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The first thing to do is not build. It is watch.

Posted on July 5, 2026July 5, 2026 by blog_c1bkb1

A while ago I sat on a call with someone in a country I have never been to, watching them use a service my team had spent months building.

They got stuck in a place none of us had predicted.

We had tested that flow more times than I can count. We had reviewed it on large monitors, in quiet rooms, on fast connections, with our full attention. And in that living room, with none of those conditions present, the part of the design we were most proud of quietly failed.

That moment is the whole argument.

Most people believe the first move to solve a problem is to build. This is especially true of product people. The instinct is to open the laptop, open the design file, open the code, and start making. Building feels like progress. It is visible. You can point at it. You can show it to a client or a board and say, look, we are moving.

But building is not the first move. Watching is.

Here is why we skip it. Observation is slow and it is uncomfortable. Sitting quietly while someone struggles with the thing you made goes against every instinct you have. You want to jump in. You want to explain. You want to defend the decision. So instead of watching real people in their real setting, we do the comfortable version. We run a survey. We ask a few friends. We tell ourselves we already understand the user because, after all, we are users too.

That last belief is the most expensive one. You are not your user. You know where every button is because you put it there. You have fast internet, a good device, and no toddler pulling your sleeve. The person you are building for has none of your context and all of their own.

I did not learn this from a design course. I learned it first in a microbiology lab, years before I ever called myself a designer. In that lab you are trained on one hard rule. You do not decide what is happening in the sample. You observe what is happening in the sample. The system tells you the truth, and your job is to watch closely enough to hear it. That habit of watching before concluding turned out to be the most useful thing I carried into design work.

The pattern shows up everywhere once you know to look for it. When IDEO were filmed redesigning the humble shopping cart for a 1999 episode of ABC’s Nightline, they did not start by sketching carts. They split into teams and went out to watch people in supermarkets, warehouses and markets, and they interviewed shoppers, store owners and the people who collect the carts from the car park. The design came after the watching, not before it. That order is the entire point.

It is also the first principle the UK government works to. When I build public services used by millions of citizens, the first design principle we operate under is not “make it beautiful” or “ship it fast.” It is “start with user needs.” The official guidance is blunt about it. Do the research, talk to users, and remember that what people ask for is not always what they need. If you do not know what the user needs are, you will not build the right thing. You will just build a thing.

And a thing that is not the right thing is worse than nothing, because now you are attached to it.

This is where the real insight sits. There is a category of truth about your users that you cannot get from a screen. You cannot get it from analytics, because analytics tell you what happened, never why. You cannot get it from a survey, because people answer surveys as the person they wish they were, not the person they are at 7am with a dying battery. You can only get it by being in the room. The environment is not the background to the behaviour. The environment is the behaviour.

I have built products used across twenty countries in Africa. The lesson landed hardest there. You cannot understand why a feature fails on a patchy network in a market in Accra by reading a chart in London. You have to be there, or as close to there as you can get, watching a real person on a real device under real conditions. Every assumption I have ever made from a distance about “the African user” has been corrected by ten minutes of watching one actual person.

Now, the honest objection. This does not scale, you might say. I cannot fly to every user. I cannot sit in every living room. That is true. But you are confusing scale with quantity. You do not need a thousand observations. You need five real ones. Five people, watched closely in their own setting, will tell you more than five hundred survey responses ever will. The point is not volume. The point is proximity.

So here is the reframe I want to leave you with. Building is not the beginning of the work. Building is what you earn the right to do once you have watched. The best builders I know are not the fastest to open the code editor. They are the ones most willing to close the laptop, leave the office, and go and sit on the plastic chair.

Watch first. The problem you actually have is almost never the problem you thought you had. And you will only find that out by being in the room where the truth is.

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Samuel Akintunde

Interaction designer and innovation strategist based in London, rooted in Africa.

By day, I'm building the UK's National Data Library. Beyond that, I help founders and companies navigate the Africa–West corridor using design to discover before they build.

Read more @samuelakintunde.com

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Thinking Across Borders is where I write about design, innovation strategy, and the gap between African and Western markets. Posts from the field not the classroom.

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