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I have expertise in user experience, user Interface, and Interaction design.
I currently have 12 years experience working in design, including experience in 2D, 3D Animation, Print and Web Design.

UX / UI DESIGNS

UX PROCESS AND EXPERIENCE

USER ANALYSIS

Before we can design for a user we need to know our users. User Analysis is necessary to understand the needs and propensities of the users. Who is this for? Demographics? Likes/Dislikes? Hobbies? Occupation?

TASK ANALYSIS

What is the primary action the users need to perform? There may be many things someone can do on your site or application but there’s always a main task.

FUNCTION ALLOCATION

What needs to happen on the back-end vs. the front-end? Do you have multiple systems and/or servers? Which ones will handle a function the best.

SKETCHING

Sketch. A lot. It’s quick. It’s cheap. It’s effective. Sketching gets a lot of ideas out of your head and onto paper quickly. It helps shape good ideas and eliminate bad ones. You can iterate on sketches very quickly. The investment is low for the return.

WIREFRAMES

The information architecture should start to take place. This is where things go from a bunch of loosely connected concepts and pieces of information into a more cohesive documentation of how the product looks and functions. For wireframes I use Axure, UXPIN or Balsamiq.

PROTOTYPES

There are lots of different prototypes you can do. These can range from a very simple clickable PDF to an almost fully functioning HTML/CSS website. It really depends on what you need for your project as to how far you go with it.

HIGH-FIDELITY

This is where you then go back and start to make the wireframes high-fidelity. Add all the definition you need. Cover as many details about the layout and interaction as you can. Anything you leave open to interpretation may easily be taken the opposite way you wanted.

USABILITY TESTING

This step can take place wherever you need it to during the design process. It sometimes fits at the end and sometimes more towards the beginning of a project. However, this is where you get actual user feedback.

DEVELOPMENT

This may not be quite as collaborative but there are often issues that arise during this stage in which you’ll need to adjust the UX. This also helps you to gain an understanding of the technical limitations for future projects. Your developers will be much happier for you to gain this knowledge rather than designing impossible solutions.

DOWNLOAD MY CV

PROTOTYPES

For Prototypes I use Figma and Invision

 

There are lots of different prototypes you can create. These can range from a very simple clickable PDF to an almost fully functioning HTML/CSS website. It really depends on what you need for your project as to how far you go with it.

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