Product Designer

Below is a quick introduction to the most important rules and responsibilities of our product designers. It should give you an idea about what your tasks are, the etiquette when working with clients and how we make sure that the quality of outcomes is consistently high.

Role and responsibilities

As a product designer, your task is to understand the collaborative vision of the product and create a visual prototype, which can act as the basis for a user test. It needs to look undistinguishable from a real product and have a flawless user experience, aimed at visualising the main intentions of the team. You are also responsible for guiding the teams decisions to create a cohesive user journey and usable information architecture. In some cases, your task will also be to create a unique visual identity, which will make the product appealing.

Community Member






Observe Design Process







Storyboarding support


Prepare storyboard


Convert storyboard to basic wireframes


Create component library


Add relevant research

Stitch prototype


Support map exercise


Create concept with best UX

Create secondary screen based on existing assets

Create winning concept


Co-facilitate storyboarding

Wireframes with visual hierarchy

Follow UX guidelines


Introduce color palette and visual design


Design secondary screen

Mobile Design


Design key screens

Reference other projects







Lead live Presentation

Give UX related advice

Handle skeptical client

Creative Director






Manage client throughout sprint

Suggest improvements to Hypersprint

Answer clients concerns with actionable steps

Work etiquette

  • Please behave professionally and reduce visual noise on camera (items in background), auditory noise (background) and contextual noise (unnecessary words or comments) to a minimum.

  • Always listen to the client and pay attention to their needs.

  • Always-Be-Capturing. When someone speaks and the content of the conversation is important, write notes on a Miro board or in your personal notebook to make sure that you can refer back to them later.

  • Always have Discord open with the internal project channel for conversations with the team outside of Zoom.

  • Mute your phone and all notificiations on desktop. You need to be 100% present in the workshops.

  • Don't eat, smoke or do any other activities during workshops. If you are not the main facilitator, turn off your camera in case you need to step away from the screen.

Project set-up and brief

Deep Work takes over all administrative efforts related to sales and the project specification. We then choose the experts who fit the project the most and put together a team. This is when:

  • You receive a request for participation with a suggested date and time

  • You can decline or accept, confirming the date and time

  • After accepting, you receive a brief and calendar invites for an onboarding call and to block out your time on the project

  • You can then choose a collaborator for shadowing (see details below)

  • You then join an internal onboarding call to discuss open questions, understand the product and get to know the rest of the team. Make sure that you get answers to all your questions about the product so you have a good idea how it works.

  • After the onboarding call you will be CC'd in an email to the client and have time to prepare everything you personally need for the workshops. You also have a chance to split tasks with your shadower or discuss their role in the workshops.


Projects follow a set (but flexible) process to manage expectations and produce high quality results to the client team.

  • User Testing - Some projects start with a round of user testing. You will not be involved in it, but the first 30min of the first workshop are dedicated to the researcher presenting results.

  • Workshops - Depending on the type of the Hypersprint, the facilitator will be running two or three workshop sessions.

    • During the workshops, you will be supporting the facilitator in making strategic product design decisions and guiding the client towards designing a product that their users should fall in love with. Some clients tend to be insecure and may need more or less handholding, in which case you can always give them advice and help steer the product in a direction, which will benefit the users.

    • During the storyboarding session, your task is to understand what the teams intentions are for the product and visualize it in simple ways. The goal is to create a basic concept with all necessary details from the so you can design the prototype with high visual fidelity, without external support.

As the designer on the collaboration, you need to enforce that all the content and decisions are made by the team during the storyboard. It is essential that you don't have to make these, or fill in the gaps during the prototyping as there is not time.

  • Prototyping - After the workshops, you will take the results and design a high fidelity prototype. It needs to be exactly what has been agreed on during the workshops and contain no fundamental changes. Alterations and improvements in UX and visual style are acceptable if you can provide convincing reasons.

  • After you finished prototyping, record a video walkthrough of the prototype, to give the rest of the team context on how the product looks and how the prototype works. The user researcher needs to understand where all your design decisions came from, how (and where) to click on the prototype and how the final product is supposed to work.

  • User Testing - During or after prototyping, the user researcher will prepare a script for the user interviews, based on your video walkthrough and the facilitators summary of the workshops. After they are done, they will share the script with the team, which will take a look and approve it.

After the user testing is finished, the researcher writes a report to present in front of the client. Their report will contain the user feedback and everything the client needs to know to get an idea how the product will be perceived on the market.

Final Presentation

Before the final presentation, make sure that the report covers the questions agreed on during the sprint. It should honestly represent the feedback of the users and give the client confidence when developing the product and shipping it to market.

The final presentation should feel like a climatic conclusion to the Hypersprint experience. The facilitator will open the presentation and re-iterate what has been agreed on during the workshop. They then pass on to you to present the prototype and after you are finished, it's the user researchers turn to present the results of the user testing.

After that, the client can ask questions to clarify details and you wrap up the presentation by providing the client with free tools.


After each cycle of workshops/prototyping/user testing we run a short 1 hour retrospective to reflect on our experience and evaluate how to improve. It follows are very simple process:

  • Write down all positives and negatives (7 minutes)

  • Read out all positives individually (1 minute each)

  • Read out all negatives individually (1 minute each)

  • Vote on negatives (3 minutes)

  • Brainstorm solutions for negatives (7 minutes)

  • Vote on solutions (3 minutes)

  • Discuss feasibility and delegate

You can find a Miro board with most Retrospectives here:

If you had a collaborator helping you, you have the chance to give your collaborator feedback on their performance. If you like, you can also review anyone on the project.

It is encouraged for an Expert to give feedback to their Collaborator, because it will help them become better and help out more next time. It's also possible for a collaborator to give feedback to an Expert or even across domains.


Remember to send us your invoice after the project is finished.


Videoconferencing - Zoom

Collaboration - Miro

Team chat - Discord

Prototype Design - Figma


For each client project, you are either the Expert (main responsibility and lead) or a Collaborator or a shadower. The Collaborator is usually on a lower level than the Expert (who is paid the full rate) or wants to be observed and graded before becoming an Expert.

There are three scenarios for a collaborating on a sprint:

Collaborating in order to become an Expert - 50% of the full rate

This means that if the Collaborator feels confident that next time they will be able to lead a project as an Expert and get paid in full - so this is like a trial run. The trial run is being paid half the amount. The Collaborator needs to prove that they are ready to lead facilitate, lead user research or lead prototype in order to fall in this category. After they apply, the Expert on the project looks at their previous work and evaluates whether they think the collaborator is ready.

Collaborating - Level * $10

Currently it will give a Collaborator the chance to learn faster by working on actual client projects with high stakes. It will be unpaid, but will allow a collaborator to progress in their level on a real project (which they can add to their portfolio) and get valuable feedback from an Expert after the sprint.

Shadowing to observe - unpaid

Community members can apply to join a project to simply observe and learn from the experience. If no work is contributed with and it's only a learning experience, the shadowing is unpaid. Shadowers still need to apply and invited by the respective Expert.