Good interfaces live or die by design’s role in the planning stages. Just as good architecture starts out with a plan, so do interfaces. UI is at the confluence of technology, psychology, and a pressing need to get something done. How effective that interface is at helping the user perform a task can be directly traced to the user stories (or [jobs to be done][jobs]).
Take, for example, the [Miro board for pitches][miro1]. Imagine having that call without any visuals; without any way of communicating the thing that’s going to be built. Now imagine asking our developers to go build a visual interface without the designs for it. Doesn’t make any sense, does it? The design is laden with detail and is a communication tool. Developers understand how to build interfaces, and fill in the gaps as they work.