Kanban Boards

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What are Kanban Boards?

A Kanban board is a project management tool that helps teams visualize work and track project status in real-time. Borrowing them from the Toyota Production System, agile teams frequently use Kanban boards to increase transparency and limit the work-in-progress.

Transcript

The Kanban method originated in the 1940s, when Toyota developed lean manufacturing processes to optimize productivity and reduce waste. The Kanban board is such an effective tool that it can be used by any team that needs to manage projects, not just teams practicing the agile methodology.

Structure of a Kanban Board

A basic board has three columns: To-Do, In Progress and Done. The team writes down all tasks on cards—one task per card—and adds them to the appropriate columns. Each member then picks up tasks assigned to them and moves them from To-Do to In Progress and finally Done. Some agile teams may include columns such as Review, Blocked, Releases, etc., depending on their process.

Example of a Kanban board in Github.
© Interaction Design Foundation, CC BY-NC-SA 3.0

Kanban in Agile

In agile teams, the tasks on each card are typically (but not necessarily) written as user stories. Teams add the tasks or user stories for the current sprint in the To-Do column and aim to move all the tasks planned to the Done column by the end of the sprint. 

Agile teams also commonly use a column labeled Backlog for all tasks that the team plans to work on in the near future. Teams may also use an Ice Box column as a placeholder for ideas and tasks that the team is not yet ready to work on but might consider down the line.

In organizations that have multiple projects moving along simultaneously, the Kanban board is sometimes divided horizontally into swim lanes. As opposed to creating a different board for each project, the swim-lane approach offers everyone on the team visibility on what everyone else is working on at any given time, without having to switch between multiple projects.

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Why do designers use Kanban boards?

Designers use Kanban boards to organize tasks, manage workflow, and stay focused. These boards break projects into visual stages—like “Research,” “Design,” “Review,” and “Launch”—so designers can see what needs doing, what’s in progress, and what’s done. This clear layout helps avoid missed tasks, duplicate work, or delays.

Kanban also encourages a steady flow of work. By restricting how many tasks they have in progress at once, designers can avoid context switching and burnout. It’s especially helpful in design teams where feedback loops, handoffs, and revisions are frequent. Everyone knows the status of each task, which boosts team alignment and reduces back-and-forth.

Teams who use Kanban often improve their delivery speed and collaboration. Product designers, UX teams, and freelancers can all benefit from the visibility and structure that Kanban provides.

Watch as Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups discusses Kanban boards:

Transcript

Take our course Agile Methods for UX Design.

What are the key elements of a Kanban board?

A Kanban board helps teams visualize and manage their work by breaking tasks into clear stages. Its key elements include columns, cards, and work-in-progress (WIP) limits. Each column represents a step in the workflow, like “To Do,” “In Progress,” and “Done.” Cards stand for individual tasks and include details like deadlines, assignees, and descriptions. Teams move these cards from one column to another as work progresses.

WIP limits restrict how many tasks can be in a column at once. These limits help teams focus, prevent overload, and maintain a smooth flow. Kanban boards also can include swimlanes to organize different types of work or teams, and they sometimes have a backlog column for upcoming tasks.

Teams use Kanban boards to spot bottlenecks, stay aligned, and improve efficiency—especially in Agile, Lean, and DevOps environments.

Kanban is one of the several methods agile teams use. For more industry insights, methods, tips and best practices, take the course Agile Methods for UX Design.

Can I use Kanban even if my team doesn’t follow Agile?

Yes; you can absolutely use Kanban even if your team doesn’t follow Agile. Kanban is a flexible method that fits any workflow, not just Agile or Scrum. It helps teams visualize their work, set priorities, and reduce chaos, no matter the process or industry.

Many teams outside Agile use Kanban to manage marketing campaigns, customer support, product launches, or even personal to-dos. It works because it’s simple. You create columns for each stage of work, move tasks along as they progress, and limit how many tasks are active at once. This keeps your workload manageable and transparent.

You don’t need to change how your team works to benefit from Kanban. Just start small, track your current tasks visually, and adapt the board as you go.

