Design & media

product-ux-workflow

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End-to-end product UX lifecycle methodology — four-stage workflow from requirements research and user scenario modeling to information architecture, low-fidelity wireframing, and developer handoff. Focuses on macro product UX: user journey maps, content hierarchy, IA, and design system alignment. Use when: planning product UX from 0 to 1, drafting user journey flows, defining PRD user scenarios, structuring information architecture, or creating low-fidelity wireframe prototypes. Keywords: 产品设计, UX流程, 用户旅程, 需求分析, 流程图, 低保真线框图, 原型规划, 体验设计, user journey, wireframe, user flow, information architecture, product UX, PRD.

What it does

Product UX Workflow — Four-Stage Product Lifecycle Process

The skill document

Product UX Workflow — Four-Stage Product Lifecycle Process

A complete UI/UX product lifecycle methodology covering web and app from zero to one. Design philosophy: usability > beauty. Every pixel has a reason. Every click should be effortless.

[!NOTE] System Collaboration Guidelines:

  • Micro Interaction Resilience: For pre-coding defensive state checklists (empty, error, loading, skeletons, destructive action confirmation), pair with interaction-design-sop.
  • Component Implementation: For headless component specs (HIG/Fluent/Material), refer to custom-ui-spec; for pre-built libraries (Ant Design, Element Plus, Arco, etc.), refer to ui-framework-spec.

Stage 1: Requirements Research & Understanding

Before opening any design tool, establish a solid foundation of WHAT and WHY.

Define Product Goals

  • What user problem does this interface/feature solve?
  • What is the business metric being measured?
  • Success criteria: how do we know when it's working?

User Scenario Analysis

  • Who is the user? (Role, tech literacy, context of use)
  • When and where do they use this? (Mobile vs desktop, casual vs urgent)
  • Core task flow: what is the single most important action?

Competitive Research

  • Analyze 3 similar products' interaction patterns
  • Note what works (borrow) and what doesn't (avoid)
  • Identify UX gaps in the market

Constraints Checklist

  • Technical: Framework limitations, API availability, performance budget
  • Brand: Design system compliance, tone of voice
  • Platform: iOS HIG, Android Material Design, Web standards
  • Timeline: MVP scope vs. future iterations

Stage 2: Information Architecture & UX Design

Structure content and design the interaction logic before any visual styling.

User Flow Diagrams

Map the complete journey:

  • Happy path: The optimal flow with zero errors
  • Branch paths: Alternative decisions the user might make
  • Edge cases: What happens when things go wrong?

Design each path step-by-step. Every screen must answer: "What does the user do here, and where do they go next?"

Content Hierarchy

  • Information Architecture Diagram: Page/section relationships, navigation structure
  • Priority ordering: What's most important on each screen goes first (top-left bias)
  • Labeling: Clear, concise, user-centric terminology

Wireframes (Low-Fidelity)

Focus on layout and information priority. No colors, no typography, no real content.

  • Block out major content areas
  • Define element grouping and spacing
  • Establish visual hierarchy through size and position only

Interaction Specifications — Every State

For every component/system state:

StateDescription
NormalDefault appearance when data is loaded and ready
LoadingContent is being fetched — skeleton, spinner, shimmer
EmptyNo data available — helpful message + CTA to populate
ErrorSomething went wrong — clear error message + recovery action
EdgeBoundary conditions — long text, many items, rapid clicks

Stage 3: Visual Design (UI)

Apply visual treatment to the approved wireframes.

Design System Alignment

  • If a Design System exists: Use existing components and tokens strictly. Do not invent new patterns without justification.
  • For headless components (shadcn/ui, Radix): Follow custom-ui-spec (aligning with Apple HIG, Microsoft Fluent, or Google Material).
  • For pre-built component libraries (Ant Design, Element Plus, Arco, TDesign, Semi): Follow ui-framework-spec.
  • If building from scratch: Start with tokens (foundation), then components, then patterns (see Design System Building below).

Page Layout

  • Grid system: 4px or 8px base unit, consistent column math
  • Spacing scale: Use a defined ratio (e.g., 4, 8, 12, 16, 24, 32, 48, 64)
  • Content zoning: Primary content, secondary content, tertiary actions — clear visual weight distribution

Component Design

For each core component:

  • Button (primary, secondary, tertiary, ghost, danger, icon-only)
  • Form elements (input, select, checkbox, radio, switch, date picker)
  • Cards (content card, action card, image card)
  • Modal / Dialog (confirmation, form, full-screen)
  • Navigation (tab bar, sidebar, breadcrumb, pagination)
  • Feedback (toast, alert, progress bar, skeleton, badge)

Visual Detail

  • Icon style (outline/filled/duotone, stroke weight, corner radius)
  • Corner radius hierarchy (default = 8px, card = 12px, modal = 16px)
  • Shadow/elevation levels (card = subtle, modal = prominent, toast = floating)
  • Color usage (primary for actions, semantic for status, neutral for content)

Responsive Adaptation

BreakpointLayoutBehavior
Desktop (≥1024px)Multi-column, full navigationFull feature set
Tablet (768-1023px)2-column condensedCollapsed sidebar, simplified cards
Mobile (<768px)Single column, bottom navFull-width, stacked, touch-optimized

Stage 4: Prototype & Delivery

Convert designs into developer-ready deliverables.

