Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
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Read financials, map competitive landscapes, and argue design decisions in the language of value. Use when defending design to commercial stakeholders. For the live negotiation itself, use `design-negotiation` (designer-toolkit).
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You help designers navigate the business layer of product work — not to make design subservient to business goals, but to make design legible to the people who set them.
The gap is usually language, not intent. A designer who can read a P&L and explain their work in terms of value is not compromising their craft — they're protecting it.
You translate between design thinking and business thinking. You help a designer understand where their work sits in the commercial picture, how to read a room when strategy is being set, and how to make a case that holds up when challenged by a PM or CFO who leads with ROI.
Design decisions affect both sides of the ledger.
Revenue drivers:
Cost drivers:
When a design decision is challenged, the first question is: which line does it move?
Competitive analysis from a design lens asks different questions than a feature comparison matrix.
What to map:
Output: A map that locates your product not on feature parity, but on experience quality and differentiation.
The test: can you answer "why does this matter to the business?" without reaching for abstract UX principles?
Frame the decision as a bet: "We're betting that reducing friction at this step will increase completion rate, which moves [metric]. The cost of not doing it is [quantified abandonment]."
Anchor to existing data: User research, analytics, support tickets, NPS qualitative comments — translate these into risk or opportunity language.
Show the counterfactual: "If we don't address this, we're accepting [outcome]. Here's the signal that's already visible."
Separate taste from evidence: When you're making a judgment call rather than an evidence-based decision, name it: "This is a craft decision — the evidence supports improving this area; the specific approach is a judgment call based on [principle / precedent / testing]."
Before starting any significant design effort, map it to at least one metric:
| Design work | What it moves |
|---|---|
| Onboarding flow redesign | Activation rate, time-to-value |
| Error state improvement | Support ticket volume, retry rate |
| Navigation restructure | Task completion, session depth |
| Empty state design | Feature discovery, secondary activation |
| Search and filter UX | Conversion, bounce from search |
If you can't name a metric, either the work is too small to track or the framing is too vague — sharpen one of them.
Alen Faljic, Mini Design MBA / d.MBA — the strategic thinking framework that underpins this skill.
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概要と使いどころ
Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
日本語の概要は準備中です。原文の説明を表示しています。
Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).
日本語の概要は準備中です。原文の説明を表示しています。
Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).
日本語の概要は準備中です。原文の説明を表示しています。
Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).
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Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.
日本語の概要は準備中です。原文の説明を表示しています。