Phase Three, the development phase, is all about taking your design ideas and developing them to a high standard in the finished product (outcome).
Working through an Agile process, we break the outcome development into stages called SPRINTS. These are short 4 week development cycles where you try to complete a set amount of work.
The three sprints are:
Minimum Viable Product (MVP) - develop the basic elements and functionality
Minimum Marketable Product (MMP) - develop all elements, improved aesthetics, conventions, and functionality
Maximum Achievable Product (MAP) - complete all elements, functionality, and aesthetics
These are explained and detailed further on the 3 sprints pages that follow this.
Under each sprint you will plan out the specific tasks that you need to complete then focus focus focus to achieve that.
At the end of each sprint you will complete testing of the product and trialling with end users. This will help you identify and issues ar changes required.
There are 4 key development concepts that we must consider when developing our product.
These are also the main UX PRINCIPLES that we consider. This is because we are not just creating an outcome, we are creating one that is used, enjoyed, and useful for our end users.
Functionality refers to what the product allows users to do—the tools, features, and interactions that serve a purpose. It’s also about ensuring the product works well and helps users achieve specific goals.
Examples:
Graphic Design - A printed event programme that includes a schedule, speaker bios, and a venue map—helping readers quickly find important information.
Game Design - The game works as intended with no bugs or crashes. The key presses match the movement. The game deals with player death and collisions.
Short Film - A short film formatted for YouTube Shorts or Instagram Reels, with captions, a strong hook in the first few seconds, and clear visual storytelling optimised for small screens.
Usability is about how easy and intuitive a product is to use. It involves clear navigation, consistency, accessibility, and user-friendly interactions that reduce confusion or error.
Examples:
Graphic Design - A public transport poster with a clear timetable, colour-coded lines, and large, legible text that helps readers quickly find route details.
Game Design - An intuitive tutorial at the start of a game that teaches controls in real-time through gameplay rather than text.
Short Film - A short film with clear subtitles, logical pacing, and high audio clarity, making it easy for viewers to follow the story — even without sound or in noisy environments..
Conventions are common design standards or patterns users expect to see. Following these helps users instinctively understand how to interact with the product or narrative without needing extra instructions.
Examples:
Graphic Design - A magazine layout that places headlines at the top, columns of body text below, and page numbers in the corners—following familiar print design norms.
Game Design - A platformer where the spacebar makes the character jump and arrow keys move them—controls players instantly recognise.
Short Film - Following a traditional three-act structure with clear exposition, conflict, and resolution—viewers intuitively follow the story flow.
Aesthetics refers to the visual and stylistic elements of a product—how it looks and feels. This includes colour, layout, imagery, and overall visual harmony, which all work together to create a mood and appeal to the audience.
Examples:
Graphic Design - A concert poster that uses bold typography, dynamic composition, and neon colours to convey energy and excitement.
Game Design - A fantasy RPG with a hand-painted art style, atmospheric lighting, and cohesive visual effects that immerse players in a magical world.
Short Film - A short sci-fi film with a consistent blue-grey colour grade, futuristic costume design, and symmetrical framing that enhances the tone and genre.