Guðmundur's UX Playbook

My UX Design
Playbook

A practical UX playbook covering the methods and tools I use across the entire design process, from discovery and research to testing and iteration.

Frameworks

Design Thinking

Design thinking is a non-linear, iterative process that teams use to understand users, challenge assumptions, redefine problems and create innovative solutions to prototype and test.

Double Diamond

A process model mapping the divergent and convergent stages of the design process: Discover, Define, Develop, and Deliver.

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Design Sprint

A five-day process for answering critical business questions through design, prototyping, and testing ideas with customers.

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Problem Statement

A concise description of the issue that needs to be addressed or a condition to be improved upon.

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Design Principles

A set of guiding values to help teams make consistent design decisions and trade-offs.

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Problem Framing

A method to define the scope and context of a problem before attempting to solve it, ensuring the right focus.

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5 Whys Analysis

Why?
Why?
Why?

An iterative technique used to explore the cause-and-effect relationships underlying a particular problem.

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Collaboration

Leadership

This section focuses on the psychology of collaboration and leadership. Building trust, openness, and effective communication is as important as the design work itself. It also includes strategies for setting a vision, coaching the team, and measuring impact.

Team Canvas

A strategic framework to help teams align on their goals, values, and roles, fostering a shared culture and understanding.

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Feedback Model

Structured approaches like SBI (Situation, Behavior, Impact) to give constructive feedback that promotes growth and trust.

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Check-in / Check-out

A ritual to start and end meetings, allowing team members to share their current state and become fully present.

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Stinky Fish

A metaphor for that thing that you carry around but don’t like to talk about; but the longer you hide it, the stinkier it gets.

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Pre-mortem

A strategy where the team imagines a future project failure and works backward to determine what potentially could lead to that failure.

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IDOARRT

A meeting design tool to clarify the Intention, Desired Outcome, Agenda, Roles, Rules, and Time.

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Alignment & Autonomy

A framework to understand leadership styles and team culture, aiming for high alignment and high autonomy.

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Team Self-Assessment

A tool for teams to evaluate their own performance across various dimensions like trust, conflict, and results.

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Journey Mapping (Together)

Creating a user journey map as a team activity to build shared understanding and empathy for the user.

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Dot Voting

A simple, democratic method for prioritizing ideas or making decisions as a group using sticky dots.

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Fist of Five

A quick consensus check where team members vote with their fingers (0-5) to show level of agreement.

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Retrospectives

Regular meetings to reflect on the past period, identifying what went well and what can be improved.

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Design Critique

A structured session to gather feedback on design work, focusing on improvement rather than judgment.

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Pair Design

A collaborative method where two designers work together on the same task to generate ideas and share knowledge.

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North Star Vision

A long-term guiding light that aligns the team and inspires stakeholders towards a shared future state.

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1:1 Coaching Guide

A framework for meaningful growth conversations, moving beyond status updates to focus on career development.

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Team Health Monitor

A regular pulse check on team morale, workload, and psychological safety to prevent burnout.

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Business

Business Strategy

Aligning design decisions with business goals is crucial for product success. These tools help define value, analyze competition, and map out the business model.

Business Model Canvas

A strategic management template for developing new or documenting existing business models.

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Lean Canvas

A 1-page business plan template that helps you deconstruct your idea into its key assumptions.

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Value Proposition Canvas

A tool to ensure that a product or service is positioned around what the customer values and needs.

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SWOT Analysis

S
W
O
T

A strategic planning technique used to help identify Strengths, Weaknesses, Opportunities, and Threats.

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CX Pyramid

A framework for evaluating experience quality: Useful (Base), Usable (Middle), and Enjoyable (Top).

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Competitive Analysis

A strategic assessment of the strengths and weaknesses of current and potential competitors.

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Stakeholder Map

A matrix to categorize stakeholders by power and interest to determine engagement strategies.

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Design ROI

Methods to calculate and communicate the business value of design efforts to non-design stakeholders.

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Research

User Research

User research focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies. It provides the context and insights needed to make informed design decisions.

Research Plan

A structured document outlining the research goals, methodology, participants, and timeline. Essential for aligning stakeholders.

