Got a Slack message Tuesday afternoon. 2:47pm.
“Quick question – can you design our new checkout flow by Friday? Just needs to look clean. We’re launching Monday.”
I asked: “When did you start planning this launch?”
“Three months ago. We’ve been building it since October. Just need design now.”
Three months of planning. Eight weeks of development. Zero days allocated for design until Tuesday afternoon.
I asked: “What does ‘just needs to look clean’ mean?”
“You know, professional. Easy to use. Modern. Nothing complicated.”
Translation: “I have no idea what I’m asking for, but I need it by Friday because I told my CEO we’re launching Monday and I forgot design exists until today.”
I declined. They found someone else who said yes.
The launch got delayed three weeks. The designer they hired quit halfway through. I got a call four weeks later asking if I was still available.
(I wasn’t.)
The Thursday Afternoon Pattern: Why This Keeps Happening
This happens at least once a month. Different companies, identical timing.
Monday: Silent
Tuesday: Silent
Wednesday: Silent
Thursday 2-4pm: “URGENT: Need design by Friday for Monday launch”
It’s not coincidence. It’s how companies think about design.
Most teams believe design is the cosmetic layer you add after everything is built. Like shrink wrap. You make the product, it works, then you “design it” – which means “make it not ugly.”
Here’s what actually happened in that three-month planning process:
Month 1: Product planning, feature specs, technical architecture
Month 2: Development sprint 1 – backend, database, API
Month 3: Development sprint 2 – frontend logic, integrations
Tuesday of Week 12: “Oh shit, someone needs to make this look like a real product”
Design wasn’t forgotten. It was never considered part of the actual work.
This is why your ux project timeline always has design at the end, after everything is built, and somehow you’re surprised when the designer says “this will take 3 weeks, not 3 days.”
What “Just Make It Look Clean” Actually Means (Spoiler: It’s Not Just Styling)
When someone sets a Friday ux design deadline and says they “just need it to look clean,” here’s the work they’re actually requesting:
Information architecture: Is this 7-step flow the right number of steps? Can steps be combined? What’s the optimal order? What if someone wants to edit their cart mid-checkout?
Time required: 1-2 days
Time allocated: 0 hours
User flow design: How do users move through this? What states exist? What happens on errors? Edge cases – guest checkout, saved cards, promo codes, international shipping?
Time required: 2-3 days
Time allocated: 0 hours
Visual design: Typography, colors, spacing, buttons, forms, error states, loading states, success screens.
Time required: 2-3 days
Time allocated: 3 days total (including everything above)
Responsive design: It needs to work on mobile. That’s different layouts, different interactions, different considerations.
Time required: 1-2 days
Time allocated: “It should just work, right?”
Design specs and handoff: Devs need measurements, spacing, colors, fonts, interaction states, breakpoints.
Time required: 1 day
Time allocated: “Can’t they just eyeball it?”
Realistic timeline: 7-11 days of focused work
Your timeline: 3 days, starting Thursday afternoon
The math: Doesn’t work
Real Numbers: What UX Design Timelines Actually Look Like
If you want to know how long design takes, here are numbers from actual projects:
Simple landing page (3-4 sections):
3-5 days – not “a few hours”
Checkout flow (3-5 screens, standard):
8-12 days – not 3 days, definitely not “by Friday”
Dashboard redesign (8-10 screens with data):
15-20 days – not 1 week, not “quick refresh”
Full product redesign (20+ screens):
6-8 weeks – not 2 weeks
These assume clear requirements, one round of revisions, reasonable feedback speed, no scope changes, and time to think.
Add 30-50% if any of those are wrong. They’re usually wrong.
The Trade-Offs Nobody Wants to Hear
When you compress 8 days of work into 3, here’s what breaks:
No research or discovery
Designer works from assumptions and generic patterns because there’s no time to understand your users or business. When it doesn’t work, you’ll say they “didn’t do proper UX.” They didn’t have time.
No iteration
First draft = final draft. When it looks rushed, it is. You set a Friday deadline on Thursday.
Conservative choices
No time for innovation or experimentation. Designer defaults to standard patterns because standard is fast and safe. When it looks generic, it’s because generic is what 48 hours allows.
