Dreadful Design

The Double Down Framework

Because sometimes you have to bet big on ambiguity.

Diverge

Let's explore everything.

Define

Actually, what are we doing?

Develop

Let's make things.

Deliver

Ship it and pivot.

Phase 1: Diverge

The "Everything is Possible" Phase

"We don't know what we don't know, so let's find out everything."

This is where we embrace the beautiful chaos of discovery while secretly wondering if we'll ever escape this research rabbit hole. We cast the widest possible net, interview anyone who will talk to us, and create enough sticky notes to deforest a small country.

Key Activities (Before Leadership Gets Impatient)

  • User interviews that somehow always run over
  • Competitive analysis of every app ever made
  • Journey mapping sessions that require architectural blueprints
  • Stakeholder interviews where everyone has "just one more thing"
  • Analytics deep-dives that reveal we need better analytics
  • Market research to validate our assumptions are wrong

Phase 2: Define

The "Actually What Are We Doing?" Phase

"Okay, but what's the actual problem we're solving for the business?"

The moment of truth where we take our mountain of insights and somehow distill them into something actionable before the next quarterly planning cycle makes this project irrelevant. This is where good researchers become great storytellers.

Key Activities (While the Clock Ticks)

  • Synthesis sessions with way too much coffee
  • Problem statement workshops that question everything
  • Persona creation (knowing they'll change next quarter)
  • Opportunity mapping with realistic constraints
  • Stakeholder alignment meetings about alignment meetings
  • Scope negotiation (aka 'What can we actually build?')

Phase 3: Develop

The "Make Things" Phase

"Let's prototype our way to clarity."

The fun part where we finally get to make stuff! We'll iterate rapidly, test early, and try not to fall in love with our first solution. This is where designers and engineers become best friends or mortal enemies—there's rarely middle ground.

Key Activities (While Resisting Feature Creep)

  • Ideation sessions with 'no bad ideas' (we all know that's not true)
  • Rapid prototyping until our Figma crashes
  • User testing with actual users (revolutionary!)
  • Design system creation and inevitable customization
  • Cross-functional collaboration (aka 'gentle disagreements')
  • Technical feasibility checks (aka 'reality slaps')

Phase 4: Deliver

The "Ship It and Learn" Phase

"Launch it, measure it, then probably pivot it."

The culmination where we ship our lovingly crafted solution into the wild, cross our fingers, and prepare for the inevitable "just one small change" requests. Success is measured not just by metrics, but by how long we can go before someone suggests a complete redesign.

Key Activities (Before the Next Sprint)

  • Launch preparation (aka 'What could possibly go wrong?')
  • Performance monitoring with obsessive dashboard checking
  • User feedback collection and emotional preparation
  • A/B testing until we're confident in our confusion
  • Stakeholder reporting with strategic metric selection
  • Retrospectives and 'lessons learned' documentation