Tag: Product Design

  • User Testing Essentials: Conducting User Testing Sessions

    User Testing Essentials: Conducting User Testing Sessions

    This article is part of a series on User Testing Essentials

    Introduction

    Welcome to Lesson 3 of “User Testing Essentials: From Planning to Analysis.” In this lesson, we’ll discuss the practical aspects of conducting user testing sessions. We’ll explore the steps involved in setting up and facilitating user testing sessions effectively to ensure a smooth and productive experience for both you and your participants.

    Setting Up the Testing Environment

    Creating the right testing environment is essential for conducting successful user testing sessions. Choose a quiet, comfortable space free from distractions where participants can focus on the task at hand. Ensure that all necessary equipment, such as computers, devices, or prototypes, is set up and functioning properly. Consider factors such as lighting, seating arrangements, and privacy to create a conducive environment for testing.

    Facilitating User Testing Sessions Effectively

    As a facilitator, your role is to guide participants through the testing process while minimizing bias and interference. Start by establishing rapport with participants and explaining the purpose and goals of the testing session. Provide clear instructions for each task and encourage participants to think aloud as they navigate through the prototype or product. Actively listen to their feedback, observations, and comments, but avoid leading questions or influencing their responses.

    Examples of Leading Questions and Non-Leading Alternatives

    Leading Question

    “Do you find the app’s exercise tracking feature easy to use?”

    Non-Leading Alternative

    “What are your thoughts on the app’s exercise tracking feature? Can you walk me through how you typically use it?”

    Leading Question

    “Don’t you think the app’s design is visually appealing?”

    Non-Leading Alternative

    “What are your impressions of the app’s design? Is there anything about the design that stands out to you, positively or negatively?”

    Leading Question

    “Would you agree that the app’s navigation is intuitive?”

    Non-Leading Alternative:

    “How would you describe your experience navigating through the app? Are there any areas where you found the navigation particularly easy or challenging?”

    By asking non-leading questions, you can elicit honest and unbiased feedback from participants, providing valuable insights that can inform improvements to your product or design.

    Collecting Qualitative and Quantitative Data

    During the testing session, collect both qualitative and quantitative data to gain a comprehensive understanding of user behavior and perceptions.

    Qualitative data, such as verbal feedback, observations, and insights, provide rich context and deeper insights into user experiences.

    Quantitative data, such as task completion rates, time on task, and satisfaction ratings, offer measurable metrics for evaluating usability and performance.

    Use a combination of methods, such as audio/video recordings, note-taking, and surveys, to capture relevant data effectively.

    Examples of Qualitative and Quantitative Design Feedback

    Qualitative Feedback

    1. Verbal feedback
    2. Observations
    3. Comments and suggestions
    4. Task completion time
    5. Emotional responses

    Quantitative Feedback

    1. Task Success Rate
    2. Time on Task
    3. System Usability Scale (SUS) Scores
    4. Click-through Rates
    5. Retention and Engagement Metrics

    By collecting both qualitative and quantitative data during user testing, researchers can gain a comprehensive understanding of user behavior, preferences, and perceptions, informing design decisions and improvements to the app.

    Managing Unexpected Challenges During Testing Sessions

    Despite careful planning, unexpected challenges may arise during user testing sessions. Technical glitches, participant confusion, or unforeseen interruptions can disrupt the flow of the session. Stay flexible and adaptable, and be prepared to troubleshoot issues as they arise. Remain calm and composed, and focus on maintaining a positive and supportive atmosphere for participants. If necessary, take notes of any challenges encountered and address them in the post-testing analysis.

    Conclusion

    In Lesson 3, we’ve explored the practical aspects of conducting user testing sessions, from setting up the testing environment to facilitating sessions effectively and collecting valuable data. By following best practices and staying attentive to participant needs, you can ensure a smooth and productive testing experience that yields actionable insights for design improvements.

    In the next lesson, we’ll delve into the analysis phase and discuss strategies for synthesizing and interpreting user testing data effectively.

  • User Testing Essentials: Planning Your User Testing

    User Testing Essentials: Planning Your User Testing

    This article is part of a series on User Testing Essentials

    Introduction

    Welcome to Lesson 2 of “User Testing Essentials: From Planning to Analysis.” In this lesson, we’ll dive into the crucial stage of planning your user testing initiatives. Effective planning lays the groundwork for successful testing sessions and ensures that you gather valuable insights to inform your design decisions. We’ll explore key considerations and steps involved in the planning process to help you conduct meaningful user tests.

