Design does not have to wait for other people's numbers

Merholz and Santos both diagnosed design's invisibility. Both of their fixes require waiting.

Design does not have to wait for other people's numbers
Bryan Zmijewski on Aug 9, 2026 · 13 minute read

Two design leaders explained this week why design work goes unseen inside most companies. I'd argue they are both right, but their advice takes months or years to pay off, and the reality is that you have a design review on Thursday.

Design does not need the business to change how it counts. 

It needs its own number.

The diagnosis, twice

Peter Merholz calls it design's legibility gap. He takes the idea from James C. Scott's Seeing Like a State, and a story about Prussian foresters.

The state wanted timber money… so it measured the forest in board feet. A board foot is a piece of wood a foot wide, a foot long, and an inch thick. It's how you count the money in a tree.

Everything else in the forest had no number, so it counted as nothing. The state cleared the undergrowth, the deadfall, the moss, and the shrubs, then planted the trees in tidy rows. The first crop grew beautifully. The second one died. All that cleared material had been feeding the soil and keeping insects in check. The forest had been living off the parts nobody was counting.

Merholz's argument runs like this. Companies have to plan, so they have to predict. To predict something, you need to know ahead of time what it will produce. Work that can't tell you ahead of time doesn't get counted, and work that doesn't get counted doesn't get seen.

A lot of design work can't tell you ahead of time. You don't know which of four concepts wins until you've drawn all four.

Then he gives the history. Engineering, marketing, sales, finance, and operations all went through business rationalization together. They entered MBA curricula, standardized their measurement, and picked up a shared language of models, pipelines, and funnels. Design never went through that. Its rigor came from studio traditions, HCI, and the social sciences, which are perfectly sound and completely illegible in a boardroom.

The Viable System Model

Daniel Teixeira Santos reaches the same diagnosis through Stafford Beer's Viable System Model. Beer's model splits a company into layers. The bottom layer makes things you can count. Tickets closed, orders shipped, revenue booked. 

The layers above it hold the whole thing together, and they produce nothing countable in the quarter the work happens. Companies read the bottom layer and skip the rest. Santos says there's no point asking leadership to value the rest. The system was built to count one thing, and it's going to keep counting that thing no matter how well you explain the rest.

Both are right about the problem. 

Where their argument ends is the part I want to push on.

Both of them are waiting

Merholz's idea is to change what the business treats as worth counting. Widen the aperture. Get leadership to appreciate work that is open-ended and exploratory.

I want that to work. 

But the company keeps running on numbers the entire time you're trying to change its mind about numbers. Budget gets set on numbers. Headcount gets set on numbers. Nobody pauses that while design makes its case.

Changing what a company values takes years of steady proof. Most design leaders I talk to are trying to get through the next two quarters.

A senior design leader I worked with last month had just spent a week defending why her team should exist. She wasn't arguing against Merholz. She'd like leadership to value the work too. She just needed a number by the end of the week, and appreciation wasn't going to show up that fast.

Santos saw the same problem and gave different advice. Pick a number the business already tracks, one your work is quietly moving anyway. His examples are real ones. How many days it takes to pay a warranty claim. How many times a person has to physically handle a return. How many support calls come in about late orders. Decide up front which number your work should move, then report against it when you're done.

That's better advice, and it has one problem. Every one of those numbers belongs to somebody else and sits on somebody else's dashboard. They also only move after the work ships. The meeting where the work gets approved or killed happens months before that, and you walk into that one with nothing.

So one is waiting for permission and the other is waiting for proof from a system design doesn't control.

The third option

Design can make its own numbers. We call them UX metrics.

Take the two directions you're arguing about. Put each one in front of its own group of a hundred people, matched to the same audience, and measure how each one performs on its own. Now you have two numbers you can set side by side.

A screenshot showing test results for two designs, side by side. Each side has three sections: usability, sentiment, and intent. The left design scored 53 percent on usability, 20 percent on sentiment, and 72 percent on intent. The right design scored 58 percent on usability, 55 percent on sentiment, and 82 percent on intent. Under each section are smaller numbers. For sentiment, the left design was called confusing by 26 percent of people, while the right design was called confusing by 12 percent. For intent, more people on the right side said they would check their investments. Nobody on the right side said they would not use the feature, compared to 8 percent on the left.

Those are rates. You can compare them to the next test you run. They're built on what people did and said. These are numbers stakeholders can learn to trust, and you can correlate them back to the lagging business metrics they already watch.

A drawing called "Collecting design data." It shows five steps going down the page, with numbered explanations on the left and colored boxes on the right. At the top, two yellow boxes say "User needs" and "Business goals," under the word "Problems." Step one is start with intent. Step two is choose your stack, showing three blue boxes: exploratory, evaluative, and comparative. Step three is identify the approach, showing a blue box that says "Questioning." Step four is apply the techniques, showing blue boxes for techniques and tools. Step five is ready your data, showing blue boxes for projects, workflows, and leadership. An arrow points down to a green box at the bottom that says "Design signals."

