You Are Building for the Wrong User
Every product decision gets made with a user in mind. When you design an API, you’re imagining how it will be called. When you write error messages, you’re imagining who will read them. When you decide how a feature should work, you’re imagining someone using it. When you choose what to build next, you’re imagining who will need it.
The problem is that this user — the one in your head — is almost always wrong. Not slightly wrong. Systematically, structurally wrong in ways that compound with every decision.
And the engineers and teams who understand this build qualitatively different things from the ones who don’t.
Who the imagined user actually is
The user most engineers imagine when building is a technically sophisticated, highly motivated person who wants to use the product correctly. They read the documentation before starting. They understand the conceptual model the product is built around. They know what they want to achieve and they’re trying to figure out how the product helps them achieve it.
This person does not exist in your user base in large numbers. They exist among early adopters, among the colleagues who gave you feedback when you were building, among the developers on your own team who use the product to test it. They are massively overrepresented in the feedback you receive because they’re the ones who care enough to give feedback. They are massively underrepresented in your actual user base.
Your actual users are not unsophisticated. They’re busy. They have twenty-three other things demanding their attention. They encounter your product in the middle of trying to accomplish something else. They have not read the documentation. They will not read the documentation. They are trying to figure out if your product can solve their problem in the next ninety seconds, and if it’s not obvious that it can, they will stop trying.
These are the same people. The difference is not intelligence or capability. It’s context. The imagined user has context — they know what the product does, they’re focused on it, they’re motivated to learn it. The actual user has none of that. They showed up to solve a problem. Whether they stay depends entirely on how quickly they can see that the product helps.
Every design decision made for the imagined user makes the product slightly worse for the actual user. A feature that’s powerful but requires configuration: the imagined user configures it. The actual user sees a blank state and leaves. An error message that’s technically accurate: the imagined user understands it. The actual user doesn’t know what to do next. Documentation that’s comprehensive and well-organized: the imagined user reads it. The actual user never opens it.
The specific ways this goes wrong
I want to be concrete, because “build for actual users” is advice that sounds obvious and is almost universally ignored, and the reason it’s ignored is that the failure modes are invisible until you’re looking for them.
Onboarding built for people who already understand the product.
The most expensive minute in any product’s relationship with a user is the first one. Not expensive in compute cost — expensive in the sense that the user is forming the impression that determines whether they ever come back. The product gets roughly sixty seconds to communicate: what this does, whether it’s for you, and what to do first.
Most onboarding fails this because it’s designed by people who deeply understand the product, which makes it impossible for them to accurately simulate not understanding it. The team knows what the product does, so the product’s value feels obvious. The team knows the mental model the product is built around, so the conceptual framework feels natural. The actual new user has none of this scaffolding, and the onboarding that feels clear to the team is opaque to them.
The fix is not better copy. It’s building onboarding by watching people who have never seen the product try to use it. Not asking them what they think. Watching what they do. Where do they click first? Where do they stop? Where do they look confused? Where do they give up?
Five sessions of this will surface more real problems than a month of internal review, and most teams have never done it.
Error messages written for developers.
Error messages are the product’s voice in the moment the user is most frustrated. They are almost universally written by the developer who implemented the feature, for an audience of developers who understand the system. Error: Invalid parameter ‘start_date’. Expected ISO 8601 format.
This message is technically accurate. The developer reading it knows immediately what to fix. The non-developer user — or even the developer who is not familiar with ISO 8601 — reads this and has several questions: what’s a parameter? What’s ISO 8601? What did I type that was wrong? What should I type instead?
The message answered none of these questions. It described the problem in terms that require prior knowledge to decode. It provided no path forward. The start date you entered isn’t in the right format. Try: 2026-05-16 (year-month-day) You entered: 05/16/2026
Same information. Different audience. The second version costs nothing extra to implement and turns a moment of frustration into a moment of clarity. Most error messages in most products are written like the first.
The reason is that the developer writes the error message while implementing the validation logic, in the mental context of the implementation, for an imagined user who shares that context. The actual user is never imagined at all.
Features complete enough to ship but not complete enough to use.
There is a version of shipping fast that is genuinely good: getting a working feature in front of users quickly, learning from real usage, iterating. There is a version that is genuinely bad: shipping something that is technically functional but missing the parts that make it actually usable, because those parts didn’t make it into the sprint.
The difference between these two versions is whether the shipped thing works for actual users or only for imagined ones.
An API endpoint that returns data but has no pagination is complete enough for the imagined user, who is building a demo with twenty records. It is not complete enough for the actual user, who is trying to process a real dataset. A form that collects information but has no confirmation state works for the imagined user, who is testing the happy path. It doesn’t work for the actual user, who isn’t sure if their submission went through and submits again, creating duplicates.
The imagined user will find a way to make incomplete features work. The actual user will encounter the gap between the feature and their reality and leave. The sprint velocity that comes from shipping incomplete features is borrowed against the retention you lose when actual users encounter them.
Documentation written for the moment of maximum understanding.
Documentation is written by someone who understands the product deeply, at the moment when they understand it most deeply, and then it is assumed to be complete.
The person reading the documentation is someone who understands the product least, at the moment when they need help most. These are maximally mismatched participants. The writer has internalized everything that the reader doesn’t yet know. What feels like a clear explanation to the writer is often a chain of assumptions that the reader can’t follow.
