3. Design
principles
Government Digital Service
NEEDS
1 User needs, not government needs 2 Do less 3 Design with data
4 Do the hard work to make it simple 5 Iterate. Then iterate again 6 This is for everyone
7 The unit of delivery is the team 8 Build things people can build on 9 Be consistent not uniform
10 Make things open, it makes them better
www.gov.uk/designprinciples
04.2014
@_rossio_ GDS
12. Carer’s Allowance
Eligibility
screen
I need to know if I’m
entitled to any money
I need money to care for
her.
My dad died, he looked after my
mum. She cannot care for herself
@_rossio_ GDS
13. Carer’s Allowance
Eligibility
screen
I need to know if I’m
entitled to any money
I need money to care for
her.
My dad died, he looked after my
mum. She cannot care for herself
Having an in-depth
understanding of
this
@_rossio_ GDS
14. Carer’s Allowance
Eligibility
screen
I need to know if I’m
entitled to any money
I need money to care for
her.
Means we can
design these well
My dad died, he looked after my
mum. She cannot care for herself
Having an in-depth
understanding of
this
@_rossio_ GDS
15. User
stories
(discard
after use)
User needs in the context
of the service
User needs in the context
of life
The problem/need/job exists, but
people just get on with their lives
@_rossio_ GDS
16. User
stories
(discard
after use)
User needs in the context
of the service
User needs in the
context of life
The problem/need/job exists, but
people just get on with their lives
@_rossio_ GDS
17. User
stories
(discard
after use)
User needs in the
context of the service
User needs in the
context of life
The problem/need/job exists, but
people just get on with their lives
@_rossio_ GDS
18. User
stories
(discard
after use)
User needs in the
context of the service
User needs in the
context of life
The problem/need/job exists, but
people just get on with their lives
@_rossio_ GDS
21. How to test.
1. Agree what it is you’re trying to solve.
Paul Sims 2014
@_rossio_ GDS
22. How to test.
1. Agree what it is you’re trying to solve.
2. Write up your hypothesis for solving
problem. Is it an idea, feature, interaction?
Paul Sims 2014
@_rossio_ GDS
23. How to test.
1. Agree what it is you’re trying to solve.
2. Write up your hypothesis for solving
problem. Is it an idea, feature, interaction?
3. Identify an approach to get the best +
easiest + quickest results.
Paul Sims 2014
@_rossio_ GDS
24. Evidence driven design. A process
to identify user needs, create objects
for testing in realtime with users to
inform our decisions. Keeps us
grounded in evidence.
Paul Sims 2014
@_rossio_ GDS
25. A user-centred design
approach. Reduces the chances
of living in a bubble. Makes sure
we are building the right thing.
Paul Sims 2014
@_rossio_ GDS
26. Select the research that is most
appropriate to the stage of your
project.
@_rossio_ GDS
27. Be clear what you need from the
research, so you ask the right
questions.
@_rossio_ GDS