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Design a product with AI

To design a product or service that uses artificial intelligence, from understanding people to testing it carefully. In each step, choose one or more entries; open “How it’s used” to decide without leaving this page.

  1. Step 1

    Understand what they need

    Start with the person, not the technology.

    How it’s used

    A long, open, guided conversation with a single person to understand in detail their experiences, motivations and way of seeing a topic.

    How it’s done

    1. Prepare a guide of topics, not a closed questionnaire.
    2. Have a conversation following what the person tells you.
    3. Record and analyze looking for themes and quotes.
    Output
    Detailed accounts of experiences and motivations
    Avoid
    Asking for general opinions instead of concrete stories (“the last time you…”), asking leading questions or selling your idea.
    Full entry, with sources
    How it’s used

    Understanding customers by the progress they are trying to make in a specific situation, the “job” they hire a product for, not by their demographics.

    How it’s done

    1. Look at the situation. When, where and with whom the product is chosen.
    2. Find the job. What progress is sought and what alternatives are used.
    3. Design for that job. Improve what matters in that situation.
    Avoid
    Confusing the job with a product feature.
    Full entry, with sources
    How it’s used

    A method for summarizing research in a few fictional characters, with a name, goals and context, who represent groups of users.

    How it’s done

    1. Research with real users.
    2. Group similar goals and behaviors.
    3. Each group becomes a character.
    Output
    A few fictional characters, with a name, goals and context
    Avoid
    Making them up in an afternoon or filling them with stereotypes and details that don't help decide.
    Full entry, with sources
    How it’s used

    The often incomplete idea a person forms of how something works, and uses to predict what will happen when they act.

    Why it happens

    1. We can't see how a system works on the inside.
    2. We form an idea from what we see and what we already know.
    3. If the idea doesn't match the system, we make mistakes.
    Avoid
    Assuming people understand the system the way the team does.
    Full entry, with sources
  2. Step 2

    Decide whether AI adds anything

    Not everything needs artificial intelligence.

    How it’s used

    Three criteria an idea must balance: it meets what people need and want, it can be built with the available means, and the organization can sustain it.

    How it works

    1. Assess each idea against the three criteria.
    2. Spot which of the three raises the most doubts.
    3. Test that doubt first, with a prototype or with data.
    Avoid
    Using it as a quick vote, without data.
    Full entry, with sources
    How it’s used

    A technique for turning a problem or an insight into an open, optimistic question that invites ideas: “How might we…?”

    How it’s done

    1. You start from an insight or a specific problem.
    2. You reframe it as a question neither too broad nor too narrow.
    3. You use it as the starting point for ideation.
    Output
    Open questions that invite ideas
    Avoid
    Putting the solution inside the question (“How might we build an app that…?”).
    Full entry, with sources
    How it’s used

    A template to see whether an offer fits a customer type: on one side, their profile (jobs, pains and gains); on the other, the offer’s value map.

    How it’s done

    1. Describe the profile of a customer type: jobs, pains and gains.
    2. Fill in the value map with products and services, pain relievers and gain creators.
    3. Test the fit between both parts with real customers.
    Output
    A canvas with the customer profile and the value map
    Avoid
    Filling the profile with assumptions and taking it as valid.
    Full entry, with sources
  3. Step 3

    Define how it behaves

    What it does, how it explains itself, and what happens when it gets something wrong.

    How it’s used

    Eighteen guidelines for designing interaction with AI systems, across four moments: initially, during interaction, when the system is wrong and over time.

    How it works

    1. The guidelines are grouped into four moments of the interaction.
    2. At each moment, the team checks whether its product follows them.
    3. Whatever falls short is fixed before launch.
    Avoid
    Applying them only at the end, when nothing can be changed.
    Full entry, with sources
    How it’s used

    Designs how a person converses with a system, by voice or in writing, as in voice assistants and chatbots, drawing on how conversations between people are organized.

    When to use it
    Write sample dialogues and read them aloud before designing the flow.
    Avoid
    Designing a menu disguised as a conversation.
    Full entry, with sources
    How it’s used

    A sequence of panels that shows a person using a product or a service in context, step by step.

    How it’s done

    1. Choose the situation and the person.
    2. Draw the steps in a few panels.
    3. Share it and gather feedback.
    Output
    A sequence of panels showing use, step by step
    Avoid
    Drawing only screens instead of the situation.
    Full entry, with sources
  4. Step 4

    Prototype it before building it

    Test the experience without programming the AI.

    How it’s used

    A prototype in which a hidden person, the “wizard,” produces the system's responses by hand while the participant uses it as if it worked on its own.

    How it’s done

    1. Prepare the tasks, the wizard's script, and a place where the wizard can't be seen.
    2. The person tries it and the wizard responds live.
    3. Adjust the script and test again.
    Output
    People's reactions to a simulated system and what the real system needs to do
    Avoid
    Letting the wizard improvise: if the answers change every time, you won't know what failed.
    Full entry, with sources
    How it’s used

    Building quick, incomplete versions of an idea, from a paper sketch or a cardboard mock-up to something that works, to answer a design question before developing the idea.

    How it’s done

    1. Choose the question: whether it works for people, how it looks or whether it can be built.
    2. Build the minimum that answers it: paper, cardboard, mock-up, wireframe or code.
    3. Test it and decide what to change.
    Output
    Prototypes, from a sketch to something that works
    Avoid
    Polishing the look when you don't yet know if the idea works.
    Full entry, with sources
    How it’s used

    The team, and sometimes users, act out a situation with simple or cardboard objects to imagine how a product or service would work.

    How it’s done

    1. Prepare the scene and the roles.
    2. Act out the situation with the imagined object.
    3. Discuss what worked and what didn't.
    Output
    Acted-out situations that show how an idea would work
    Avoid
    Turning it into theater without a design question.
    Full entry, with sources
  5. Step 5

    Test it and take care of people

    That it works and doesn’t manipulate.

    How it’s used

    A method in which real people try to do specific tasks with a product while being observed, to find out where they get stuck and why.

    How it’s done

    1. Prepare realistic tasks, without saying how to do them.
    2. Observe each person as they try and think aloud.
    3. Note where they get stuck and decide what to fix first.
    Output
    A list of usability problems, with where they appear and why
    Avoid
    Asking “do you like it?”: measure what people do, not what they think.
    Full entry, with sources
    How it’s used

    Ten general rules that evaluators use to review an interface and spot usability problems before testing it with users.

    How it works

    1. Several people review the interface separately.
    2. Each problem is noted next to the heuristic it breaks.
    3. The lists are combined and the problems are ranked by severity.
    Avoid
    Letting a single person review the interface and call it done.
    Full entry, with sources
    How it’s used

    Interface designs that lead people to do something they didn't want to, like buying, subscribing or giving up data, by exploiting how we decide.

    Why it happens

    1. They exploit mental shortcuts such as haste, inertia or social pressure.
    2. They hide or make costlier the option that best serves the person.
    3. They work, which is why they have spread so widely.
    Avoid
    Hiding cancellation, preselecting extras or using guilt-tripping wording.
    Full entry, with sources
    How it’s used

    A framework for choosing what to measure in a digital product (happiness, engagement, adoption, retention and task success), starting from goals rather than available data.

    How it works

    1. Goals what the product should achieve.
    2. Signals what behavior or response would show it.
    3. Metrics how to count it to track it over time.
    Avoid
    Always using all five categories; choose the ones that make sense for your product.
    Full entry, with sources