5 Common Design Myths

Break down 5 common design myths and find out what really makes design work

5-common-design-myths

5 Common Design Myths Debunked

As a junior designer, it’s easy to get caught up in the various advice and teachings that are often taken as gospel. However, some of the most commonly accepted ideas about design are more myth than reality. Let’s clear up some of these misconceptions and save you some time and frustration.

1. Personas Are Essential in UX Design

One of the first things you learn in UX courses is the importance of creating personas. However, in reality, 99% of companies rarely use them in their design processes. Personas are heavily utilized in marketing to understand and target specific customer segments, but in UX design, their usage is far less common. Most of the time, real-world projects move too quickly to spend time crafting detailed personas, and the focus is more on solving specific user problems than on categorizing users into fictional archetypes.

2. Designers Work Alone

There’s a pervasive myth that most designers work in isolation, without collaboration from others. The truth is quite the opposite. While some designers might work solo on smaller projects, the vast majority of design work involves collaboration, whether it’s with other designers, developers, product managers, or stakeholders. In fact, only about 5% of companies have just one designer per project. Teamwork and communication are key components of the design process, making collaboration an essential skill for any designer.

3. You Don’t Need to Name Your Layers

If you’re working alone, naming your layers might seem unnecessary. While it’s true that there’s less need to name layers when you’re the only one working on a file, staying organized is still important. It’s easy to lose track of elements in a complex design, and properly naming your layers can save you time when making revisions. That said, if time is tight, prioritizing other tasks might take precedence, and some experienced designers might choose to skip this step. Ultimately, it’s about finding a balance between efficiency and organization.

4. Low-Fidelity Wireframes Are Obsolete

The traditional process of starting a design project with low-fidelity wireframes is becoming less common. Nowadays, most designs begin at mid-fidelity, where the focus is on structure and layout with a bit more detail. Low-fidelity wireframes are still used, but usually in scenarios where the client is unclear about their goals or the direction of the project. In such cases, lo-fi wireframes help to clarify ideas before moving on to more detailed designs. However, for most projects, jumping straight into mid-fidelity can streamline the process and get you closer to the final product faster.

5. Developers Care About Your Design Tool

There’s a myth that developers care deeply about which design tool you use—whether it’s Figma, Sketch, or Adobe XD. In reality, what developers care about is clear communication and good annotation. The specific tool you use matters far less than the quality of the information you provide. Ensuring that your designs are well-documented and that your handoff is smooth is what truly matters. The key to a successful designer-developer collaboration is clarity, not the choice of software.

Conclusion

Understanding these common design myths can help you navigate your career with greater confidence and clarity. While it’s easy to get caught up in industry trends and advice, it’s important to recognize that not everything you hear is universally true. By debunking these myths, you can focus on what really matters in your work: effective problem-solving, clear communication, and collaboration. Keep these truths in mind, and you’ll be better equipped to make informed decisions that suit your specific projects and workflow.

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