I'm often asked "What do you do?" and I always make the mistake of answering proudly "I'm a UX Designer!". Ten times out of ten I am met with a very perplexed look which is always followed up with "mmm.... and what is that exactly?".
It's taken me a good few years to effectively formulate my response to this in a way that firstly accurately explains what I do and secondly ensures I do myself justice in describing the important work I do without resorting to the lazy cop-out of ".... I design websites!"
So now my baseline answer is very rehearsed and goes something along the lines of:
"Good products equal good business, right?" "So, as a UX Designer, I help companies and digital product teams craft good products and customer experiences"
I go about doing this by applying an approach which is aligned to my very own definition of what I believe UX Design is:
Sounds like a mouthful right? I've chosen my words carefully so let's roll things back a bit and I'll explain:
Well, because although my final output are always slick and modern and look great I'm not a magician - there is no magic wand to wave. I follow a step by step validated approach where each step is informed by the previous. This way I am more certain of creating a successful product/design.
To create a successful product we need to design for the users of the product/ system. Before we can do that we need to undertake an awful lot of research about them to understand who they are, why they're using the product, what outcomes do they require from the system, their motivations, etc. Only by understanding these aspects of the user can we ensure we are designing a product that fulfills or solves a real-world need or problem.
We simply can't design anything without a reason. Qualitative and Quantitative data supports almost every decision I make when designing a system from high-level major product direction to micro-decisions about which specific UI component best suits users' interactions with the system. I prefer evidence over the demands of assertive Product Owners who 'know best'.
No final design was created in one attempt. One must accept a cycle of proposals, exploring ideas, failing, correcting, testing, failing again, etc until the product/ design takes shape and all the rough edges are smoothed out. All my designs are done in layers with each improving on the previous one as they are tested and scrutinised for inefficiencies.
Designing a good UI requires a few elements (one of which is obviously talent, skill and understanding the concepts of design, balance, etc) but if I was to highlight the most important one it would be consistency. Consistency in your UI improves usability considerably. One way to achieve this is to use or create a common, consistent visual language that persists throughout your product. Doing so involves understanding all the UI components required, analysing and identifying common and reusable components, interaction patterns, means of presentation, nomenclature and language all within the boundaries of and alignment to the clients Brand guidelines.
If every purist, utopian UX designer had their way, every product would be FREE to use FOREVER with every task achieved with just ONE CLICK! However, businesses wouldn't make any money and the cost of developing such a solution would be crazy stupid!!! Balancing your product to be optimal for all parties involved requires constant compromise e.g. sacrificing features for usability gains, focussing on KPI's and the product vision and always ensuring you are addressing the problem you are trying to solve.
I've never worked on a project that was purely blue sky, green fields (call it what you like) offering 100% freedom to do as you please. Every project comes with a set of restrictions which we need to operate within e.g. budget, time, resources, technology, dependencies etc. Being versed and experienced in all aspects ( or as many as you can ) of your product is important in understanding what is realistically possible and what elements outside our world of UX and Design requires your consideration.
To successfully apply this design approach means wearing many different hats at different times and requires a wide range of skills from research, analysis, journey mapping, testing, analytics, prototyping, UI design to name a few. I am well versed in all of these and more and use a variety of software to help perform these tasks at each and every stage of the product life cycle.
Additionally I have years of experience working in both large scale Waterfall projects as well as Agile teams using Scrum methodology ( and many other in-house flavours of this ). I am a certified Scrum Product Owner and well versed in many aspects of the product creation, design and development life cycle.
Check out the rest of my portfolio so see my skillset, how I approach UX and my project portfolio.
During a product life cycle, I perform a multitude of tasks. Each requires its own specific tool to enable me to complete the task effectively. Below are the standard tools I use to get the job done...
My current go to design and prototyping tool. Great for creating and managing Design systems and so much more.
Another great tool I’ve used extensively for documenting and end to end management of larger scale projects.
As a Certified Scrum Product Owner I have experience working in various agile environments in additionto many other methodologies.
I've worked with a myriad of user analytics tools measuring user data,metrics, flows and activity.
As a natural born artist, sketching and drawing forms an important part of my initial design work.
My go to tool for more functional protoyping where a higher degree of functionality is required.
Another prototype favourite - I often use for simpler clickable prototypes when presenting ideas to stakeholders.
Previously involved in building frontends, I have a good technical understanding of what can and can’t be done.
An early user of bootstrap and responsive design, I am well adept at designing for a multitude of devices.
I have considerable experience in defining, designing and implementing full end to end user testing sessions.
A great inexpensive, low impact method I use when fine-tuning and iterating on a product in it’s more mature stages.