    Defining Clear Objectives and Goals

    The first step in planning your user testing is to define clear objectives and goals for the testing initiative. What specific questions do you want to answer? What are the primary objectives you aim to achieve through user testing? By establishing clear goals, you’ll ensure that your testing efforts are focused and aligned with your design objectives.

    Identifying Target Users and Recruiting Participants

    Next, identify the target users who represent your product’s intended audience. Consider demographic factors such as age, gender, occupation, and level of experience with similar products or services. Once you’ve defined your target users, develop a recruitment strategy to find participants who match your criteria. Whether through internal resources, user testing platforms, or professional recruitment agencies, recruiting the right participants is essential for obtaining relevant insights.

    Example User Testing Recruiting Strategy

    Objective

    Recruit a diverse group of participants who represent the target audience of the health and wellness app, including individuals with varying fitness levels, lifestyles, and preferences.

    1. Define Participant Criteria

    • Age: 25-45 years old
    • Gender: All genders
    • Fitness Level: Beginner to Intermediate
    • Lifestyle: Busy professionals with an interest in health and wellness
    • Smartphone Ownership: Participants must own a smartphone (iOS or Android) and be comfortable using mobile apps.

    2. Recruitment Channels

    • Internal Recruitment: Reach out to colleagues, friends, and family members who fit the participant criteria and may be interested in participating in user testing sessions.
    • Online Communities: Post recruitment messages in relevant online communities and forums related to health, fitness, and wellness, such as fitness subreddits, Facebook groups, or health and wellness forums.
    • Social Media: Share recruitment posts on social media platforms like Twitter, LinkedIn, and Instagram, using relevant hashtags and tagging individuals or organizations in the health and fitness space.
    • User Testing Platforms: Utilize user testing platforms such as UserTesting, UserZoom, or TryMyUI to recruit participants from their existing panels of users.

    3. Recruitment Message

    • Craft a clear and concise recruitment message that outlines the purpose of the user testing sessions, participant criteria, and incentives for participation (if applicable).
    • Include a link or contact information for interested individuals to express their interest in participating and provide their availability for scheduling sessions.

    Sample Recruitment Message:

    “Do you want to help shape the future of health and wellness apps? We’re looking for busy professionals who are passionate about fitness to participate in user testing sessions for our new health and wellness app. If you’re interested in sharing your feedback and insights, click the link below to sign up and schedule a session. Participants will receive a $20 gift card as a token of appreciation for their time and feedback. [Link to sign up form]”

    4. Screening and Scheduling:

    • Review responses from interested participants to ensure they meet the defined criteria.
    • Schedule user testing sessions with selected participants, taking into account their availability and preferences.
    • Send confirmation emails with session details, including date, time, and instructions for accessing the testing platform or location.

    By following this recruitment strategy, you can effectively recruit a diverse group of participants who represent the target audience of the health and wellness app and gather valuable insights to inform design decisions and improvements.

    Developing Test Scenarios and Tasks

    Crafting test scenarios and tasks is a critical aspect of user testing planning. Test scenarios should simulate real-life situations or use cases that users may encounter when interacting with your product. Define specific tasks that participants will be asked to perform during the testing session, focusing on key interactions or functionalities you want to evaluate. Clear and concise task instructions will guide participants through the testing process and ensure consistent results.

    Example Test Scenario: Tracking Daily Exercise

    Background

    You are a busy professional who values maintaining a healthy lifestyle despite your hectic schedule. You recently downloaded a new health and wellness app to help you track your daily exercise and monitor your overall fitness goals. You’re excited to explore the app’s features and see how it can support your fitness journey.

    Scenario Details

    • You recently went for a morning run in your neighborhood park to kickstart your day.
    • You completed a 30-minute jog at a moderate intensity level, tracking your route and distance using a fitness tracking app on your smartphone.
    • You typically engage in a variety of exercise activities, including running, yoga, and occasional gym workouts, to maintain your fitness and overall well-being.
    • You’re interested in finding an easy-to-use app that allows you to log and track your exercise activities seamlessly, helping you stay motivated and accountable to your fitness goals.

    Task

    1. Open the health and wellness app on your smartphone.
    2. Navigate to the “Exercise Tracker” feature within the app.
    3. Log your recent exercise activity, including the type of exercise (e.g., running, yoga, cycling), duration, and intensity level.
    4. Explore the app’s functionality for setting exercise goals and tracking your progress over time.
    5. Take note of any features or functionalities that you find particularly useful or challenging to use.
    6. Share any feedback or suggestions for improving the app’s user experience, particularly regarding the exercise tracking feature.