Designer burns out
They sacrifice other clients, personal time, sleep. They deliver, then never work with you again. This is also why your last designer quit.
Launch delays anyway
Friday comes. Design is 70% done. Dev needs more time. QA finds issues. Launch moves to next week. You blame the designer for “not meeting the deadline.” The deadline was impossible Thursday afternoon when you set it.
How to Spot an Impossible Rush UX Design Request
“It’s mostly built, just needs design”
Dev built it without design input. They made hundreds of UX decisions. You’re asking for visual polish on someone else’s (probably wrong) UX choices. That’s not styling – that’s fixing while pretending to style.
“We’re launching Monday, need design by Friday”
You planned a launch without allocating design time. That’s a planning failure, not a rush project. Your emergency is self-inflicted.
“Just make it look like [competitor]”
You want reproduction, not design. Also, their design took 3 weeks and multiple designers. You can’t speedrun copying.
“We have wireframes, just need it designed”
Wireframes are a starting point. Turning them into usable interfaces requires dozens of decisions. Time: 5-7 days. Your allocation: 2 days.
“It’s simple, shouldn’t take long”
“Simple” = looks simple. Making things look simple is hard and time-consuming. The simplest checkout flows took weeks to get right.
“Can you just…”
“Just” disguises large requests as small ones. “Can you just design checkout, update cart, fix navigation, and add profiles by Friday?” is not “just” anything.
This is the same misunderstanding that leads to treating freelancers like employees – fundamentally not grasping scope, time, or commitment.
Questions I Ask When Someone Says “Friday”
“What’s driving the Friday deadline?”
Usually arbitrary. “We wanted to launch soon.” If arbitrary, it can move. If immovable, we reduce scope.
“What’s the minimum viable version?”
Maybe 3 screens instead of 7. Maybe existing components instead of custom. Maybe basic styling with iteration later. Realistic scope for realistic timelines.
“What’s the actual impact of launching two weeks later?”
Often, none. The urgency is manufactured. Two weeks gives time to do it properly. If there IS impact, understand the trade-off: fast, cheap, or good. Pick two.
“What happens when the designer you hire says yes and delivers shit work?”
Because that’s what happens. Someone says yes to impossible timelines. They deliver something. It’s bad. You blame them. Better to hear “no” now.
Most of the time, the deadline moves. Because it was never actually Friday. It was “soon” and someone picked Friday without checking if Friday was possible.
Why Companies Keep Getting This Wrong
You think design is:
- Making things pretty
- Picking colors and fonts
- Arranging elements
- Something anyone with Figma can do in an afternoon
Design actually is:
- Understanding user behavior patterns
- Structuring information to be findable
- Designing for edge cases and failures
- Making hundreds of micro-decisions that compound
- Testing assumptions before building wrong things
- Documenting so dev can implement accurately
One takes 3 hours. The other takes 3 days minimum. You keep budgeting for the first.
This is the same thinking behind unrealistic design expectations everywhere.
When Fast Actually Works (Rarely, But Sometimes)
Truly minimal scope: One screen, standard pattern, existing system, no custom work. Might be doable in 2-3 days if clearly defined.
Designer involved from the start: They understand context. You’re asking them to finalize, not figure out from scratch. This is how good partnerships work – ongoing involvement, not last-minute firefighting.
Consciously choosing speed over quality: You say “quick v1, iterate after launch” and accept imperfection. Fast OR good, not both.
Real external dependency: Conference demo, press announcement, contract deadline. Actually immovable. Not “we told the CEO” – that’s internal and movable.
If all four are true, fast might work. Usually none are true.
The Actual Solution (That Nobody Wants to Hear)
Plan for design during planning. Not during development. Not after development. During planning.
Allocate realistic time based on actual scope. Not “how long until we want to launch” but “how long does this actually take.”
Accept that good work requires time. Design isn’t instant. Neither is development, research, testing, or anything else worth doing properly.
If your ux project timeline puts design at the end with 3 days allocated, you planned wrong. Fix the plan.
Or keep messaging designers Thursday asking for Friday and wondering why you keep getting mediocre work from people who quit after one project.
Your call.