Take our course Agile Methods for UX Design.

How do I set up a Kanban board for a UX or UI project?

To set up a Kanban board for a UX (user experience) or UI (user interface) project, start by defining the key stages of your design process—like “Backlog,” “Research,” “Wireframes,” “Design,” “Review,” and “Done.” Create a column for each stage. Then add task cards to the board, one for each piece of work—such as user interviews, wireframe screens, or high-fidelity mockups.

Include key details on each card: who’s responsible, deadlines, and any relevant notes or files. Use work-in-progress (WIP) limits to prevent overload and keep tasks moving steadily. Also, you can add swimlanes to organize different design tracks, like mobile versus desktop.

Make sure you update the board daily. This keeps everyone aligned and helps spot blockers early. Tools like Trello, Jira, or Notion make it easy to create and share digital Kanban boards.

Enjoy our Master Class Design For Agile: Common Mistakes and How to Avoid Them with Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups.

Can I track both design and development work on one Kanban board?

Yes; you can track both design and development work on a single Kanban board. This approach helps teams collaborate better by keeping everyone aligned on what’s being worked on and what’s coming next. To make it work, create columns that reflect the shared workflow—like “To Do,” “In Design,” “Ready for Dev,” “In Development,” “Testing,” and “Done.”

Use color-coded cards, labels, or swimlanes to distinguish design tasks from development tasks. For example, a purple card could signal a UI task, while a green one could represent a coding task. This way, designers and developers see how their work connects and when handoffs are necessary.

Combining design and dev work into one Kanban board encourages transparency, faster feedback, and fewer blockers. It’s especially useful for Agile, Lean, or cross-functional teams.

Kanban is one of the several methods used by agile teams. For more industry insights, methods, tips and best practices, take the course Agile Methods for UX Design

Watch Laura Klein discuss cross-functional teamwork:

Transcript

What’s the best way to handle feedback and design revisions in Kanban?

The best way to handle feedback and design revisions in Kanban is to create a dedicated column, like “Needs Review” or “Revisions.” When feedback comes in, move the task card to that column so everyone can see it needs attention. Once you’ve addressed the feedback, move the card back to “In Progress” or “Review” for another look.

Add comments or checklists on the card to capture what feedback was given and how it’s being handled. This keeps everything in one place and avoids scattered notes. You can also use labels like “Client Feedback” or “Internal Review” to clarify the type of required revision.

By building feedback into your workflow, you make it visible and trackable, so revisions don’t slip through the cracks. It also shortens feedback loops and improves final quality.

Watch as Morgane Peng, Designer, speaker, mentor, and writer who serves as Director and Head of Design at Societe Generale CIB, discusses an important aspect of feedback:

Transcript

How do I know if my Kanban board is working well?

You’ll know your Kanban board is working well if tasks move steadily across columns without getting stuck, your team stays within work-in-progress (WIP) limits, and everyone understands the board at a glance. A healthy board shows clear progress, not clutter or confusion.

Watch for signs of trouble: cards piling up in one column, frequent context switching, or missed deadlines. These point to bottlenecks or overloaded team members. Use metrics like cycle time (how long it takes to complete a task) and throughput (how many tasks get done in a set time) to measure performance over time.

Regularly review and adjust your board. Hold quick stand-ups to check alignment, and update the workflow if your process evolves. An effective Kanban board adapts with your team and helps you all deliver consistently.

Enjoy our Master Class Design For Agile: Common Mistakes and How to Avoid Them with Laura Klein.

What are common mistakes to avoid when using Kanban boards?

Common mistakes when using Kanban boards include overloading columns, skipping WIP limits, and using too many or too few columns. If tasks pile up in “In Progress,” it signals poor flow or blocked work. Without WIP limits, teams end up multitasking too much, leading to slow progress and burnout.

Another pitfall is unclear task cards. When cards lack context, like who owns the task or what’s needed, it causes confusion and delays. Some teams also forget to update the board regularly, turning it into a stale snapshot rather than a real-time tool.