    Note to Participant

    As you complete the task, please think aloud and share your thoughts, observations, and any challenges you encounter during the process. Your feedback is valuable in helping us improve the app’s functionality and user experience. Thank you for your participation!

    Choosing the Appropriate User Testing Methods and Tools

    Selecting the right user testing methods and tools depends on your research objectives, budget, timeline, and resources available. Consider factors such as the level of fidelity of your prototype or product, the degree of interaction required, and the accessibility of your target audience. Common user testing methods include moderated and unmoderated usability testing, remote testing, guerrilla testing, and more. Choose the method(s) that best align with your goals and constraints.

    Conclusion

    In this lesson, we’ve explored the critical aspects of planning your user testing initiatives, from defining clear objectives and identifying target users to developing test scenarios and selecting appropriate methods and tools.

    Effective planning sets the stage for successful user testing sessions and ensures that you gather relevant insights to inform your design decisions. In the next lesson, we’ll delve into the execution phase and discuss strategies for conducting user testing sessions effectively.

  • User Testing Essentials: Introduction to User Testing

    User Testing Essentials: Introduction to User Testing

    This article is part of a series on User Testing Essentials

    Introduction

    Welcome to the first lesson of “User Testing Essentials: From Planning to Analysis.” In this lesson, we’ll lay the groundwork by exploring the fundamental concepts of user testing and its significance in the product design process. Understanding the role of user testing will provide you with a solid foundation for planning and conducting effective tests to gather valuable insights from your target audience.

    Understanding the Importance of User Testing

    User testing is a crucial step in the product design process that involves gathering feedback from real users to evaluate the usability, functionality, and overall user experience of a product.

    By observing how users interact with a design prototype or product, designers can identify pain points, uncover usability issues, and validate design decisions.

    User testing helps ensure that the final product meets the needs and expectations of its intended users, ultimately leading to higher user satisfaction and engagement.

    Exploring Different Types of User Testing Methods

    User testing encompasses a variety of methods and techniques, each suited to different stages of the design process and research objectives.

    Common types of user testing include usability testing, prototype testing, A/B testing, beta testing, and remote testing, among others. Let’s explore each method in more detail, discussing its purpose, advantages, and considerations for implementation.

    Usability Testing

    • Description: Usability testing involves observing users as they interact with a prototype or product to evaluate its ease of use and overall user experience. Participants are typically asked to perform specific tasks while verbalizing their thoughts and experiences.
    • Purpose: Usability testing helps identify usability issues, navigation challenges, and points of confusion within a design. It provides valuable insights into how users interact with a product and highlights areas for improvement.
    • Methods: Usability testing can be conducted in-person or remotely, with participants recruited from the target user population. It may involve moderated sessions with a facilitator guiding participants through tasks or unmoderated sessions where participants complete tasks independently.
    • Tools: Various tools and platforms are available for conducting usability testing, including usability testing software, screen recording tools, and eye-tracking devices.

    Prototype Testing

    • Description: Prototype testing involves gathering feedback from users on early-stage prototypes or mockups of a product before it is fully developed. Prototypes can range from low-fidelity wireframes to high-fidelity interactive mockups.
    • Purpose: Prototype testing allows designers to validate design concepts, gather user feedback, and iterate on design ideas early in the development process. It helps identify usability issues, validate assumptions, and refine the design before investing resources in development.
    • Methods: Prototype testing methods vary depending on the fidelity of the prototype and the research objectives. It may involve moderated or unmoderated sessions, usability testing, concept testing, or preference testing.
    • Tools: Design and prototyping tools such as Sketch, Adobe XD, Figma, and InVision are commonly used for creating and testing prototypes.

    A/B Testing

    • Description: A/B testing, also known as split testing, involves comparing two or more versions of a design or feature to determine which performs better in terms of user engagement, conversions, or other key metrics. Participants are randomly assigned to different variations and their behavior is measured.
    • Purpose: A/B testing helps optimize design elements, features, or content based on user preferences and behavior. It provides empirical evidence to support design decisions and identify the most effective design solutions.
    • Methods: A/B testing is typically conducted on live websites, applications, or digital products, with changes implemented for a subset of users. Metrics such as click-through rates, conversion rates, and engagement metrics are tracked to measure the impact of design variations.
    • Tools: A/B testing platforms such as Google Optimize, Optimizely, and Adobe Target are commonly used for conducting A/B tests and analyzing results.