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Interview Script

A guide ensuring consistent and unbiased user interviews. Includes warm-up, core tasks, and wrap-up questions.

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User Survey

Quantitative data collection tool to validate hypotheses with a larger audience. Focuses on closed-ended questions.

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Card Sorting

A method to ask users to organize information into groups, helping to build the site's information architecture.

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Stakeholder Interview

A script to gather business requirements, success metrics, and constraints from key project stakeholders.

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Tree Testing

A method to evaluate the findability of topics in a website's structure, often called "reverse card sorting."

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User Interview Notes

A structured template for capturing insights, pain points, and quotes during user interviews.

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Cognitive Biases

A collection of common mental shortcuts that can affect research outcomes and decision making.

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Synthesis

Personas

Personas are fictional characters that represent the different user types within your targeted demographic. They help you understand your users' needs, experiences, behaviors and goals.

User Persona

A detailed profile of a fictional user, including demographics, goals, frustrations, and personality traits.

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Proto-Persona

A lightweight persona based on assumptions and existing knowledge, used for early alignment.

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Jobs To Be Done

A framework focusing on the user's motivations and desired outcomes: "When... I want to... So I can..."

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Empathy Map

A collaborative visualization used to articulate what we know about a particular type of user. Says, Thinks, Does, Feels.

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User Scenario

A narrative describing how a persona would interact with the product to achieve a specific goal.

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Narrative & Storytelling

Using narrative to build empathy, communicate findings, and frame design solutions effectively.

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Communication

Storytelling

Techniques for crafting compelling narratives that build empathy, align stakeholders, and bring design concepts to life. A good story is often more persuasive than raw data.

The Pitch

A classic 3-act structure (Problem, Solution, Vision) for presenting design work and gaining stakeholder buy-in.

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The Data Story

Transforming quantitative data into a compelling narrative that explains the 'what', 'why', and 'so what'.

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The Before & After

Highlighting the impact of your design by contrasting the painful 'before' state with the ideal 'after' state.

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Hero & Guide

Positioning the user as the hero and your product as the guide who helps them succeed.

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Man in a Hole

A story arc where a character gets into trouble and then gets out of it. Great for problem/solution narratives.

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Story Hooks

Techniques to grab your audience's attention in the first 10 seconds of a presentation.

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Audience is Hero

Tailoring the story so the audience sees themselves as the protagonist solving the problem.

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Stakes

Defining what is lost if we do nothing, and what is gained if we act.

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Contrast

Moving back and forth between "What is" and "What could be" to create tension.

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Emotion Before Logic

People buy on emotion and justify with logic. Start with the feeling.

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Future Story

Describing the world after the solution is adopted. The "Happily Ever After".

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Analysis

Experience Mapping

Experience mapping visualizes the process that a person goes through in order to accomplish a goal. It combines storytelling and visualization to help teams understand and address customer needs.

User Journey Map

A visualization of the process that a person goes through to accomplish a goal, capturing their emotional highs and lows.

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Service Blueprint

A diagram that visualizes the relationships between different service components — people, props, and processes.

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User Flow

A chart showing the path a user takes through a product to complete a task, focusing on navigation and logic.

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Storyboarding

A sequence of drawings that represent how a user would interact with your product in a specific context.

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Ecosystem Map

A visualization of the entire system of people, devices, services, and environments involved in a user's experience.

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Detailed Journey Map

A comprehensive map tracking touchpoints, KPIs, and internal ownership alongside the user journey.

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Experience Map

A holistic visualization of an end-to-end experience, agnostic of specific products or features.

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Ideation

Ideation

Ideation is the creative process of generating, developing, and communicating new ideas. It transitions from identifying problems to exploring solutions.

Brainstorming

Techniques and rules for generating a large volume of ideas without judgment.

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Crazy 8s

A fast sketching exercise that challenges people to sketch eight distinct ideas in eight minutes.

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SCAMPER

S
C
A
M
P
E
R

A checklist of questions to spark creativity: Substitute, Combine, Adapt, Modify, Put to use, Eliminate, Reverse.