Avoid hiding blocked tasks or rushing items to “Done” without proper review. An effective Kanban board should reflect reality, not just optimism. Keep it simple, visible, and up to date to make the most of its benefits.

Enjoy our Master Class Design For Agile: Common Mistakes and How to Avoid Them with Laura Klein.

How do I scale Kanban for larger or cross-functional design teams?

To scale Kanban for larger or cross-functional design teams, break the workflow into clear stages that reflect shared processes across roles, like research, wireframing, prototyping, handoff, and review. Use swimlanes or separate boards for sub-teams (UX, UI, dev), but connect them with linked tasks or mirrored cards to maintain visibility.

Define work-in-progress (WIP) limits for each team or lane to prevent bottlenecks. Add policies for handoffs and reviews so everyone knows when and how to move tasks forward. Assign clear ownership to each card to prevent confusion in bigger teams.

Hold regular sync meetings and retrospectives to review progress and adjust the workflow. Use analytics, such as lead time and task aging, to spot slowdowns early. Scaled Kanban keeps everyone aligned, even in complex, fast-moving environments.

Take the course Agile Methods for UX Design.

Can I use Kanban for personal productivity as a designer?

Yes; you can absolutely use Kanban for personal productivity as a designer. It helps you stay focused, organized, and clear about your priorities. Set up columns like “To Do,” “In Progress,” “Waiting,” and “Done” to track your daily or weekly tasks. Use cards to list design work, meetings, learning goals, or admin tasks—anything that needs your attention.

With Kanban, you can spot overload quickly and manage your time better. Use WIP limits to stay realistic about what you can handle at once. A personal Kanban board also helps you reflect on your workflow and spot patterns, such as frequent blockers or tasks that take too long.

Designers often use Trello, Notion, or physical boards to keep track of freelance projects, client feedback, or creative routines. It’s simple, visual, and flexible.

Take our course Agile Methods for UX Design.

What are some helpful resources for me to consult regarding Kanban boards?

Books

Anderson, D. J. (2010). Kanban: Successful Evolutionary Change for Your Technology Business. Blue Hole Press.

David J. Anderson’s Kanban is a foundational text introducing the Kanban method as a flexible, evolutionary approach to managing technology work. Rather than advocating disruptive change, Anderson promotes incremental improvements by visualizing work, limiting work in progress, and managing flow. This philosophy is particularly useful for UX teams within agile or cross-functional settings, where change can be complex and resistance is common. The book outlines how to implement Kanban gradually and adapt it to various workflows, making it a key resource for UX managers and designers aiming to improve efficiency and collaboration. Its influence extends across design, development, and service-oriented teams striving for lean transformation.

Scientific Journal Articles

Santos, P. S. M. dos, Beltrão, A. C., de Souza, B. P., & Travassos, G. H. (2018). On the benefits and challenges of using Kanban in software engineering: A structured synthesis study. Journal of Software Engineering Research and Development, 6(1), 13.

This structured synthesis study investigates the benefits and challenges of implementing Kanban in software engineering. By aggregating findings from 20 primary studies, the authors identify key advantages such as improved work visibility, better control of project activities, enhanced workflow, and reduced time-to-market. Challenges include organizational culture and resistance to change. Although the study focuses on software engineering, the insights are applicable to UX design teams aiming to adopt Kanban for improved process management and efficiency.

Blogs

Schroeder, E. (2022, August 31). Understanding Kanban & Scrum tactics for UX designers. Slickplan Blog. https://slickplan.com/blog/understanding-kanban-scrum-tactics-for-ux-designers

In this practical blog post, Erin Schroeder explains how UX designers can leverage Agile frameworks—specifically Kanban and Scrum—to enhance design workflows.

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Question 1

What is the main function of a Kanban board in project management?

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  • To manage team meetings and social events
  • To provide financial oversight for projects
  • To track project status and visualize work flow
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Question 2

What are the typical column labels found on a basic Kanban board?

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  • Plan, Action, Result
  • To-Do, In Progress, Done
  • Start, Middle, End
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How does a Kanban board support agile teams?