    Beta Testing

    • Description: Beta testing involves releasing a pre-release version of a product to a select group of users or beta testers for real-world testing and feedback. Beta testers use the product in their own environment and provide feedback on their experience.
    • Purpose: Beta testing helps identify bugs, usability issues, and other problems that may not have been discovered during internal testing. It provides valuable feedback from real users in diverse environments and usage scenarios.
    • Methods: Beta testing can be conducted either as an open beta, where anyone can participate, or a closed beta, where access is limited to a specific group of testers. Feedback is collected through surveys, feedback forms, bug reports, and user interviews.
    • Tools: Beta testing platforms such as TestFlight (for iOS apps) and Google Play Console (for Android apps) are commonly used for distributing beta versions of mobile apps. For web applications and software, custom beta testing platforms or in-house testing processes may be used.

    Remote Testing

    • Description: Remote testing allows researchers to conduct user testing sessions with participants located in different geographic locations, typically using online collaboration tools, screen-sharing software, or remote testing platforms.
    • Purpose: Remote testing enables researchers to reach a broader and more diverse audience, including users who may not be able to participate in in-person sessions due to geographic constraints or scheduling conflicts. It provides flexibility and scalability for conducting user testing remotely.
    • Methods: Remote testing methods can include moderated or unmoderated sessions, usability testing, prototype testing, and concept testing. Participants may be recruited through online panels, social media, or user testing platforms.
    • Tools: Various tools and platforms are available for conducting remote testing, including video conferencing tools (e.g., Zoom, Skype), screen-sharing software (e.g., Lookback, UserTesting), and remote usability testing platforms (e.g., UserZoom, Userlytics).

    Caption. User Brain is a remote testing tool that helps improve user experience by providing insights through observing real user interactions.

    By understanding the characteristics, purposes, methods, and tools associated with each of these user testing methods, designers can choose the most appropriate approach(es) to gather valuable insights and improve the user experience of their products.

    Overview of the User Testing Process

    The user testing process typically consists of several key stages, from planning and preparation to execution and analysis. We’ll provide an overview of each stage, outlining the main tasks and activities involved. By understanding the user testing process as a whole, you’ll be better equipped to plan and execute successful tests that yield actionable insights for design improvements.

    Conclusion

    In this lesson, we’ve introduced the concept of user testing and its importance in the product design process. We’ve explored different types of user testing methods and provided an overview of the user testing process from start to finish.

    As we delve deeper into subsequent lessons, you’ll learn how to plan, conduct, and analyze user tests effectively, enabling you to make informed design decisions based on user feedback.

  • User Testing Essentials: From Planning to Analysis

    User Testing Essentials: From Planning to Analysis

    This article is part of a series on User Testing Essentials

    Introduction

    In this series, we’ll explore the essential steps involved in conducting effective user testing to create user-centered products. We’ll begin by understanding the importance of user testing and the different methods available.

    From there, we’ll dive into planning user testing sessions, including defining objectives, identifying target users, and developing relevant test scenarios.

    We’ll also discuss the practical aspects of conducting user testing, such as setting up the testing environment and collecting qualitative and quantitative data.

    We’ll then move on to analyzing user testing data, where we’ll review feedback, identify patterns, and make data-driven decisions for design improvements.

    Finally, we’ll explore the concept of iterative testing and continuous improvement, emphasizing the value of incorporating user feedback into the design iteration process for ongoing refinement and enhancement of products. Join us on this journey to deepen your understanding of user testing and its pivotal role in creating exceptional user experiences.

    Lesson Outline

    Lesson 1: Introduction to User Testing

    • Understanding the importance of user testing in the product design process
    • Exploring different types of user testing methods
    • Overview of the user testing process from planning to analysis

    Lesson 2: Planning Your User Testing

    • Defining clear objectives and goals for user testing
    • Identifying target users and recruiting participants
    • Developing test scenarios and tasks
    • Choosing the appropriate user testing methods and tools

    Lesson 3: Conducting User Testing Sessions

    • Setting up the testing environment
    • Facilitating user testing sessions effectively
    • Collecting qualitative and quantitative data
    • Managing unexpected challenges during testing sessions

    Lesson 4: Analyzing User Testing Data

    • Reviewing and synthesizing user feedback and observations
    • Identifying patterns, trends, and insights
    • Making data-driven decisions for design improvements
    • Presenting findings and recommendations effectively

    Lesson 5: Iterative Testing and Continuous Improvement

    • Incorporating user feedback into the design iteration process
    • Planning for iterative testing cycles
    • Implementing changes based on user testing results
    • Establishing a culture of continuous improvement within the design team

    Conclusion

    Embracing a user-centered approach and fostering a culture of continuous improvement will not only result in better products but also lead to increased user satisfaction and loyalty.

