A discovery is a preliminary phase in the UX-design process that involves researching the problem space, framing the problem(s) to be solved, and gathering enough evidence and initial direction on what to do next. Discoveries do not involve testing hypotheses or solutions.

Discoveries are crucial to setting design projects off in the right direction by focusing on the right problems and, consequently, building the right thing. They are often referred to as ‘product discoveries’ (although I’m not keen on this name because it can set the expectation that this phase is about discovering requirements for a given product).

A discovery should result in the following:

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Discovery covers the Discover and Define stage of the double-diamond model. In the  Discover stage, lines of inquiry diverge as a team explores the problem space. In the  Define stage, the team aligns on an evidence-based problem statement and on a vision for the future. The second diamond is about the creation of an actual design to solve the problem we’ve identified.

When Is a Discovery Needed?

A discovery is needed anytime when there are many unknowns that stop a team from moving forward.

A discovery might also be needed when the team is not aligned in what it wants to achieve.

Discoveries are often carried out differently depending on the type of problem the team needs to investigate. Below are some examples of instigators:

Common Activities in Discoveries

There are many different types of activities that could be carried out in a discovery. I won’t cover them all, but here are a few that are performed in most discovery phases.

Exploratory Research