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UX STRATEGYAUG 8, 20234 MIN READ

A screen can only be right about something. Working out what that something is takes research, an information architecture and a number you are prepared to be wrong about, and all three land before the first frame.

Building Seamless Digital Experiences: A Guide to Effective UX Strategy

Strategy is a heavy word for what is mostly three decisions made early enough to matter. Who is this for, at what moment. What order do the parts go in. How will we know it worked. Skip them and the visual work has nothing to be right about, which is why those projects generate endless opinion: with no agreed target, every layout is as defensible as every other.

Pick a moment, not a persona.

Explore Malaysia is a government super app, and the version of the brief that unlocked it was narrow: the first hour after a visitor lands. Not tourists in general. An hour, with luggage, in an airport, deciding what happens next.

A moment brings its own constraints for free. In that hour someone is tired, probably has not sorted out local data, and wants two or three things rather than the full catalogue of what the country offers. A persona document would have told me about demographics and aspirations. The moment told me what to put on the first screen.

The order of the list is the strategy.

Twelve separate services folded into one app. That sentence hides the actual work, which was not merging codebases but deciding sequence: what appears first, what sits one level down, and what earns a place on a home screen that can hold about six things before it stops being a home screen.

Research settled it. Eight in ten visitors named budget as their first concern, so cost leads. Not a filter, not a detail on a second screen, the first thing the app says. That is an information architecture decision that looks like a visual one, which is the usual way round.

Twelve services became one app. The merge was engineering. Deciding what came first was the design.

Choose the number before you design.

Every project should carry a sentence of the form we will know this worked if. Written before the work, it is a target. Written afterwards, it is a press release.

The useful ones are specific enough to fail. Preparation time per board meeting. The share of statements a person can check against their bank. How many taps from a result to the thing it refers to. Vague goals like increase engagement survive any outcome, which is exactly why teams like them.

Test early enough for the answer to be useful.

Two rounds of usability testing on Explore Malaysia, and the first one cost us the onboarding. It had to be rebuilt, because guided first use on eight services is easy to get wrong in a way no amount of internal review reveals: everyone inside the project already knows what the app is for.

Testing late is a formality. You will find problems you have no time to fix, and the findings become a list of things to regret. Testing early is uncomfortable, because the work is rough and you have to sit there while someone struggles with it, and that is the point of it.

What this buys the visual work.

All of this sounds like the part of design that delays the design. It is the opposite. Once the moment is fixed, the order is settled and the target is written down, the visual decisions get quicker, because most of them have already been made. You are no longer asking what should go here. You are asking how this, which we agreed goes here, should look.

Seamless, the word in the title, describes how a product feels when nothing inside it is arguing about what it is for. It never arrives as a finish applied at the end.

Islam Saleh
Islam Saleh
SENIOR PRODUCT DESIGNER · DESIGN ⇄ CODE
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