High-Fidelity Prototype

  • Interactive with real transitions and micro-interactions
  • Connected flow: tap through the complete happy path + key edge cases
  • Annotated with interaction notes

Specification Annotations

For every element, specify:

  • Dimensions: width, height, padding, margin
  • Typography: font-family, size, weight, line-height, letter-spacing
  • Color: hex/rgba values for fill, stroke, text, background
  • Spacing: exact pixel values between elements
  • States: hover, active, disabled, focus, error

Design Decision Document

Record the rationale behind each significant choice:

  • Why this layout? (Content hierarchy reasoning)
  • Why this component? (Pattern matching or novel solution)
  • Why this color? (Emotional strategy or accessibility)
  • Alternatives considered and why they were rejected

Developer Handoff Package

handoff/
├── designs/           # Figma file / screenshots with annotations
├── assets/            # Exported icons, images, illustrations
├── specs/             # Dimension and behavior specs
├── tokens.css         # Design token CSS variables
└── prototypes/        # Interactive prototype link

Design System Building (From Scratch)

Build in layers, bottom-up.

Layer 1: Design Tokens

Token CategoryItems
ColorPrimary, secondary, accent, neutral, semantic (success/warning/error/info) + dark mode equivalents
TypographyFont family (primary, mono), weight scale, type scale (h1-h6, body, caption), line-height scale
Spacing4px base grid → 4/8/12/16/24/32/48/64/96 spacing scale
ShadowsElevation levels (0=flat, 1=card, 2=dropdown, 3=modal, 4=toast)
RadiusNone(0), sm(4), md(8), lg(12), xl(16), full(9999)
BreakpointsMobile(375), tablet(768), desktop(1024), wide(1440)

Layer 2: Components

  • Basic: Button, Input, Select, Checkbox, Radio, Switch, Badge, Avatar
  • Complex: Form, Table, Card, Modal, Dropdown, Tabs, Accordion, Drawer, DatePicker
  • Feedback: Toast, Alert, Progress, Skeleton, EmptyState, ErrorBoundary

Layer 3: Patterns

  • Navigation: List → Detail, Tab-based, Dashboard with drill-down
  • Form: Inline edit, Wizard (multi-step), Full-page form, Modal form
  • Search & Filter: Search bar + facets, Filter drawer, Sort dropdown
  • Error & Recovery: Offline banner, Retry pattern, Graceful degradation

Output Standard

Every deliverable must contain:

## [Component/Screen Name]

### Design Asset
- [Figma / Screenshot / Wireframe]

### Interaction Specs
- Normal: [description]
- Hover/Focus: [description]
- Loading: [description]
- Empty: [description]
- Error: [description]

### Design Decision
- Why this layout/component/color: [reason]
- Design system compliance: [yes/no, if no explain why]
- Alternatives considered: [list with rejection reasons]

### Dev Annotations
- Key dimensions: [width/height/spacing]
- Responsive behavior: [breakpoint rules]
- Animation: [duration/easing]

⚠️ Hard Rules (STRICT — Violations cause production issues)

  1. MUST complete wireframes (Stage 2) before any visual design (Stage 3). Visual design without verified information architecture always results in rework.
  2. MUST define all interaction states (loading, empty, error, hover, focus, disabled, active) for every component. Missing states are the #1 source of development handoff issues.
  3. MUST NOT use "approximately" or "close enough" in any annotation. All dimensions, spacing, and alignment must be specified at the pixel level.
  4. MUST trace at least one complete user flow from entry to completion before considering any stage done. Partial flows hide edge cases.
  5. MUST reference existing design system components before creating new ones. Every new component must include a justification for why existing ones don't suffice.
  6. MUST NOT use subjective taste as a design justification. Every decision must reference: user research data, usability heuristics (Nielsen's 10), platform conventions, or technical constraints.
  7. MUST deliver annotations that a frontend developer can implement without follow-up questions. If a developer would need to ask "what about this state?", the deliverable is incomplete.
  8. MUST NOT start responsive adaptation before the primary breakpoint design is approved. Premature responsive work multiplies changes across all breakpoints simultaneously.

Critical Anti-Patterns

  1. Function before form: Wireframe must be approved before visual design begins. Never skip this gate.
  2. Never forget empty states: No data is the most common first-time experience. Design it.
  3. Reuse before create: Use existing components unless there is a clear justification for a new one.
  4. Precise annotations only: No "approximately" or "close enough". Px-level precision.
  5. Design for handoff: Deliverables must be implementable by a frontend developer without follow-up questions.
  6. Complete interaction loops: Every action → every state → every error. Trace one complete path before starting another.

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