the book

the ux pocketbook.

Know what to do next on any UX project.

Most designers learned this job by doing it, and nobody showed them how it all connects. This book does: where you are in a project, what to do next, how to prove it works and how to get the room to say yes. These are the foundations behind the designer every team counts on, and they don’t change when the tools do. Six chapters, illustrated throughout.

out november 15, 2026. the waitlist gets the first chapter free.
jerry mathurin
a mentor in your pocket

which one are you?

The book is written for six readers. Tap the one most like you.

Fresh out of a bootcamp, just landed your first job at a startup, juggling multiple projects and trying to figure out where to even start. You’re talented but haven’t had much mentorship. You ask an AI assistant to explain terms after meetings and hope no one notices.

start with Chapter 1, UX Process

what is inside

Making the screens was never the job. The job is knowing which problem to solve, proving the design works, and showing why it matters. That's what the six chapters teach.

  1. ux process

    Four questions every project has to answer, and how all the design models say the same thing.

  2. ux activities

    40+ methods, when to use each, and how to judge the work.

  3. ux evidence

    Write down your guess, pick the cheapest test, and be willing to be wrong.

  4. ux execution

    The 5W Framework and the Project Design Plan: plan any project in under an hour.

  5. ux storytelling

    Three ways to present your work, the case study structure, and how to keep people in the loop.

  6. ux mindset

    Ownership, mastery, resilience, and why the tool was never the job.

drawn, not stock

every tool shortened the distanceAn ideaWorking codeDrawn line by line</>Tools madefor screens</>Prototyping toolsand shared files</>A working prototype</>The designerships the code</>at every step, the job stayed the sameUnderstand people. Guess. Test. Own the result.
the 5w frameworkWhois experiencing the problem?Whendoes this need to be done?Whatproblem are we solving?Whyis this problem happening?Howwill we solve this?diagnose, then prescribe
what counts as evidencewhich rung are you standing on?StrongestWeakestWhat people dowith the real thingWhat people dowith a prototypeWhat people sayAn opinionin a meeting$“i’d use it!”“i think…”
start with the outcomeThe outcomeWhat changed, your role,how you know it worked1Project overview2Problem3Process4Solution5Impact & next stepsreviewers skim

I illustrated every page. The same marks run through this site, so the book and the site look like they belong together.

the three villains.

Every reader in the book is up against the same three. Here's what beats them.

three villainsNEWcricketsThe one outside:nobody sees your valuedoubtThe one inside:you don’t belong hereshinyThe pace: always a newthing to keep up with

beaten by Evidence and a story. Chapters 3 and 5.

beaten by Knowing where you are, and reps. Chapters 1, 2 and 6.

beaten by Fundamentals and a plan. Chapter 4.

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If you’d rather order through Amazon. Coming November 15.

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204 pages · 5 x 8 in · full color inside · ISBN 979-8-9824260-0-0 (paperback) · published by iamjerryux, november 15, 2026

get the first chapter free.

no spam. one note when it launches.

free with the book.

The checklists and templates from the book, free for everyone. Print them, copy them into your own docs, and use them on your next project.

the checklists

printable cards (PDF)
chapter 2 · ux activities 1

Judging a Design

  • What problem does this solve, and for whom?
  • Do they need it at all, or do they already have something that works?
  • Can someone new tell what matters most and what to do next?
  • Does it behave the way people expect, and can everyone use it?
  • Are the words theirs?
  • Does it work with how people think, and is it honest with them?
  • How do we know? What have we tested, and what are we assuming?
chapter 3 · ux evidence 5

Before You Test

  • Write the chain: observation, problem statement, hypothesis
  • Write the hypothesis as “If we …, then … because …”
  • Decide what result would change your mind
  • Have the team write down their predictions

Choosing Your Evidence

  • Know which rung you’re on: opinion, what people say, what they do with a prototype, what they do with the real thing
  • Get as close to the real thing as you can afford
  • Pick the cheapest test that could prove you wrong
  • Run A/B tests on a live product with enough traffic
  • Treat a survey score as a signal, then watch people to find the cause

Running a Usability Test

  • Recruit about five people per round, three or four per group if you have several
  • Run a pilot with one person first
  • Open with “I’m testing the screen, not you”
  • Watch without guiding, and stay quiet when they get stuck
  • Keep leading words out of your questions
  • Watch the recordings as well as the pass rate

Reading and Sharing Results

  • Report small samples as counts (“5 of 10”), never percentages
  • Say it plainly when a decision was wrong, and say “we”
  • Reframe the question the evidence answers
  • Say “we don’t know yet,” then say how you’ll find out

Keeping Pace

  • Small changes go on judgment; features and major overhauls get validated
  • Test in small, frequent rounds
  • When the team is arguing, test it
chapter 4 · ux execution 4

