considered as high fidelity or interactive wireframe, this happens when the design is not completely finished.
Testing
User testing will show the serious problems that need to be resolved with priority and the other problems. Additionally, we will obtain feedback from participants that can serve as a source of inspiration to make more improvements and iterate the product.
In this phase of the process, the user flow must be reviewed, it means, the paths or road that the user follows to obtain what they want through the product. With this information we will make improvement reports that we will try to implement. User tests in UX can be of various types depending on their context:
In-person or remote tests.
Evaluative test (prototypes or mockups)
Validation test (on an existing interface)
Strict or informal.
There are many user testing methods where we can approach the positive feelings and frustrations that our prototype is generating in users.