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Insights tagged "Product design"

  • How to reduce risk before committing to a full product build
    Alex Marciuc - 18 Oct 2026
    Reducing risk before a full product build starts with knowing where each risk gets settled: a product design phase settles scope, technical feasibility and the estimate range, while a clickable prototype in front of users settles usability. Willingness to pay, retention and production behaviour are only settled by a first release or by running code, so risks carried into the build need an owner, a signal and a decision date.
  • What a clickable prototype should prove before the build
    Mihai Bâlea - 7 Oct 2026
    A clickable prototype no longer proves much by looking finished, since AI tools can now produce a convincing one in an afternoon. Before it is used to approve a build budget, it should pass four tests: it holds up beyond the happy path, the people who will use it have reacted to it, every screen maps to the feature breakdown and the assumptions behind it are written down. What it cannot show is demand, behaviour under real conditions or build effort.
  • What a product design phase needs from you before it starts
    Ionut Lomer - 23 Sep 2026
    A product design phase is a four to six week engagement in which a product manager, a UX designer and a software development lead turn a product idea into a scope that can be estimated and built. Those three roles run the work, but several decisions that shape the outcome belong to the client and are made before it starts: who holds decision authority, how much time domain and technical experts can give, how much of the technical role survives price negotiation and what "complete" is taken to mean. This article sets out what each role does, what each needs from the client and how to check readiness before signing.
  • Mihai Bâlea - 28 Aug 2026
    AI has entered product design at both ends of the process and barely touched the middle. Discovery now runs through AI research synthesis and synthetic participants, generation runs through prompt-to-prototype tools, and the design phase between them is the only part of the sequence that produces output that somebody can be held to. That distinction matters because generated design output becomes usable only where a system enforces constraints rather than documenting them, and enforcement is the part that most teams have not built. This article uses a three-zone model, discovery, design, and generation, to locate where AI-assisted product design breaks down inside a funded team.
  • Alex Marciuc - 21 Aug 2026
    Product design and UI/UX design are not the same service. UI/UX design is the craft of the interface: information architecture, user flows, visual direction, design system foundations. Product design in software development is the phase that runs before a build and decides what gets built, whether it is technically feasible and what it will cost. It is delivered by a trio of product manager, UX designer and software development lead, and it ends in a validated, estimated, buildable scope rather than a set of screens.
  • How to choose a product design agency in 2026
    Stefan Sarbu - 3 Aug 2026
    Choosing a product design agency comes down to three things that are hard to read from a proposal: how the team thinks about problems, who actually does the work and whether the scope matches what the budget can carry. Price ranges are useful for spotting an outlier, but they rarely separate a good fit from a bad one. The more reliable signal is whether an agency asks difficult questions before it shows you screens.
  • Why a product design phase comes before the build budget
    Alex Marciuc - 30 Jul 2026
    A product design phase is four to six weeks of structured work sitting between an approved idea and a committed build budget. It produces a validated prototype, a prioritised feature breakdown with ranged estimates, a technical architecture with integration risk resolved, and a release plan with cost scenarios attached. The output is not a set of design artifacts. It is a narrower cone of uncertainty, and a scope that can be cut without breaking. Teams that skip the phase rarely save the money. They move it into the build, where it gets spent on rework nobody planned for.

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