I've conducted many forms of user reseach from testing to quantitative/ qualitative analysis, analytics, surveys, contextual observation etc.
I've been using PS for more than 10 years now creating all my design assets and screen layouts,but have slowly relented to Figma.
I’m well versed in most of the awesome and powerful purpose built Adobe Creative Suite products.
My go to tool for producing analytic, research, reviews, testing reports, product and design documentation.
And a whole lot more including Queryz, Inspectlate, Hotjar, Google Analytics etc...
UX is essentially more about problem-solving than it is just about visual design. As an intelligent critical thinker, I find a metric-driven, evidence-based, user-centered approach is critical to formulating the desired outcome. Click below to learn more about how I approach a project end to end.
The best way for me to showcase my skillset is to put it into context within a full end to end product creation process. I break down this process pretty much the same way as most other UX and product designers do ( see below ) but caveated with the statement that my approach varies according to the requirements, scale and scope and whether I'm working with a mature, existing product or a completely new product that needs creating. When I engage in a full end to end process it looks something like this:
I normally expect a project to start with a kick-off meeting where I get to meet and acquaint myself with the team and start to understand their roles, skills, and contribution to the team and project. Next is understanding the motivation for the project, the problem we are looking to solve, outcomes/ KPI's we are looking to achieve, timelines, deadlines, and many other expectations. Its important at this stage to find out who the key stakeholders are and who your product and technical specialists are. I always like to quickly onboard myself with as much domain knowledge, review existing documentation, explore legacy and competitor systems, etc as I can to come up to scratch as possible. Framing the scope of the project and defining a vision, value proposition helps to understand the extent of the work I will be expected to deliver.
Evidence-based, user-centred design means knowing who your users are and then putting them at the centre of your product design process and understanding why they use your product, what their objectives are and exactly how they use your product to achieve these objectives. I use whatever Quantitative data, insights, and analytics are available to me to draw up this picture as well as a variety of methods to gather Qualitative data incl. interviews with Product specialists, Key stakeholders, User interviews, site visits, observation, user testing etc. Using analytics tools such as GA or Adobe Analytics I can quickly understand patterns of use, completion rates and identify friction points across various demographics and device types etc. This helps us focus in on important issues to fix or opportunities for improvement. Once I've defined the users and mapped tasks to them I work with the BA to create high-level business process flows, elaborating on further details of what these tasks entail, understanding what systems or processes need to be in place or are in place to assist the user in completing their objectives. In new systems, this helps us focus only on what features and functions the user needs, and in mature existing systems helps us to reduce clutter and cognitive load by removing unnecessary features or functionality.
It's true that you can't boil the whole ocean so at this stage it's so important to figure what we can do, what value we can add, what problems we can fix in the given time frames and with the resources available. So once we know who our users are, understand the problems they are facing and task they need to perform, I like to work with the team to help formulate a group vision of what our offering will be as a tangible deliverable, setting expectations and drawing boundaries without prejudice to a means or a specific UI. A good way to do this is through user story mapping which helps define at a granular level what a specific user wants and why and helps us build logical self-contained minimum viable products offering the highest value which we can release to our users in the shortest possible timeframe. Other aspects of this part of the process include taking the time to interact with other key stakeholders and experts to understand what restrictions or limitations we will face including existing business or back-office processes, security, existing technology, legacy systems, skill shortages, etc. and knowing what can change and what can’t. I can't say I've ever worked on a project that has been completely ‘blue sky’ or completely without restrictions.
As a creative and 'out of the box thinker' I really enjoy this part of the design process - pushing out ideas and finding solutions. As the team already has the user stories and knows what we want the outcome to be, this part of the process is more about facilitating that outcome keeping in mind our objectives for the user and the business. Working as a team is important so everyone has a collective understanding from a high level what the user experience will be like, what the user will experience end to end and what screens we need to design and technology to employ to achieve the result. The exact details of this will be better refined through the next few stages. Market and competitor research, looking at current trends, leveraging technology and brainstorming with team members or product specialists on large whiteboards and wasting loads of paper is all part of the ideation process. Design studios are great for this type of activity and often a project outsider may have an enlightening insight into this. Using a process of divergence and convergence we can start to drill down into what ideas fit into the required criteria.
Working from the high-level business process flows, I like to drill down into the finer details of these by mapping a comprehensive and highly detailed end to end user journeys. Elaborating on the basic steps in the process and examining in detail all the user touchpoints and interactions and exploring alternate routes a user can take when using the product provides an opportunity to fix any loose ends or paths and scenarios that have not been previously considered. Before I move forward with prototyping and higher fidelity designs I like to ensure I've mapped the user journeys as complete as possible and that I've accommodated for all scenarios including error handling and system failures etc. I like to also ensure that I've covered/ produced journeys for all key users of the system and that they can achieve their desired objectives in the most efficient way. Additionally, I like to start mapping all the required data points we need to collect from/ display to the user at various points in their journey and start thinking about copy, instructions and other content that would assist the user in successfully and efficiently completing their task.