Merholz treats design's invisibility as something built into the work itself. Part of it is. You explore four concepts and keep one. The three you set aside produce nothing anyone can count, and you couldn't have said in advance which one you'd keep. That's where UX metrics start shaping the discussion.

You can put those concepts in front of people the same way marketing does, before you ever ship. That has been possible for twenty years. Most teams don't spend the time.

I'd argue a lot of design teams are apathetic about this. They don't want to do the work, or they don't think it's design's job, or they don't see a long-term payoff. That last one makes sense to me. Connecting design data to strategy takes many quarters, and most teams never get the runway to see it through.

That doesn't mean we skip everyone else's numbers. Marketing numbers, analytics, sales numbers, they're all part of the story.

The problem is where you start. If you start with somebody else's numbers, you can still argue for a decision, but you're laying it on their foundation. Design data is where you own the foundation of the argument and start building credibility from how people actually behave.

The forest objection

Here's the objection using the forest analogy. Get design counted and design becomes the thing that gets counted. Teams start driving up completion rate and lose whatever made the product worth opening in the first place. You've cleared the undergrowth.

Two ways to address this.

The first is what the number is for. A UX metric is an orientation number. It tells you where the problem in the design is, and it gives you something specific to talk through with stakeholders instead of trading opinions. It doesn't grade you.

This is also why we use a stack of UX metrics instead of one. A design team can take a single business metric and let it shape everything, which is the forest problem exactly. A stack orients you and gets you to clearer answers.

That's where most teams go wrong in the other direction. Too many times I've watched teams run tests as a box to check, with no intention of changing anything based on the result. That's the forest again. Running a test to confirm you were already right is the same mistake as counting only the lumber.

The second answer is that the number was never supposed to travel alone. What goes into the room is a design signal, and there's more in it than a number. Design intuition supplies the why. The UX metric supplies the evidence. Underneath both sit the user need, the context, and the business goal. Direction sits on top.

 

A drawing called "Design signal." Under the title it says "Unit of clarity that turns 'I think' into 'we know.'" The picture is a big triangle split into parts. The green top of the triangle says "Direction." The yellow bottom left corner says "Design intuition." The blue bottom right corner says "UX metric." In the middle, between the two bottom corners, are three stacked strips. From top to bottom they say "User needs," "Context," and "Business goals." The drawing shows that a design signal has six parts working together, and direction sits on top.
 

Direction is the piece people have the hardest time communicating, and it's the piece they most want someone else to supply. Direction is also the accountability. If you're pushing a direction, that's what you get held to.

Design signals are directional. They shape where something goes, and we use them to drive the agenda.

The Prussian forest failed because one number ran everything. A signal with six parts, one of them human judgment, doesn't fail that way.

Where Santos is right

His anchor is real. I argue it just sits at the wrong end of a chain.

Attitudinal signals lead. 

Behavior shifts. 

Performance numbers lag. 

A drawing called "Making faster, clearer decisions." Under the title it says "UX metrics give you ways to show what's working and what's not." On the left are three colored boxes stacked on top of each other, each one bigger than the one above it. The small blue box on top says "Why." The medium green box in the middle says "How." The big yellow box on the bottom says "What." A dotted line runs down through all three boxes with an arrow at the bottom. On the right side, text explains each box. "Why" goes with attitudinal metrics, which are how users feel. "How" goes with behavioral metrics, which are what users do. "What" goes with performance metrics, which are lagging numbers that often come too late to guide fast decisions.

The design work is connecting that through line, so the leading indicator you captured before launch maps back to the operational number the business already counts.

A drawing called "Mapping user needs to business goals." At the top, five people icons labeled "Product design" point down with an arrow. Below them is a yellow area with two boxes: "User outcome" and "User need." In the middle is a green area with one box: "Product outcome." At the bottom is a blue area with two boxes: "Business goal" and "Business outcome." Five more people icons at the very bottom are labeled "Stakeholders." Arrows connect all the boxes up and down. Text on the sides explains that meeting a user need should lead to a product outcome, and that business outcomes should guide product decisions.

Some of those connections are real cause and some are coincidence. Telling them apart is judgment applied to the design problem, and it's where design leverage gets found. Once you can show that the thing you tested before launch is what moved that number, people start listening to you before you build. That's leverage, and you found it early.

A drawing called "Leverage moves design." Under the title it says "Design signals make decisions move." In the middle is a seesaw. On the left side, sitting low, is a yellow box that says "User needs." On the right side, tipped up high, is a blue box that says "Business goals." The green triangle holding up the seesaw is labeled "Leverage," and under it are the words "Where decisions shift." The triangle sits closer to the right side. Below the seesaw is a long arrow pointing right, labeled "Design signals." Under that arrow are two rows of small people icons, and under them the words "UX metrics." The picture shows that the people you test with are what tip the seesaw and move a decision.


So take Santos's advice, with one change. Pick a business number and map it back to the one people are already asking you for. Then go get your own numbers earlier in the process instead of waiting on theirs.

You are not going to talk your way into being taken seriously. Pick one thing you're arguing about right now, ask a hundred people, and bring the answer to the next meeting.

 

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