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  • It restricts changes to the work flow.
  • It visualizes work and limits work-in-progress.
  • It eliminates the need for daily meetings.

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Designing the Smallest Possible Thing

We conducted research with hundreds of people working on agile teams about their experiences in order to understand some of the biggest design problems they encounter. Designers who work in sprints of one or two weeks can be under pressure to deliver fast, skip research and cut corners, which can pr

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Designing the Smallest Possible Thing

Designing the Smallest Possible Thing

We conducted research with hundreds of people working on agile teams about their experiences in order to understand some of the biggest design problems they encounter. Designers who work in sprints of one or two weeks can be under pressure to deliver fast, skip research and cut corners, which can pretty quickly ruin a product’s user experience. One way to work in agile teams is to learn how to design small. We need to shift our mindset from "design everything at once" to "design the smallest possible thing."

One of the most challenging aspects of being a designer on an agile team is the fundamental idea of shipping code quickly and often. Designers working on a team doing one- or two-week sprints can feel tremendous pressure to cut corners, skip research and jump straight from idea to execution. Of course, we also realize that these are surefire ways to design the wrong thing, and badly. 

In discussions about the difficulties of designing on agile teams, one of the most common complaints is that there is just no time! And that’s true in many cases. If designers want to work agilely and still design great, user-centered products, we need to stop designing faster and learn how to start designing less.

"We need to stop designing faster and learn how to start designing less." - Tweet This

We need to shift from a mindset where we design everything all at once and move toward a mindset of designing the smallest possible thing that can deliver value to our users. So, what does that look like?

Why We Design Small

Before we get into the how, let’s talk about why it’s so important to design, build and ship small things. It is not, as one might sometimes imagine, solely for the purpose of frustrating designers and researchers who sometimes like to have a holistic view of the things they are designing for often excellent reasons. 

Finding the smallest thing we can to deliver value to a customer or user gives us quite a few benefits. For one, we get to deliver a potentially valuable thing to somebody who can start using it immediately instead of making them wait for dozens of other, unrelated features or changes. Frequently, very small changes or bug fixes can mean an enormous improvement in the user’s experience of a product. 

Sometimes, of course, a change can have no impact whatsoever, or even a negative impact, and that’s a really good thing for us to find out as soon as possible too. By shipping smaller things more frequently, we have more chances to get feedback on our ideas and execution. 

If something is going to be a massive failure, sometimes you can find out very early by shipping a small version of it. Imagine all the features you wouldn’t have created at all if you’d known how they would perform! Imagine all the value you could deliver to users if you weren’t busy building enormous versions of things that nobody wants. Delivering small features early gives you information that can help your team make a decision about whether the rest of the feature is worthwhile.  

By breaking things down into shippable chunks, we can deliver value early and often and get feedback on our ideas before sinking tons of resources into them. That doesn’t sound so bad. 

Unfortunately, it’s really hard to do well—and if you do it badly, it’s much worse than just designing everything up front.

Why It’s So Hard to Get Right

It doesn’t seem like it should be harder to design small things than it is to design large things, and yet many designers struggle with it for excellent reasons. 

First, as designers, we’re often trained to think about products and experiences holistically. This is a good thing! We want to know the entire experience a user will have with a product. Indeed, we know that designing things in several pieces can provide a disjointed and inconsistent experience. 

One designer we spoke with explained it perfectly. Her team was tasked with designing the information architecture for a very large site with many different categories of content. The engineers wanted to get started working on the code for searching the content, but she felt uncomfortable delivering the taxonomy for only one category, because she knew that—once they looked at other categories—they would find many more things that would require searching once she’d evaluated the other types of content in the system. After all, you don’t search for books using the same criteria that you would use to search for shoes or cars. She didn’t want an incomplete model that would just have to be changed later. 

This leads to another reason it can be difficult to design on agile teams. Many of the people we spoke with reported that they very rarely got to iterate and improve a design once it was in the wild. When teams don’t return to incomplete or narrow versions of features, it can cause designers to shove as many details as possible into version 1. 

