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.
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At a Glance
| Field | Value |
|---|---|
| Difficulty | Intermediate |
| Time to Learn | a few hours to plan, one project to apply |
| Outcome | You can plan a UX project on the Double Diamond, with named UX activities and deliverables in each phase and clear hand-offs to engineering. |
| Prerequisites | Basic UX research and prototyping skills, familiarity with the four Double Diamond phases, a product or feature to work on |
| Part of | Double 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
- Examples: Worked examples and scenarios
- FAQ: Frequently asked questions
- Parent Method: Double Diamond
Related Skills
- Conducting Discovery Research in the Double Diamond
- Synthesizing Insights to Define the Problem
- Facilitating Divergent Ideation in the Double Diamond
- Converging on Final Solutions in the Deliver Phase
- Double Diamond Thinking: Divergent and Convergent Modes
- How to Create a Double Diamond Diagram
- Double Diamond vs Design Thinking: Choosing a Framework
Sources
- Dan Nessler: How to apply a design thinking, HCD, UX or any creative process from scratch
- NN/g: User Interviews 101
- NN/g: Journey Mapping 101
- NN/g: UX Prototypes, Low Fidelity vs. High Fidelity
- NN/g: Why You Only Need to Test with 5 Users
- GOV.UK Service Manual: How the alpha phase works
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Other Skills in This Method
Double Diamond vs Design Thinking: Choosing a Framework
Compare Double Diamond vs design thinking and Lean UX, then choose the framework, or the combination, that fits your project and team.
Conducting Discovery Research in the Double Diamond
Plan and run discovery research for the Double Diamond Discover phase: interviews, field observation and desk research that map the problem space.
Converging on Final Solutions in the Deliver Phase
Converge on final solutions in the Double Diamond Deliver phase by testing concepts at small scale, rejecting weak ones and refining one to ship.
How to Create a Double Diamond Diagram
Create a Double Diamond diagram for your own project that shows its phases, activities, outputs and current position to stakeholders.
Facilitating Divergent Ideation in the Double Diamond
Facilitate divergent ideation in the Double Diamond Develop phase: brainstorms, sketching and co-design that produce distinct solution concepts.
Double Diamond Thinking: Divergent and Convergent Modes
Use Double Diamond thinking to tell a team when to diverge and when to converge, and manage the switch between the two modes in every phase.
Synthesizing Insights to Define the Problem
Synthesize discovery findings into themes, insights and one agreed problem statement to define the problem in the Double Diamond Define phase.
Related Methods and Skills
Design Thinking Rapid Prototyping, Step by Step
Turn ideas into rough, cheap artifacts users can see, handle, or act out, then learn from how they use them before investing more.
Conducting human-centered design user research in context
Plan and run in-context interviews and observation so a design team sees what people actually do, not only what they say.
What Is Design Thinking? Modes, Origins and Evidence
Design Thinking explained: Simon's roots, the d.school modes, how it compares to the Double Diamond, and what the evidence shows.
Facilitating Participatory Ideation Human-Centered Design
Run ideation sessions where users and stakeholders generate ideas together, then converge on concepts worth prototyping.
Design Sprint Exercises: Sketching and Voting
Design sprint exercises for sketching and voting: Lightning Demos, the four-step sketch with Crazy 8s, dot voting and the Decider's supervote.
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