Data Driven Design

4 posts

toss3 min readCurated summary

From Intern to Solo Designer: Growth

As a Toss Bank product design intern, Jeon Nuri designed experiments to improve non-member sign-up conversion. She prioritized the funnel using speed and impact, studied previous experiments, and learned that clear, narrowly defined hypotheses were more valuable than constantly generating new ideas. The experience showed that failed experiments can still guide better decisions when they produce actionable learning. ## Prioritizing the Right Funnel Stage - The largest drop-offs occurred in the intro, consent, and identity-verification screens. - Consent and identity verification were shared modules requiring legal and compliance review, making rapid iteration difficult. - The intro screen could be changed more quickly and had the potential to affect the greatest number of users. - Based on this speed-versus-impact assessment, she chose the intro screen as the starting point. ## Learning from Previous Experiments - Instead of immediately designing new concepts, she reviewed existing experiments, including both winners and unsuccessful variations. - She examined: - The problem each experiment addressed - The reasoning behind its hypothesis - How the test variation was designed - Experiments from unrelated screens were also useful because their problem definitions and hypothesis structures could be adapted. - The main lesson was that inexperienced experimenters benefit more from systematically analyzing existing learning than from rushing to create new ideas. ## First Experiment: A Counselor Concept - The first variation presented benefits as if they were being recommended by a counselor and offered a small number of choices. - The hypothesis was vague: fewer choices would increase conversion. - The result was negative: - Click-through rate fell by more than 10%. - Conversion rate fell by more than 3%. - The design actually introduced more choices than the original, which had only one CTA button. - The experiment also failed to consider why users had entered the screen and whether they needed recommendations. - This led her to analyze the existing screen and user context before creating a hypothesis. ## Identifying and Solving Concrete Problems - Rather than inventing an entirely new design, she identified two specific weaknesses in the existing version: - The copy did not clearly communicate benefits users cared about. - Images loaded slowly, taking two to three seconds on low-end devices. - Previous experiments showed that users responded well to messages about high interest rates and receiving interest daily. - She incorporated those themes into the copy and optimized the visuals with newer graphics and lower-weight image formats. - Both click-through rate and conversion rate increased, demonstrating that a hypothesis grounded in clear problems can provide a stable direction for design. ## Making Benefits Easier to Imagine - Building on the earlier results, she changed functional wording into language that helped users imagine a concrete situation and immediate benefit. - Instead of simply explaining that interest could be earned after depositing money for one day, the revised copy foregrounded the moment when users would experience the benefit. - Copy alone increased CTR by 5% and also produced a meaningful improvement in CVR. - The result reinforced that different expressions of the same information can create significantly different first impressions. ## Principles for Designing Experiments - Break the funnel into stages and prioritize opportunities by speed and potential impact. - Understand the existing context before defining the core problem. - Study previous experiments through their hypotheses and problem definitions, not just their numerical outcomes. - Establish a clear hypothesis and success metric before designing the variation. - Make sure the experiment visibly tests the stated hypothesis. - Treat failure as input for the next decision rather than as wasted effort. A practical starting point for new designers is to begin with a small, focused experiment—but make the hypothesis precise enough to guide both the design and the next iteration.

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figma2 min readCurated summary

Q&A with Dantley Davis | Figma Blog

Dantley Davis’s Config 2021 Q&A presents design as intentional problem-solving shaped by curiosity, collaboration, and diverse perspectives. He emphasizes using adversity and data to create meaningful impact, while staying humble and avoiding ego-driven design culture. His answers also highlight the importance of cross-disciplinary knowledge, personal creativity, and building inclusive teams. ## Design Philosophy and Creative Practice - Davis describes his creative process as “intentional.” - The best design solves an unrecognized problem so effectively that people cannot imagine life without it. - He defines design as problem-solving through form and function. - His greatest design fear is producing work that receives no reaction. - He dislikes designing primarily for oneself. - He values data as an underused tool for informing design decisions. - His favorite UI font is Montserrat; he prefers Akzidenz-Grotesk for type, hex colors, and specifically `#000000`. ## Collaboration and Team Culture - Good teammates are curious and ego-free. - Teams feel cohesive when members: - Seek feedback because they trust one another. - Inspire each other through their work and perspectives. - Set aside personal ego. - Davis considers building the most diverse team in tech his greatest career accomplishment. - He views mentorship as an important part of his role in the Design Twitter community. ## Leadership and Professional Growth - Davis is skeptical of the emphasis placed on being a “thought leader.” - He encourages young designers to study business, engineering, and finance to become more well-rounded thinkers. - He admires Issa Rae for combining writing, producing, and acting while remaining authentic to her story. - He credits personal time and side projects with helping him do his best creative work. - He regrets that one shipped product remained available too long after it stopped meaningfully benefiting users. ## Design Inspirations and Future Ambitions - Davis would like to design a car interface and would love to shape Porsche’s entire ecosystem, from driving to its app. - He admires designer Clement Mok and would invite him to critique his team’s work. - He praises Roblox for enabling children to play, socialize, and build rather than merely consume content. - He enjoyed Afrotech’s virtual conference, especially its combination of online access and a feeling of presence. - His favorite Figma feature is Observation Mode. Ultimately, Davis advocates for intentional, user-centered design supported by data, interdisciplinary learning, honest feedback, and inclusive collaboration.