And, of course, it can be very traumatic for designers to know that a feature is out in the world, imperfect and never to be improved. That is our work. We want it to be perfect. We want it to solve problems for people. We want to include it in our portfolios without blushing. These are all perfectly reasonable reactions, and they make it much harder to compromise and agree to design a small version of something when we are convinced that something bigger would be better.

What Designing Small Means

Just because something is difficult to get right doesn’t mean it necessarily has to produce a worse outcome. It may just take a bit more work to do well. Despite the well-founded complaints of many of the designers we spoke with, designing smaller things doesn’t have to mean designing worse things. 

In fact, many of the people we spoke with found tremendous value in delivering value in smaller chunks, provided they remembered a few key things.

Small Isn’t Bad

Image depicting Jobs4Pets.com website

© Daniel Skrok and Interaction Design Foundation, CC BY-SA 3.0

Often we refer to the first version of something that comes out as an MVP or Minimum Viable Product. Unfortunately, people often miss the very important “viable” part of that term. When you create the very first version of a new feature or product, it may be small, but it also has to be viable. It shouldn’t be buggy or impossible to use or otherwise bad. 

Remember, we build something small and get it in front of users in order to learn something. That’s the whole point of producing something that people can start using. All we learn when we ship a bad or buggy or unusable product is that people don’t like things that are bad! Then, we have to figure out whether people aren’t using our new feature because it’s not the right thing or it’s the perfect thing but so poorly executed that nobody can stand using it.

Small Isn’t an Unrelated Mishmash of Features

Another difficult thing about designing, building and shipping in small increments is that we can lean toward shipping a lot of little features that get prioritized because they can be built quickly. 

Imagine you’re building an interface that lets people search and apply for jobs. There are many things to include. For example, you need job postings with descriptions of the jobs that users get from potential employers. You need an interface that asks job seekers to submit their information. You need a system that lets potential employers review the applications. You’ll probably want some sort of profile or account pages that let both sides of the process store their information so that they don’t have to re-enter everything every time they post or apply for a job. 

Each of these larger systems has multiple smaller features inside it. For example, the application process might have a feature that lets the job seeker pause an application and come back to finish it later. Or the posting feature might let employers repost a job description if they need to hire another person. 

Now, as a designer, you might think you need to release all of those things to make the job board useful. But that’s really not true. What you do have to do, though, is make sure that you design and build things in the right order. You wouldn’t design the ability to repost a job before you designed the interface that let people post a job in the first place, right? And you wouldn’t want to design the interface that lets people apply for a job before you figured out a way to let them look at different jobs they might want. 

Every time you design and release something, it should be something useful, and it should build on the existing interface in a rational way.

Small Is Useful

Most importantly, whatever you release should be useful to the expected user. If you have a very large user base, it might not immediately be useful to absolutely everybody, but it should be something that can be used by a specific segment of your customers, at least enough that you can get feedback on it and make it better in the next iteration

Can you think of the smallest possible thing you could build for a job posting site that would make it useful? What is the least amount of design work you could do to deliver something that could be tested with users?

How Do You Design Small?

There are a multitude of techniques for designing small things that are still useful and usable and that can be improved and grown through iteration. For example, you can:

Understand the Goal

The most important part of designing small is understanding the core goal of the feature or product you’re creating. If your goal is too big or poorly understood, it’s very easy to just continue adding feature after feature because “somebody might want it.” 

For example, imagine you’re designing the job board mentioned earlier. If it’s a general job board for any sort of job and any sort of user, you’re going to design it very differently than if it’s a job board for a highly specific industry in a particular location. Aiming too broadly will affect everything from your search options to the number of jobs you expect to show, to the requirements for the application form. 

By zeroing in on the specific value you want to deliver to a well-defined set of users, you will already be on your way to designing a small, focused feature or product that will ultimately serve you much better than a large feature designed for “everybody” and useful for nobody.

Experiment with One

Let’s say you’re designing a reporting dashboard for your job searching site. It can be tempting to ideate broadly and try to understand all the possible different reports that employers and job seekers will want and then design them all.