Before You Start

  • Work through the 5W Framework (Who, When, What, Why, How)
  • Identify the real problem, not just the stated ask
  • Understand your timeline and constraints
  • Determine which activities will give you the most valuable insights

Create Your PDP

  • Document the problem and objective
  • Define KPIs and success metrics
  • List activities and deliverables with t-shirt sizing
  • Create a timeline working backwards from the deadline
  • Identify who needs to be involved
  • Share with stakeholders and get alignment
  • Define what good output looks like before you delegate work

During Execution

  • Use your PDP as your weekly guide
  • Communicate progress regularly (before meetings, after meetings, between meetings)
  • Stay flexible and adjust when things change
  • Document decisions and next steps in writing
  • Run check-ins at the end of major activities

When Things Don’t Go as Planned

  • Identify your constraints (time, resources, knowledge, organizational)
  • Determine what’s most critical to keep vs. what can be cut or merged
  • Do lean versions of important activities rather than skipping them entirely
  • Communicate trade-offs clearly to stakeholders
  • Take ownership and find creative solutions
chapter 5 · ux storytelling 4

Fundamentals

  • Every story needs conflict (problem), journey (process), and resolution (solution)
  • Tailor your story to your audience’s priorities

Project Storytelling (Internal Presentations)

  • Use Problem → Solution for quick, clear updates
  • Use Current State → Future State to show transformation
  • Use Diverge, Then Converge to show your thinking and options
  • Always explain the “why” behind your decisions
  • Label estimates as estimates

Case Study Storytelling (Portfolio)

  • Open with a short outcome summary, then follow the structure: Overview → Problem → Process → Solution → Impact
  • Show the decisions and trade-offs you made
  • Use numbers you can source and explain
  • Show your role clearly (“I” not “we” for your contributions)
  • Say who made what, and what you changed
  • Be honest about challenges and what you learned
  • Make it visually compelling and scannable

Communication Throughout Projects

  • Set clear expectations before meetings
  • Document decisions after meetings
  • Maintain visibility with regular updates
  • Build your brand through consistent, clear communication
chapter 6 · ux mindset 6

Core Beliefs

  • You already have everything you need to be successful
  • Your existence has purpose: use your unique gifts
  • Success comes from belief + adaptability + work ethic

Overcoming Self-Doubt

  • Self-doubt often comes from uncertainty: focus on serving others
  • Your value doesn’t change based on someone else’s inability to see it
  • Knowledge comes with reps; understanding comes with time

Mastering Your Craft

  • Progression: Learning → Practice → Mastery → Teaching → Influencing
  • Do the hard things until they become easy for you
  • Hard work and setbacks lead to growth and strength
  • Consistency over time creates extraordinary results

The Tool Was Never the Job

  • Think of yourself as a handyman with a toolbox: choose tools based on the job
  • Become tool-agnostic so you can adapt to any environment
  • The tools will change, but the outcomes stay the same
  • Learn new tools by building real projects, not just following tutorials

Ownership Mindset

  • Take responsibility for outcomes, not just outputs
  • Understand clouds (big picture) and dirt (execution details)
  • Be proactive: solve problems before you’re asked
  • Give visibility to your work
  • Own as much of the cycle as you choose, from research to shipped
  • Own your mistakes and learn from them

The Long Game

  • Everyone can win. It’s not a zero-sum game
  • Entry-level roles are competitive: show real work and the judgment behind it
  • Explore briefly, then commit to a direction and build depth
  • Build on fundamentals over time
  • Give back and mentor others
  • Keep showing up
The 5W Framework (Chapter 4)
  • WHO: Who is experiencing the problem?
  • WHEN: When does this need to be done?
  • WHAT: What problem are we solving?
  • WHY: Why is this problem happening?
  • HOW: How will we solve this?
Project Design Plan (Chapter 4)

Project Name:

Problem & Objective:

KPIs & Goals:

Timeline:

Activities & Timeline:

ActivitySize (XS to XL)DeliverableOwnerDue
     

Cross-Functional Partners:

Success Criteria:

The five-line brief (Chapter 4)

A brief hands off one piece of the work: a task for a teammate, an engineer or an AI assistant.

  • Goal: The outcome you want and why. Lead with it, before any steps.
  • Done looks like: What you’ll see when it’s finished, in terms you can check.
  • Context: Who it’s for, what’s been tried, where the background lives.
  • Constraints: The deadline, what can’t change, what needs your sign-off.
  • How to check the result: The test or review that tells you both it’s right.
The hypothesis line (Chapter 3)

“If we …, then … because …”

The case study structure (Chapter 5)

Project Overview → Problem → Process → Solution → Impact & Next Steps

Start with the outcome: two or three lines above the first section that say what changed, what your role was, and how you know it worked.

corrections · edition 1.0

No corrections yet. Found a mistake? Tell me at jerry@iamjerryux.com

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