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Current state first ​

The flow diagram begins by documenting what exists, not by inventing what should be. Frames drawn directly from what was observed in discovery: Gal opens the export, opens the grade sheet, calculates mentally, types totals, switches tabs, marks open-answers, rechecks. This is not a new design; it is a record of the current flow. Drawing it forces the designer to confront what is actually there before they imagine alternatives. It also reveals friction points the journey table compressed — moments where the user pauses, retries, or works around something. These become design opportunities.

Then the happy path. Then edges and errors. ​

Once current state is drawn, the new flow can be sketched. First the happy path — the scenario where everything works. Then the edges — the cases that are rare but real. Then the errors — what the user sees when the system can't do what they expect. Each phase produces new wireframe states. Each state gets a name — a short, meaningful label that travels through every artifact downstream.

States are named for what the person experiences, not for where they sit in the flow. "Per-student marking" is a name a developer reads in a test six months later and understands. "State-04" requires a lookup. Names carry meaning; numbers carry position.

The first state drawn is usually the entry to the activity — "all-students overview." The next is whatever the designer discovered they needed — "per-student-marking pane." A state that surfaces three weeks later in amigos — "school-system unreachable" — gets its own name then. The names are permanent. They travel through every artifact downstream — wireframes, scenarios, tests, PRs. A developer reading a test called per-student-marking.concurrent-submit knows exactly where they are without opening Figma.

Other artifacts the designer reaches for ​

Wireframes and flow diagrams cover most cases, but not all. When a screen has many possible states the user can move through (drafted, submitted, returned, corrected, locked), a UI state machine answers the question wireframes can't: which transitions are legal, which aren't, and what the system does at each state. When the team needs to communicate the larger journey to stakeholders, a journey map at higher altitude — multi-day, multi-actor — sits above the flow. The discipline is the same in all of them: the artifact records what was witnessed and what is being designed, at the resolution the next phase needs. The depth of UX craft itself — affordances, hierarchy, accessibility, content design — is its own field; the chain doesn't replace it, it just decides when each artifact gets reached for.

Next — Fidelity grows with understanding →

200apps · How We Work · NWIRE