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My design process

Someone asked me recently what my design process looks like.

I realized I don’t really follow a rigid framework with sticky notes and perfect diagrams. Over time, my process naturally evolved into something simpler and more intuitive:

Immerse → Research → Concept → Prototype

It’s less of a straight line and more of a loop. Every stage keeps feeding back into the previous one.

1. Immerse

Before designing anything, I try to deeply sit with the problem.

I want to understand the world around the product — the people using it, the emotions around it, the environment it exists in, the frustrations nobody talks about, and the small rituals users unconsciously build.

If I’m designing for motorcycles, I ride. If I’m designing a handheld product, I carry it around. If I’m designing an interface, I observe how people hesitate, tap, scroll, or get confused.

I think immersion matters because good products rarely come from assumptions. They come from context.

A lot of insights appear before sketching even starts.

  • Noticing vibration patterns on a motorcycle at high speeds
  • Seeing how gloves affect interaction
  • Understanding how sunlight hits a screen outdoors
  • Realizing a user only has one free hand while operating something

Those details change everything.

2. Research

Once I understand the environment, I start pulling information from everywhere.

This stage is messy.

I research existing products, engineering constraints, manufacturing methods, ergonomics, interfaces, materials, visual language, market positioning, and user behavior.

I also spend a lot of time studying products outside the category I’m designing for.

A motorcycle accessory might borrow ideas from camera equipment. A physical switch might borrow feedback principles from gaming controllers. A UI interaction might take inspiration from aviation systems.

I think innovation often happens when unrelated worlds collide.

Research for me is not about copying references. It’s about building understanding.

The goal is to know enough that decisions become intentional instead of decorative.

3. Concept

This is where ideas begin taking shape.

I sketch a lot during this stage — sometimes digitally, sometimes on paper, sometimes directly in CAD.

I usually explore multiple directions quickly instead of obsessing over one “perfect” idea too early.

  • Does this actually solve the problem?
  • Is it manufacturable?
  • Is the interaction intuitive?
  • Can unnecessary complexity be removed?
  • Does the product emotionally connect with the user?
  • Does it feel believable?

I love this phase because it sits between logic and imagination.

Some concepts die immediately. Some become stronger after simplification. Some completely change halfway through.

And honestly, that’s normal.

4. Prototype

I think prototyping is where design becomes real.

A lot of ideas look great on screens but completely fail once they exist physically.

This is why I prototype early and repeatedly.

Sometimes it’s rough cardboard models. Sometimes quick 3D prints. Sometimes functional electronic setups. Sometimes interface mockups.

Prototypes reveal things sketches can’t:

  • Weight distribution
  • Tactile feel
  • Balance
  • Usability
  • Structural weaknesses
  • Interaction comfort
  • Emotional response

I like testing products in real conditions whenever possible.

If it’s for motorcycles, I test while riding. If it’s handheld, I use it daily. If it’s digital, I observe how naturally someone navigates it without instructions.

That feedback loops back into immersion again.

Design as continuous refinement

I don’t see design as creating a final perfect object.

I see it more as reducing friction between humans and products.

Every iteration removes confusion, discomfort, unnecessary complexity, or emotional disconnect.

I think the best products often feel inevitable in hindsight — like they could not have existed any other way.

That’s usually what I aim for.