The specific failure: concepts used before they’re explained. A getting started guide that says “first, configure your workspace” where “workspace” is a domain concept that the reader doesn’t yet understand. A reference document that uses the product’s internal terminology throughout, assuming the reader has already acquired that vocabulary. A tutorial that assumes the reader knows why they’d want to do what they’re being shown, rather than establishing the motivation first.
The person who wrote this documentation was not explaining from first principles. They were documenting from expertise. Those are different cognitive activities and they produce different artifacts.
The data you’re probably not looking at
Most teams have more data about their actual users than they use. The data is uncomfortable, so it gets looked at less than it should.
Session recordings of real users encountering real problems. The vast majority of teams with access to session recording tools use them reactively — to investigate a specific reported problem — rather than proactively to understand where users generally struggle. A few hours of watching session recordings from new users will show you more about where your product fails actual users than any amount of internal review.
Activation funnel drop-off. Where in the onboarding flow do users stop? Most teams know this number but don’t sit with what it implies. A 60% drop-off at step three of onboarding means four in ten users who started your onboarding never got to step four. What is step three? What does it ask the user to do? Is it actually necessary at that point, or is it there because it was the logical next step from an implementation perspective?
Support tickets, literally read. Not summarised. Not categorised. Read, one by one, by the people who made the design decisions that generated them. The support ticket is the user telling you, in their own words, what your product did that didn’t match their expectation. It is unmediated feedback from actual users about actual failure modes. Most teams process support tickets through a support function and those learnings never reach the people making the product decisions.
Search queries within the product, if you have a search function or a help center with search. What are users typing? The search query is the user telling you what they’re looking for that they couldn’t find on their own. A user who searches “how do I delete my account” is a user who couldn’t find the account deletion flow. A user who searches “why is my data wrong” is a user encountering a data integrity problem they don’t understand. The aggregate of these queries is a map of where your product is failing actual users.
The proximity problem
The reason teams build for the imagined user rather than the actual user is structural, not intentional. It’s a proximity problem.
The people making product decisions are close to the product and far from the users. They understand how the product works, why it works that way, what the tradeoffs were. They use the product themselves, but they use it with expert knowledge that insulates them from the actual experience of a new user. When they imagine a user, they imagine someone like themselves with the same context they have.
The actual users are far from the people making decisions and leave signals that are filtered, delayed, and translated before they reach anyone who can act on them. A user who struggles and leaves doesn’t file a bug report. They just don’t come back. A user who figures something out eventually doesn’t report that it was hard. They just move on. The signals that make it back are the ones from the vocal minority who cared enough to write something down, which is not a representative sample.
Closing this gap requires deliberate effort because it doesn’t close on its own. The product gets more complex and the team’s expertise increases over time, which means the gap between their mental model and the new user’s experience widens if nothing is done to counter it.
The specific practices that work:
Regular sessions watching new users. Not asking for opinions. Watching where they click, where they pause, where they read, where they give up. Monthly, with the whole team watching, not just the designer or the PM. Watching is a different cognitive activity from asking. Watching gives you behavior. Asking gives you rationalizations.
Someone on the team responsible for carrying the user’s perspective. Not a UX researcher who files reports that get read and filed. Someone with standing in product discussions who can say “a user who doesn’t know what a workspace is would not understand this” and have that land as a real input to the decision. The imagined user has many advocates on the team — everyone building the product is effectively advocating for the imagined user’s needs. The actual user needs an explicit advocate because their perspective is not naturally represented in the room.
Requiring first-use documentation. Before any feature ships, someone who didn’t build it has to be able to use it with no guidance. Not as a QA pass. As a design gate. If the person who didn’t build it needs explanation to use the feature, the feature is not ready for actual users who also won’t receive explanation.
Reading your own error messages as a user. Take the last five error messages that appeared in your logs or support tickets. Read them as someone who doesn’t know your system. What do they tell you to do? If the answer is “nothing concrete,” the error messages are for your debugger, not for your user.
The version of this that compounds
The teams that build for actual users from the beginning develop a capability that’s hard to acquire later: accurate intuition about where their product fails people who are not already experts in it.
This intuition is worth more than it looks like on paper. It’s the thing that means you don’t have to watch session recordings before every release, because the person who would have struggled with this is already present in the designer’s mind during design. It’s the thing that means your error messages are clear because clarity for actual users is already the default, not an afterthought. It’s the thing that means your onboarding works for the user who’s distracted and skeptical, not just for the one who’s engaged and motivated.
Building this intuition requires sustained exposure to actual users struggling with the actual product. There’s no shortcut. The teams that have it got it by watching, regularly, without the filter of what the product was supposed to do, the reality of what actual users experience when they encounter it.
The imagined user is comfortable. They use the product well, they appreciate the features, they understand the mental model. Building for them is building for the team’s own reflection.
The actual user is uncomfortable to watch. They do unexpected things. They miss obvious affordances. They read things wrong. They give up at moments that feel, to the team, like they should be easy. Watching this is genuinely difficult when the product is something you made.
It’s also the only accurate feedback you have on whether what you made works.
Build for the person in the session recording, not the person in your head. They are not the same person. One of them is your actual user.