Image depicting Jobs4Pets.com website

© Daniel Skrok and Interaction Design Foundation, CC BY-SA 3.0

While it’s perfectly reasonable to spend a bit of time to understand which reports may be most useful, consider only fully designing and building one at a time, preferably prioritized by which you think will deliver the most value based on your research. Why would you make your users wait to see the most valuable report just because you haven’t finished designing the least valuable one? What if you’re wrong and people don’t need reports at all? By designing and releasing one report at a time, you’ll learn more quickly while hopefully delivering value to your users on a regular basis.

Image depicting Jobs4Pets.com website

© Daniel Skrok and Interaction Design Foundation, CC BY-SA 3.0

This obviously doesn’t just apply to reports. If you have multiple similar things that you’re planning on releasing, look at whether it’s possible to start with one and then add more later.

Start without Code

Often when we are asked to design a new feature or product, there are many different ways we could design it. We can spend a ridiculous amount of time in meetings debating the best way to implement something. 

Ideally, we’d get to build many different versions of something and just see which ones people like better, but this leads us to another problem: code is expensive. Prototypes and experiments, on the other hand, can be quite cheap. 

Instead of jumping straight to designing fully realized features that will immediately be built by engineers, try designing experiments to learn the best way to build something. Try a concierge test or a Wizard of Oz experiment. Build a few interactive prototypes to test with users. 

There is no rule that designers can only design pixel-perfect interfaces. We can also be experiment designers.

Don’t Deliver to Everybody at Once

One thing that makes designers hesitate about shipping an imperfect or unfinished design to people is not wanting to disappoint their users. After all, launching something that’s half-baked can end up reflecting very badly on the product and the company. 

On the other hand, offering something that’s a work in progress to a small group of users who may have opted into early releases is an entirely different story. Testing out a new design on a few dozen or even a few hundred users can offer tremendous value to the team in the form of crucial insights and potential problems without risking disappointment for the whole user base. 

Stop thinking that you have to launch every new feature with a press release and a marketing push. You’re still delivering value to users, even if you’re only delivering it to a few dozen beta testers or some internal folks who have volunteered to try things out. You’ll find that you’re a lot less concerned about failure if it’s done on a smaller stage, and you’re a lot less likely to fail if you’ve tested out your designs on smaller audiences first.

Accept Some Imperfection

With all that said, it’s important for teams to get over any fears of imperfection we may have. The truth is, none of our products will ever be perfect; moreover, in many cases, we don’t even know what perfect is. Obviously, we should not be shipping software that doesn’t work or is buggy or insecure to people. But we also don’t need to spend days or weeks obsessing over every pixel and every bit of polish if we’re not even sure that the feature is useful. 

Think of all the hours spent grinding out gorgeous designs for products that nobody ever uses. Think of how much more useful it would have been to spend those hours testing ideas and finding a product that people actually want to use before putting the work into making everything perfect.

Commit to Iterating

Of course, if you’re going to accept imperfection, your team had better also be willing to commit to iteration. When we asked designers to tell us their biggest complaints about working on agile teams, many responded that they hated that their teams never iterated. They worked really hard to ship things fast and then never went back to refactor or improve the features. Sometimes they didn’t even measure the results of the features. 

This is explicitly anti-Agile. Agility requires iteration. It requires improvement and refactoring. If you never go back to improve (or kill) your imperfect features, then nobody will feel safe releasing something they think might be imperfect. We have to commit to learning from our users and constantly improving features and products that are already in the wild, not just shipping endless features into the great abyss of user indifference.

The Take Away

One of the reasons agile teams can struggle with design and research is that it can be a challenge to design small, discrete things that still fit into a greater product vision and don’t sacrifice quality. If designers want to get more agile, they should learn how to make small things, get feedback and embrace experimentation, iteration and refactoring.

References and Where to Learn More

Here’s a primer on Concierge and Wizard of Oz tests from Kromatic:
Concierge vs. Wizard of Oz Prototyping

Read the Agile Manifesto.

Laura Klein explains why there’s nothing wrong with aiming for "good enough."

Image

© Interaction Design Foundation, CC BY-SA 3.0

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