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Talk // Talk · 21 June 2025

Requirements vs. expectations in UX/UI design

Notes from a talk I prepared and gave: why products fail in the gap between what was built and what users expected, and how to close it.

Requirements vs. expectations in UX/UI design

The idea

Every failed product launch can be traced back to one disconnect: what we built vs. what users expected.

Opening line of the talk
Title slide

Requirements: three pillars

A requirement is a clear statement of what the interface must do to meet user needs and business goals. Without them, designs can look good but fail in function.

  • Business

    What the organisation needs. Example: increase user retention by 20%.

  • User

    What the user needs. Example: a quick login experience.

  • System

    What the system must do. Example: the platform shall allow course bookmarking.

Expectations: where they come from

An expectation is what people assume a product will do, based on their past experience and mental models. Meet it and the product feels smooth and intuitive; break it and people feel confused or let down.

  • Mental models: how users think things should work.
  • Past experiences: what they have used before, from competitors to common patterns.
  • Interface patterns: button placement, form behaviour, colour meanings.
  • Performance standards: how fast and reliable it should feel.

When they don’t match

Products rarely fail because the team didn’t work hard; they fail because the team built the wrong thing. Four patterns show up again and again:

  • Feature creep: adding more instead of solving the core need.
  • The assumption trap: designing for what the team assumes, not what users need.
  • Technical tunnel vision: building what is interesting to build.
  • Expectation inflation: promising more than the product delivers.
Slide: defining requirements

Methods that close the gap

  1. User-centred research: start with what users need, not what the team assumes.
  2. Clear, collaborative requirements: align every stakeholder before building.
  3. Prototype and validate early: test ideas before building them.
  4. Define success metrics early: know how you will measure impact.
  5. Align and iterate continuously: alignment is not a one-time event.

I closed with two contrasting stories: Duolingo, where a clear business goal (daily engagement) met real user expectations (short sessions, streaks, gamification), and Google Wave, an innovative product that people never understood because their expectations were never anchored.

Slide: proven methods for success

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