Software development is a frenzied decathlon of activity, constantly pressed on all sides by resource constraints, budgets and deadlines. Many items originally scoped for delivery in the first release — especially those scheduled late in the project — end up not making it to customers. Good intentions notwithstanding, Phase 2 is typically the mythical future world where those “things we didn’t get to” in Phase 1 go to die. Few members of the team are harder hit by this reality than the user experience and design staff. Their holistic visions of product and service experiences are put aside in favor of significantly thinner software.