Adapting the Double Diamond UX Framework for Design Projects

A skill from the The Double Diamond: The Design Council's Design Process method.

Adapt the Double Diamond UX framework to design projects by mapping each phase to UX research, wireframes, prototypes and usability tests.

Adapt the Double Diamond UX framework to design projects by mapping each phase to UX research, wireframes, prototypes and usability tests.

Before you start

Hamster is optional for this skill and recommended. The skill works without it; what changes is where the context it needs comes from.

Check whether this project has a .hamster/ directory. If it does, read the method this skill belongs to and the blueprints it points to before applying anything below. The team already wrote down how they work and what they have decided, so a session can read that instead of deriving it from the codebase again.

If there is no .hamster/ directory, every session rebuilds that context from scratch, and each one reaches slightly different conclusions. Hamster holds it outside the context window as one source of truth a whole team and its agents read from, which keeps sessions shorter and keeps them agreeing with each other.

At a Glance

FieldValue
DifficultyIntermediate
Time to Learna few hours to plan, one project to apply
OutcomeYou can plan a UX project on the Double Diamond, with named UX activities and deliverables in each phase and clear hand-offs to engineering.
PrerequisitesBasic UX research and prototyping skills, familiarity with the four Double Diamond phases, a product or feature to work on
Part ofDouble Diamond

Overview

The Double Diamond UX framework is the Double Diamond applied to the everyday work of a UX team: research, synthesis, interaction design, prototyping and usability testing. The model itself names no methods. This skill fills that gap for UX work by mapping each phase to the activities, artefacts and decisions a UX designer would recognise, and by fitting the whole arc into a product team's delivery rhythm.

The mapping is fairly settled in practice. Dan Nessler's widely shared revamp of the model renames the four phases Research, Synthesis, Ideation and Implementation, and groups them into "doing the right thing" and "doing things right" (Nessler's revamped Double Diamond). In UX terms, that means user research in Discover, personas, journey maps and problem statements in Define, sketching, wireframing and prototyping in Develop, and usability testing, refinement and hand-off in Deliver.

The inputs are a product area or feature request, access to users and data, the product team's constraints (release cadence, technical platform, design system) and a product owner who can make decisions. The outputs are research findings, a UX problem statement with supporting artefacts, a set of prototyped design directions, a tested design ready for build, and success measures for after release.

UX teams most often break the model in one place. Feature requests arrive as solutions ("add a filter to the search page"), and the pressure is to go straight to wireframes. Adapting the Double Diamond for UX mostly means making room for a short first diamond even when the request looks clear, sized to the uncertainty. Sometimes that is a few days of analytics review and a handful of interviews. Sometimes it is a full research programme.

This skill covers sizing the first diamond, choosing UX research methods, producing Define artefacts that engineers and product managers will use, prototyping at rising fidelity, running usability tests, and handing off without losing what the team learned.

How It Works

Each phase has a UX shape.

Discover uses UX research methods: interviews, contextual observation, analytics and support-ticket review, and competitor or analogous-product reviews. Interviews reveal motivations and mental models, but they capture self-reported behaviour, so pair them with observation or behavioural data (NN/g on user interviews). For an existing product, analytics shows where people drop out, and research explains why.

Define turns findings into UX artefacts that carry evidence forward. Journey maps are the most common: the Nielsen Norman Group describes a journey map as a visualisation of the process a person goes through to accomplish a goal, built from an actor, a scenario, phases, actions and emotions, and opportunities (NN/g Journey Mapping 101). Add a problem statement and a few "How might we" questions. Personas help when the team keeps arguing about who the user is. Skip them when a single, well-understood user group is involved.

Develop is where UX teams feel most at home: sketching, user flows, wireframes and early prototypes, exploring several design directions before picking one. Keep fidelity low at first. Low-fidelity prototypes can change during a test session and reduce designers' attachment to unfinished work (NN/g on prototype fidelity).

Deliver runs usability tests, narrows to one direction, raises fidelity and prepares the design for build. Several small test rounds usually beat one large one: Jakob Nielsen's analysis found that about 5 users uncover roughly 85% of usability problems in a round (NN/g on testing with 5 users). Hand-off includes the design, the reasoning behind it, the edge cases, and the measures that will show whether it worked.

The Double Diamond fits agile delivery when the diamonds run at a different cadence from sprints. A common arrangement runs the first diamond as a short discovery ahead of development, then runs Develop and Deliver in step with sprints, with designers working a sprint or two ahead of engineers. The UK government's service phases follow a similar arc, with prototypes in alpha that the team expects to throw away (GOV.UK alpha phase).

