Untethered UX: How to Design for Headless Architectures

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Fgjklf
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Untethered UX: How to Design for Headless Architectures

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For years, web design has been closely tied to rigid structures: pre-designed templates, traditional CMSs like WordPress or Joomla, and systems where content, design, and business logic coexisted in a single layer. The designer worked within a clear (and limited) framework, where each page had a defined location and every change had to respect the monolithic architecture of the system.

This approach had advantages: predictability, a linear workflow, and a direct relationship between what was designed and what was seen. But it also imposed creative, technical, and strategic restrictions. Designing for a monolithic website often meant adapting to the rules of the content management system rather than the user's actual needs.

With the arrival of headless architectures, country email list that logic breaks down. Content and presentation are decoupled: what was once a single structure is now divided into independent layers. Content resides in one system, design is rendered in another, and user touchpoints multiply—web, app, voice assistants, embedded displays… The result: unprecedented freedom for design teams, but also new complexity when it comes to building coherent, accessible, and meaningful experiences.

In this new scenario, design ceases to be a final step and becomes a strategic discipline that structures, translates, and orchestrates the user experience beyond a single interface. UX, literally, without strings attached.

What does headless mean by design?
In the development world , headless means that the content management system (CMS) no longer dictates how that content is displayed. Instead of delivering entire pages, the CMS provides data that is then visually represented in other environments: websites, apps, connected devices, or even voice assistants.

But what does this mean for those of us who design?

From a design perspective , a headless architecture involves working with a visual layer completely separate from where content is stored and managed . We no longer design for a specific template or a specific manager; we design for an experience that can take multiple forms. What was once a page is now a set of components—headings, images, buttons, text blocks—that will be displayed differently depending on the channel.

This changes the workflows:

There is not always an immediate preview.
The design is not assembled on a closed structure, but on a series of components that are assembled in different contexts.
Collaboration with development and content becomes more fluid, but also more dependent on documentation, design systems, and semantic consistency .
It also changes the tools. It's not enough to design beautiful screens in Figma ; we need to think in modular systems, design for reuse, and anticipate how those blocks will adapt to different formats. Working headless is about designing experiences, not pages.

And that requires a shift in mindset: from seeing design as a final layer to a decision-making structure that will guide all possible forms of interaction with the content.
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