Approach

Soft logic philosophy

A hard system has fixed rules and a measurable output. The eligibility criteria are set and an application either completes or it doesn’t, so from the inside, nothing looks ambiguous. Soft logic is the part you can’t read off the system.

A form works exactly as specified and people still abandon it at step four, and neither the rules nor the analytics tell you why. Finding out means watching somebody fill it in and asking what they thought it wanted. The method is qualitative, which is where the name comes from, and it’s what actually moves completion rates.

Operating rules

Frameworks

Design the instrument, not just the interface

What produces an outcome is often not a screen. The training and the handoffs around it decide results the interface cannot reach, so they get designed in the same pass rather than left to whoever inherits them.

Recruit for the failure case

Participants get selected for how likely they are to fail, not for how easy they are to reach. A convenience sample is mostly people the system already works for, which is why it so reliably confirms what the team expected.

Scope the findings can move

Most contracts name the deliverables before any research happens, so by the time findings arrive, the scope is already signed and they can only rearrange what's inside it. The statement of work here leaves room for findings to change what gets built.

Strategic workflow

01.

Field research

Time on site watching the system in use before asking anyone about it, then sessions that begin unstructured and narrow as specific claims emerge worth disproving. Notes are coded for the moments where somebody hesitates, backs up, or routes around the system rather than through it.

Methods

Contextual inquiry, in-depth interviews, participant observation, thematic coding, competitive and category review

Deliverables

Research plan, coded transcripts, findings report, prioritized friction inventory

02.

Service blueprint

Mapping what has to happen behind the interface for the front to work, including who holds which information and at which handoff it stops moving. Most failures a user experiences were created several steps upstream, which is why the blueprint comes before any decision about the interface itself.

Methods

Service blueprinting, journey mapping, stakeholder mapping, front-stage and back-stage analysis, gap analysis

Deliverables

Service blueprint, journey map, failure point register, prioritized opportunity areas

03.

Experience architecture

Turning the blueprint into structure. Which decisions sit together, where a sequence cannot be avoided, and what recovery looks like when a step goes wrong. The artifacts here are wireframes and flows, so the review is about whether the logic holds rather than how it looks.

Methods

Information architecture, user flows, wireframing, card sorting, tree testing, content modeling, accessibility audit

Deliverables

Sitemap, annotated wireframes, user flows, content model, accessibility requirements

04.

Brand systems

Voice, type, color, and the rules for applying them, specified against the architecture rather than ahead of it. The system has to survive being used by people who were never on the project, so the rules for extending it are written alongside the rules for applying it.

Methods

Brand strategy, brand architecture, positioning, messaging frameworks, visual identity, design systems, creative direction

Deliverables

Positioning and messaging framework, visual identity, brand guidelines, component library, master files

05.

Prototyping

Building and testing in one loop, with each round returning to the same participants where possible so a response can be compared against one already on record. Failures are documented alongside what shipped, because a pattern that didn’t work is the cheapest one to inherit and the most expensive to rediscover.

Methods

Low and high fidelity prototyping, moderated and unmoderated usability testing, A/B testing, design QA, accessibility testing

Deliverables

Interactive prototypes, test plans, round-by-round findings, final patterns with failures recorded

06.

After handoff

The first weeks of real use measured against what testing predicted, with revisions where the two disagree. Live behavior produces information no session can, because the people arriving have not agreed to be studied and are not trying to be helpful.

Methods

Analytics review, funnel analysis, session recording, post-launch research, iteration planning, team training

Deliverables

Measurement plan, post-launch findings, revision set, training materials, documentation