A design concept or idea
A design concept is an early, deliberately provisional idea for how to solve a design problem, captured before it earns the commitment of a finished screen. It holds a direction, a rationale, and a status, and it expects to be one of several. The value lives in keeping more than one alive long enough to compare them; the failure is anchoring on the first sketch and calling the exploration done.
The concept as a design artefact comes out of design thinking and the studio tradition that IDEO popularised. The ideation phase is explicitly divergent: generate many candidate ideas, defer judgement, prize quantity and variety over immediate feasibility. A design concept is one of those candidates, made concrete enough to discuss but not so finished that abandoning it feels expensive.
The discipline pairs that divergence with convergence. After generating a wide field of concepts, teams narrow deliberately, combining, refining, and selecting the few worth developing. A concept therefore carries a lifecycle status, from exploring through validated to selected or rejected, and the rejected ones matter: a recorded rejection with its rationale stops a team relitigating a path it already walked.
The lasting refinement is the discipline of keeping options open. IDEO's practice of generating multiple distinct concepts before committing, sometimes built into rough prototypesPrototypeExperience DesignAn interactive mockup for testingView reference → in parallel, exists because the first plausible idea is rarely the best one, and because comparing real alternatives produces better decisionsDecisionStrategyA recorded decision with context, rationale, and consequencesView reference → than defending a single bet. A design concept is the unit that makes that parallelism possible.
A team faces a Design QuestionExperience DesignAn open design problem to exploreView reference →: how should a first-time user understand what the product does in under a minute? Instead of jumping to one onboarding screen, a designer shepherds three concepts. One is a guided tour overlay, status exploring, rationale "lowest build cost". One is a sample-data sandbox, rationale "shows value by doing, higher build cost". One is a thirty-second video, rationale "fast to ship, weak at teaching interaction". Each gets a rough sketch via design_questionDesign Conceptsketched inWireframehierarchy. A quick test on five users sends the video to rejected (people skipped it) and the sandbox to selected, with a decision node recording why. The two rejected concepts stay in the graph, so when onboarding comes up again next quarter the team starts ahead, not from zero.design_concept_sketched_in_wireframe
design_concept_sketched_in_wireframeDesign Conceptsketched inWireframehierarchy records that. The concept holds the why; the wireframe shows one what.design_concept_realised_as_prototypeDesign Conceptrealised asPrototypecausal.design_question_answered_by_design_conceptDesign Questionanswered byDesign Conceptcausal keeps the exploration anchored to the problem it serves.opportunity_explores_via_design_conceptOpportunityexplores viaDesign Concepthierarchy is the import edge where discovery hands a problem to design.In the Unified Product Graph, Design ConceptExperience DesignA possible design direction or approach is a leaf in the Experience Design domain of the Experience, Design & Brand region, sitting last in the creation sequence as the speculative end of design. Its edges model the full arc of exploration: inbound it is explored from an design_conceptOpportunityDiscoveryA validated gap worth solvingView reference →, answers a opportunityDesign QuestionExperience DesignAn open design problem to exploreView reference →, is inspired by an design_questionInsightUser ResearchA synthesised finding from researchView reference →, and is committed to by a insightDecisionStrategyA recorded decision with context, rationale, and consequencesView reference →; outbound it is realised as a prototype or a user flowUser FlowExperience DesignA navigation path through the productView reference → and sketched in a wireframe. The decisionconcept_status and rationale properties turn the canonical anti-pattern into a query: a design question with no concept answering it, or a concept stuck exploring with no decision, is an exploration the graph can flag before it quietly stalls.
Type-specific fields on BaseNode
sketch_urlstringURL of the sketch or visual
rationalestringSelection or rejection rationale
concept_statusstringCurrent selection status
maturitystringDevelopment stage, from rough idea to presentation-ready
ownerstringShepherding designer or researcher
idstringrequiredUnique identifier (UUID)
typeNodeTyperequiredDiscriminator for the entity type
titlestringrequiredDisplay name
descriptionstringOptional detailed description
statusstringLifecycle status
tagsstring[]Freeform tags for filtering
4 phases — initial: sketched
7 edge types connected to this entity.
opportunity_explores_via_design_conceptdesign_question_answered_by_design_concept1 framework use this entity type.