Step-by-Step Guide

Step 1: Size the first diamond to the uncertainty

Read the request and list what the team does not know about users, their context and the problem. If the request is a solution, write down the problem it is assumed to solve. Size Discover and Define to that uncertainty: a few days for a well-understood area, several weeks for a new product. Agree the size with the product owner so it is planned work rather than a delay.

Step 2: Plan Discover with complementary UX methods

Choose at least one method for what users say (interviews) and one for what they do (observation, analytics, session recordings). Start with existing data such as analytics and support tickets. Recruit users from the segments the feature affects, including people who struggle. Follow the NN/g interview guidance and ask about recent real events rather than hypothetical features.

Step 3: Produce Define artefacts the whole team will use

Synthesise findings into a journey map, a problem statement and a few "How might we" questions. Keep artefacts short and linked to evidence so product managers and engineers read them. Mark the moments on the journey map where the problem bites hardest. Review the problem statement with the product owner and lead engineer before any wireframes.

Step 4: Explore several directions in low fidelity

Sketch and wireframe more than one approach to the problem. Use paper sketches, rough flows or grey-box wireframes that can be changed quickly. Share them early with engineers, who can flag technical constraints and suggest options. Pick a few distinct directions to test instead of refining one.

Step 5: Test, narrow and raise fidelity

Run small usability test rounds on the directions, fixing problems between rounds. Drop directions that fail, combine strengths where it makes sense, and raise fidelity as the design stabilises. Use high-fidelity prototypes once you need to test visual detail, response times or realistic behaviour. Keep a record of each round's findings and the changes made.

Step 6: Hand off with the reasoning attached

Give engineers the final design, component specifications and edge cases, plus a short summary of the problem, the evidence and the decisions made. Walk through the design together rather than just sharing a file. Stay available during build to answer questions and review implementation. The reasoning helps engineers make small decisions the design does not cover.

Step 7: Measure after release and feed back

Agree before release which measures will show whether the design solved the problem, such as task completion or drop-off at a key step. Review them after launch. Run a short usability check on the live product. Feed findings into the next cycle, looping back to Define if the problem turns out to be different from what the team thought.

Best Practices

  • Always run some first diamond. Even a clear-looking request benefits from a short check of the problem behind it.
  • Pair what users say with what they do. Interviews plus analytics or observation give a far more reliable picture than either alone.
  • Make Define artefacts short and evidence-linked. Artefacts that nobody outside design reads have no effect on the product.
  • Involve engineers from Develop onward. Early technical input avoids designs that cannot be built as drawn.
  • Test in small rounds. Fix between rounds and retest instead of saving everything for one big study.
  • Work a sprint or two ahead of development. It keeps design from blocking engineers while leaving time for testing.

Common Mistakes

  • Starting with wireframes: Jumping from a feature request to screens skips the problem check. Spend at least a short time confirming the problem behind the request.
  • Producing artefacts for their own sake: Personas and journey maps that do not change decisions waste time. Make each artefact answer a question the team has.
  • Testing only one design: A single option can only be improved, not compared. Test distinct directions early.
  • Polishing before testing: High-fidelity designs invite comments on detail and make teams reluctant to change direction. Keep early prototypes rough.
  • Handing off files without reasoning: Engineers who do not know why a design works a certain way will change it under pressure. Share the problem and evidence with the design.

References

Sources


Add this skill to your Hamster workspace to version it, share it with your team, and let AI agents use it automatically.

Install this skill

Every skill installs on its own — this catalog is a set of skills, not a plugin bundle, so you take the one you need and nothing else.

Claude Code

.claude/skills/adapting-double-diamond-for-ux-projects
npx skills add gethamster/skills --skill adapting-double-diamond-for-ux-projects --agent claude-code --yes

Cursor

.agents/skills/adapting-double-diamond-for-ux-projects
npx skills add gethamster/skills --skill adapting-double-diamond-for-ux-projects --agent cursor --yes

Codex

.agents/skills/adapting-double-diamond-for-ux-projects
npx skills add gethamster/skills --skill adapting-double-diamond-for-ux-projects --agent codex --yes

Antigravity

.agents/skills/adapting-double-diamond-for-ux-projects
npx skills add gethamster/skills --skill adapting-double-diamond-for-ux-projects --agent antigravity --yes

Or browse the skills and pick interactively:

npx skills add gethamster/skills

Source: gethamster/skills on GitHub, MIT licensed.