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Checklist: Innovation & Originality

The 5 levels of the originality spectrum and when to use each.


The Originality Spectrum

Not all design work requires innovation. Choose your level intentionally.

Lower Risk                                                    Higher Risk
Faster                                                        Slower
├─────────┼─────────┼─────────┼─────────┼─────────┤
Direct    Remixes   Indirect   Metaphors  True
Copies              Parallels  & Analogies Innovation

Level 1: Direct Copies

What: Replicate existing design patterns exactly.

When to Use

  • Velocity is critical, differentiation isn't
  • Users expect familiar patterns
  • Internal tools, admin interfaces
  • Proven patterns for common problems
  • Low-stakes decisions

How to Execute

☐ Identify the pattern you're copying ☐ Understand why it works (not just what) ☐ Copy the principles, adapt the details ☐ Ensure it fits your context ☐ Give credit where appropriate

Examples

  • Using a competitor's checkout flow structure
  • Implementing Material Design's data table exactly
  • Copying iOS settings page patterns

Risks

  • Legal issues (if copying proprietary designs too closely)
  • Doesn't differentiate your product
  • May not fit your specific context

Level 2: Remixes

What: Combine elements from multiple sources into a new composition.

When to Use

  • Want some differentiation with low risk
  • Multiple good patterns exist, none perfect
  • Combining best practices from different products
  • Adapting patterns to new contexts

How to Execute

☐ Identify 2-3 source patterns ☐ Extract the best elements from each ☐ Combine intentionally (not randomly) ☐ Test the combination works cohesively ☐ Document the sources and your reasoning

Examples

  • Slack's message composer (combines messaging patterns from multiple products)
  • Notion's database views (combines spreadsheet + database + card patterns)
  • A mobile nav that combines iOS and Android conventions

Risks

  • Frankensteining (incoherent combinations)
  • Losing what made original patterns work
  • Overcomplicating by adding too many elements

Level 3: Indirect Parallels

What: Draw inspiration from designs in different domains that solve similar problems.

When to Use

  • Direct competitors have similar solutions
  • Looking for fresh perspectives
  • The core problem is domain-agnostic
  • Want to surprise users (positively)

How to Execute

☐ Define the core problem (abstractly) ☐ Identify other domains with the same problem ☐ Research how those domains solve it ☐ Translate the solution to your context ☐ Validate it works for your users

Examples

  • Netflix content discovery → B2B product recommendations
  • Video game skill trees → Learning platform progression
  • Restaurant reservation flow → Meeting scheduling
  • Music playlist curation → Content organization

Good Cross-Domain Sources

  • Gaming (engagement, progression, feedback)
  • E-commerce (conversion, product display)
  • Social media (engagement, sharing, discovery)
  • Maps/navigation (wayfinding, spatial organization)
  • Publishing (content hierarchy, reading experience)

Risks

  • Translation may not work across domains
  • Users may not understand the metaphor
  • Over-reaching can feel forced

Level 4: Metaphors & Analogies

What: Use concepts from the real world to inform your design.

When to Use

  • Introducing new/unfamiliar concepts
  • Making abstract concepts concrete
  • Creating memorable mental models
  • Building on existing user knowledge

How to Execute

☐ Identify the concept users need to understand ☐ Find a familiar real-world analog ☐ Map the relationships (what matches, what doesn't) ☐ Use language and visuals from the metaphor ☐ Don't over-extend the metaphor

Classic Metaphors in Software

Metaphor Software Concept
Desktop OS file management
Folder Directory
Trash can Deleted files
Shopping cart Checkout
Inbox Messages
Library Content collection
Dashboard Metrics overview
Workspace Project environment

Creating New Metaphors

☐ The metaphor should simplify, not complicate ☐ The mapping should be intuitive ☐ Don't force all aspects to match ☐ Test if users understand the metaphor ☐ Be consistent once you commit

Risks

  • Metaphor breaks down at edge cases
  • Users don't share the cultural reference
  • Constrains design to fit the metaphor
  • Can feel gimmicky if overdone

Level 5: True Innovation

What: Create entirely new design patterns from first principles.

When to Use

  • Existing patterns don't solve the problem
  • Creating a new product category
  • Technical breakthrough enables new interactions
  • Differentiation is critical competitive advantage
  • You have time and resources to iterate

How to Execute

☐ Define the problem from first principles ☐ Question all assumptions about current solutions ☐ Explore multiple radical approaches ☐ Prototype and test extensively ☐ Be prepared to fail and iterate ☐ Document your learnings

First Principles Questions

  • What is the user actually trying to accomplish?
  • Why do we do it this way? What if we didn't?
  • What constraints are real vs. assumed?
  • What would this look like with no constraints?
  • What new technology/capability enables a different approach?

Examples of True Innovation

  • iPhone's multitouch interface (2007)
  • Notion's blocks-based content model
  • Figma's multiplayer design editing
  • Linear's keyboard-first interface
  • Superhuman's command-k pattern

Risks

  • High failure rate
  • Significant time and resource investment
  • Users may not adopt unfamiliar patterns
  • May solve a problem users don't have
  • Competitors can copy if successful

Choosing Your Level

Decision Framework

Factor Lower Originality Higher Originality
Time available Limited Ample
Risk tolerance Low High
User sophistication General Early adopters
Market maturity Established Emerging
Differentiation need Low Critical
Pattern clarity Clear best practice No clear winner

By Context

Context Recommended Level
Internal tools 1 (Direct copies)
Commodity features 1-2 (Copies, Remixes)
Core product features 2-3 (Remixes, Parallels)
Key differentiators 3-4 (Parallels, Metaphors)
New categories 4-5 (Metaphors, Innovation)

Innovation Process

When pursuing higher originality levels:

1. Diverge Widely

  • Generate many options (10+)
  • Include "bad" ideas
  • Cross-pollinate from unexpected sources
  • Don't evaluate while generating

2. Prototype Rapidly

  • Build to learn, not to ship
  • Test core assumptions early
  • Fail fast, learn faster
  • Increase fidelity incrementally

3. Validate Thoroughly

  • Test with real users
  • Measure against JTBD
  • Compare to existing solutions
  • Be willing to abandon

4. Document Learnings

  • What worked and didn't
  • Unexpected discoveries
  • Principles that emerged
  • Recommendations for future

Innovation Audit

Before pursuing originality:

Question Answer
Why is innovation needed here?
What's the risk if we fail?
Do we have time to iterate?
What's our differentiation goal?
What's the simplest option that might work?
Have we validated user need?