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figma2 min readCurated summary

Finding confidence in design decisions | Figma Blog

Design confidence is not an innate quality but something built through reflection, information, practice, and support from others. Designers must balance data, experience, taste, instinct, and stakeholder perspectives, which can create persistent self-doubt. The article argues that confidence grows by gathering relevant evidence and repeatedly confronting difficult situations. ## Reframing Early Fears - Reflecting on childhood or earlier experiences with insecurity can reveal how confidence was developed in the past. - Sharing these stories with peers encourages empathy and helps people see their struggles from a more generous perspective. - The suggested exercise is to: - Recall a skill or activity that once felt intimidating. - Identify the steps, support, or practice that helped build competence. - Discuss the experience in a small group. ## Building Confidence Through Data - A lack of confidence may indicate that there is not yet enough information to make a well-grounded decision. - Designers can gather confidence-building evidence through: - Research and validation - Conversations with peers and experts - Input from people experiencing the problem directly - Feedback from stakeholders - Collecting these perspectives helps designers understand more variables and make solutions feel increasingly clear. ## Building Confidence Through Experience - Confidence also comes from repeatedly practicing the difficult thing until it becomes familiar. - Experience is gradual and nonlinear; designers revisit similar problems over time and apply previous lessons in increasingly nuanced ways. - Both successes and failures create emotional connections that strongly influence future confidence. - Some challenges—such as giving difficult feedback or making decisions in unfamiliar situations—cannot be solved through more research alone and require courage and repetition. ## Applying the Exercises - Identify an area where confidence is currently lacking. - Decide whether the primary need is more data, more experience, or both. - Share the challenge with trusted peers and use their perspectives to clarify the next step. - Treat confidence as an ongoing practice rather than a feeling that must exist before taking action. Confidence grows when designers combine informed investigation with repeated action, supported by a community that can provide perspective and encouragement.

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figma2 min readCurated summary

"The Decade of Design”: How 10 years transformed design’s role in tech | Figma Blog

The 2010s transformed design from a secondary concern into a central function of technology companies. The smartphone, especially the iPhone, made products more complex, generated vast amounts of behavioral data, and raised consumer expectations for polished experiences. As a result, companies began hiring designers at scale and treating design as a driver of product strategy and growth. ## The Mobile Wave ### More Complex Interactions - Smartphones introduced smaller, varied screens and touch-based gestures such as swiping, tapping, and holding. - Users interacted with devices in many contexts—while walking, commuting, or multitasking—forcing teams to design for real-world conditions. - Designers became essential to prioritizing functionality and simplifying complex technical systems. - Mobile effectively made the phone the primary computer people used throughout the day. ### The Rise of Data-Driven Design - Smartphones produced unprecedented volumes of behavioral data. - Product teams began continuously A/B testing interface details, including button colors, wording, and layouts. - These experiments measured outcomes such as sign-ups, purchases, and sharing. - “Growth design” emerged as a distinct discipline, with designers increasingly focused on optimizing user behavior and business metrics. - Smartphone ownership among U.S. adults rose from 35% in 2011 to 81% in 2019. ### Apple Raised the Standard - The iPhone changed expectations for how technology should look and feel, replacing the perception of software as merely functional and bland. - Apple’s design became a benchmark that competitors sought to imitate. - The iPhone’s broader mainstream appeal made high-quality industrial and interface design visible to ordinary consumers, not just creative professionals. - Products such as Tinder adopted mobile-first design conventions influenced by Apple’s operating system. - Even Google reportedly discarded an Android device it had been developing after reassessing its design direction. ## Design’s Expanding Role in Technology - The rapid growth of mobile products exposed the limitations of engineering-only approaches to product development. - Designers were particularly valuable for translating complicated systems into simple, intuitive interactions. - Technology companies that had previously operated with minimal design resources began hiring designers and acquiring design agencies. - Silicon Valley gradually shifted from primarily celebrating engineering expertise to recognizing design as a competitive advantage. The decade’s central lesson is that design became indispensable because technology moved into people’s pockets and daily lives. Companies that want to compete should treat designers as strategic product partners, not merely as people responsible for visual polish.

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