Map user journeys before you write a line of code
How mapping discovery, activation and retention early saves weeks of rework later.

Teams usually design screens first and journeys later, if at all. It feels faster, but it means the most important question, how does a real person get value from this, gets answered by accident.
Four stages worth mapping
- Discovery: how people first hear about the product and what they expect
- Activation: the shortest path to the first real result
- Engagement: what brings people back during the first weeks
- Retention: why they are still here after three months
For each stage, write down what the user is trying to do, which screens they touch, and where they might drop off. You will find missing screens, unnecessary steps and features nobody would ever reach.
Journeys make design decisions easier
Once the journeys exist, screen design stops being a matter of taste. Every screen has a job inside a journey, and you can judge it by whether it does that job.
A screen without a journey is a guess. A journey without screens is a plan you can build.
In TwoSprint, journeys are mapped in Sprint 1 and feed directly into the flow builder, so every screen you design already knows where it sits.
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