Using my favourite tool Axure RP (which I’ve used to build this site), I like to build out the solution as close to how it will appear in live. Typically these high fidelity prototypes will be used in user testing sessions, but before I get there I start with simple wireframes. Wireframing helps quickly define according to the previously created flows, the page flow, individual page layouts and ensure all assets, elements and data points required for the backend, etc have been placed on the page. I prefer simplicity and always look to apply common design standards and patterns above flashy design interactions. The objective is high usability, reduce ambiguity and easy learnability matching the expectations of the user. I often find that visually articulating the solution in a higher degree of fidelity is the best way to achieve quality feedback and buy-in from influential stakeholders who potentially lack the ability to visualise ideas from simple paper sketches or wireframes.
Validating our assumptions and designs is best done by testing them on real authentic users before they get to sign off and development stages. Our designs carry the hypotheses we are asserting or assuming and by proving or disproving these we can head into the development stages with a lot more confidence that our product is robust and has limited usability issues.
These sessions are quick to set up so I often like to put a design or hypothesis to the sword at the soonest. Tapping into your own users for insights is a priceless exercise. Watching your users use your product, navigate your design be it successfully or unsuccessfully gives you first-hand feedback into real usability issues. The fact that these sessions are typically only over a period of a day one can quickly iterate and make the required changes based on one's findings.
Designing for your audience is key. Although I generally design across multiple platforms in a pure responsive fashion, sometimes the emphasis or implementation may vary across whichever device is dominant across the user base. I typically research metrics like screen sizes and device usage to help target specific user groups and ensure the design achieves a high level of usability across all required devices. I am well versed in working both from corporate styleguides and asset libraries as well as creating designs and assets completely from scratch. Other aspects of UI design I like to focus on is micro-interactions, animation and choreography of elements. Content and copywriting is another often overlooked aspect of UI design often palmed off to a copywriter to work on and feedback into the cms, often resulting in not so favourable designs and usability issues. As a lead designer, I often insist on having control over the visual aspect of copy. from a UX perspective, copy is an integral part of the conversation and as such its imperative that a UX designer has control over this.
A designer's responsibility to the delivery team cannot be overstated enough. As a stickler for detail and pixel perfection, I have a lifetime worth of experience in creating highly detailed design and content specifications that visually articulate the designed solution comprehensively and in high fidelity within one document for use by onshore and offshore development teams alike. The creation of such documentation has proved priceless in ensuring consistency between design, development and quality assurance, helping on almost every occasion to mitigate ambiguity, the need for lengthy explanations across multiple teams and reduce the occurrence of defects in development and the subsequent lengthy and costly effects of remedying this. Producing detailed documentation allows for future teams to easily reference, learn and understand the piece of work without having to go through the pains it took to create - thus allowing for easy knowledge transfer. That said, I am equally at home providing assets and artifacts in a lean or agile fashion. Each project and team is different utilising various methodologies and I adapt to the requirement of documentation as needed.
This period is often a nervous time as you watch the results of your hard work come to fruition in the real world. Ensuring that all pages are set up to be tracked and monitored is essential to this phase. Using tools such as Inspectlet and Hotjar allows you to view live recorded user sessions. Reviewing daily analytics reports are the order of the day. Another great technique for real-world validation is a partial release or A/B Testing, comparing your design to the current live version, turning up or down the exposure depending on the level of success. Learning quickly from any failures and acting fast to make any required changes based on your findings is important in ensuring you continually and incrementally improve and fine-tune the product. Its a cycle that repeats as many times as is needed until the criteria for success defined at the start of the project have been achieved or exceeded.
As a freelancer and contractor, I’ve worked for companies and agencies in California, New York, and London. Below is a selection of clients whose projects I’ve had the pleasure to work on.
My portfolio highlights the more recent work I’ve created as a Lead UX Designer in the Finance, Travel, Security, Energy, eCommerce domains, demonstrating a blend of my UX skills including strategy, analytics, research, wireframing, prototyping, testing, and design.
Besides being a great UX and UI designer, I’m also pretty good at loads of other stuff too, like music, drawing, and art and I’ve got a huge list of interests ranging from MMA to quantum mechanics to the strings on my Fender Stratocaster.
When no one is looking I’m singing, songwriting, playing guitar and producing an endless number of songs under the name ‘Dirty Jackson’. Check out some of my tracks below.