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Mind Mapping

A visual diagram used to organize information, showing relationships among pieces of the whole.

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How Might We

HMW

A method for reframing problems into opportunities for design, bridging research and ideation.

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Six Thinking Hats

A method for parallel thinking, allowing a group to look at a problem from different perspectives one at a time.

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Worst Possible Idea

A reverse brainstorming technique to lower inhibitions and uncover innovative solutions by generating terrible ideas first.

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Structure

Wireframing

Wireframing is the process of creating a blueprint of your interface. It focuses on layout, content hierarchy, and functionality without the distraction of visual design details.

Low-Fi Wireframe

A basic visual guide used to suggest the layout of fundamental elements in an interface.

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Wireflow

A combination of wireframes and flowcharts to document the workflow and screen layout simultaneously.

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Annotation Guide

1
2

Detailed notes attached to wireframes explaining functionality, interactions, and edge cases for developers.

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User Story Mapping

A method to arrange user stories into a useful model to understand system functionality and plan releases.

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Interaction

Prototyping

Prototyping involves creating an experimental model of a proposed solution to test or validate ideas, design assumptions, and other aspects of its conceptualisation quickly and cheaply.

Interactive Prototype

A clickable simulation of the product used to test flows and interactions with users before development.

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Micro-interactions

Small, functional animations that provide feedback, guide tasks, or enhance the feeling of direct manipulation.

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Motion Guidelines

Rules defining how elements move within the interface to ensure consistency and brand alignment.

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Rapid Prototyping

A fast, iterative approach to creating drafts of a product to validate ideas early and often.

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Paper Prototyping

Sketching interfaces on paper to quickly visualize and test layouts without digital tools.

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Validation

Usability Testing

Usability testing involves observing users as they attempt to complete tasks with a product. It identifies usability problems, collects qualitative and quantitative data, and determines participant satisfaction.

Test Plan

A document outlining the scope, methodology, tasks, and metrics for a usability test session.

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Usability Report

A summary of findings, including success rates, time on task, and severity ratings of issues found.

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Consent Form

A legal agreement ensuring participants understand how their data and session recording will be used.

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Heuristic Evaluation

A usability inspection method that helps to identify usability problems in the user interface design.

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A/B Testing

Comparing two versions of a webpage or app against each other to determine which one performs better.

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Accessibility Checklist

A comprehensive list of checks to ensure your product is usable by people with diverse abilities (WCAG).

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Execution

Delivery

Design doesn't end at handoff. This phase ensures the vision is realized correctly and sets the stage for future iterations through planning and review.

Design Handoff

Preparing assets, specs, and documentation to ensure developers have everything they need to build the product accurately.

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Design QA

Reviewing the implemented product to ensure it matches the design specifications and quality standards before launch.

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Product Roadmap

A strategic plan that outlines the vision, direction, and progress of the product over time.

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Prioritization Matrix

A 2x2 grid to help teams decide what to work on next based on Impact vs. Effort.

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Design System Audit

A periodic review of the system's health, consistency, and adoption across products.

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Feature Prioritization

M
S
C
W

Using the MoSCoW method (Must, Should, Could, Won't) to decide what to build in the next release.

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Design System Contribution

A process for proposing, designing, and adding new components or patterns to the design system.

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Sprint Planning

A template to define the sprint goal, select backlog items, and align the team on the work ahead.

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Daily Standup

A 15-minute daily sync to align the team, track progress, and flag impediments.

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Continuous Improvement

Self-Growth

Design is a journey of continuous learning. Reflecting on your experiences and actively planning your growth ensures you evolve as a professional and a person.

Personal Development Plan

A strategic document to define your career goals, identify skills to develop, and outline the steps to achieve them.

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Feedback Log

A record of feedback received from peers and stakeholders, helping you identify patterns and areas for improvement.

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Reflective Journaling

A practice of writing down thoughts and experiences to gain clarity, process emotions, and learn from daily events.

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Mentorship Guide

Guidelines for establishing a successful mentor-mentee relationship to accelerate professional growth.

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Case Study Structure

A template for documenting your design projects to showcase your process, problem-solving, and impact.

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