    As you embark on your user testing journey, remember that each step is an opportunity to gain valuable insights and refine your designs, ultimately driving success in the competitive landscape of product development.

  • 6 Tips on Designing for VR

    6 Tips on Designing for VR

    Designing for virtual reality (VR) can be quite different from designing for other platforms, as it requires creating a fully immersive and interactive experience. Here are some tips to keep in mind when designing for VR:

    1. Prioritize user comfort: VR can cause discomfort, such as dizziness or nausea, if not designed carefully. To avoid this, keep movements slow and smooth, provide clear visual cues, and limit the amount of time users spend in intense or disorienting environments.
    2. Create a sense of presence: The goal of VR is to create a sense of presence, or feeling like you’re actually there. To achieve this, design environments that are believable, including realistic lighting and sound.
    3. Make it easy to navigate: Design clear and intuitive navigation systems to help users move around the VR environment. This can include teleport systems, joystick or gamepad controls, or gaze-based navigation.
    4. Keep it simple: VR can be overwhelming, so keep the design simple and focused. Avoid clutter and unnecessary elements, and prioritize the core elements that are essential to the experience.
    5. Use spatial audio: Spatial audio can help create a more immersive experience by allowing users to hear sounds in a way that feels like they’re actually there. For example, if a sound is coming from the left, the user should hear it coming from the left in the VR headset.
    6. Test and iterate: VR design is a constantly evolving field, so it’s important to test and iterate often. Gather feedback from users and use it to make improvements to the experience.

    Remember, designing for VR is an iterative process, and these tips are just a starting point. The key is to experiment, test, and learn as you go, and to always prioritize the comfort and experience of the user.

  • What’s the Difference Between AR and VR?

    What’s the Difference Between AR and VR?

    AR (Augmented Reality) and VR (Virtual Reality) are both technologies that allow users to experience computer-generated environments, but there are key differences between them.

    • Reality-based: AR enhances or adds to the user’s real-world experience by overlaying digital information on the physical world, while VR replaces the real world with a fully computer-generated environment.
    • Interactivity: AR is generally less interactive, as users are still aware of their real-world surroundings, while VR is fully immersive and offers more opportunities for interactivity.
    • Equipment: AR can be experienced through a smartphone or tablet, while VR typically requires a headset or other dedicated device.
    • Use cases: AR is often used for practical purposes, such as navigation, education, and training, while VR is used for more immersive and interactive experiences, such as gaming, entertainment, and simulation.

    In conclusion, AR and VR are both technologies that allow users to experience digital environments, but they differ in how they integrate with the real world and the type of experience they offer.

  • 9 Tips For Passing a Whiteboard Test

    9 Tips For Passing a Whiteboard Test

    A whiteboard test is a type of interview used to assess a candidate’s design skills and problem-solving abilities. During a whiteboard test, the interviewer presents a design challenge and asks the candidate to solve it using a whiteboard or marker board. The candidate is expected to sketch, wireframe, or create a simple prototype of their solution, and explain their design decisions and thought process.

    The whiteboard test is a way for the interviewer to evaluate a candidate’s ability to think through a design problem, consider the needs of the user, and create a user-centered solution. It allows the interviewer to see how the candidate thinks about design and how they communicate their ideas.

    The whiteboard test is often used in UX/UI design interviews, but it can also be used for other design-related roles, such as product design, interaction design, and graphic design. The goal of a whiteboard test is to assess a candidate’s design skills and abilities and determine whether they have the knowledge and experience to be successful in the role.

    Here are some tips for passing a whiteboard test:

    1. Practice: Before you try this in front of your peers, you’ll want to practice at home (trust me). You can find lists of whiteboard design challenges online.  If you do not have a whiteboard at home,  you can use cloud software, or even a piece of paper.
    2. Ask clarifying questions: Make sure you understand the problem and context of the whiteboard test by asking clarifying questions. Personally, I like to divide the whiteboard into four quadrants for: Business Goals, User Description, User Goals, and Tech Constraints.  I typically have several questions already prepared to ask for each category.
    3. Think aloud: Share your thought process as you work through the problem, explaining your assumptions, design decisions, and rationale.
    4. Show your design thinking: Demonstrate your design thinking by considering the user’s needs, goals, and context and showing how your design solution meets those needs.
    5. Think through the problem: Take time to think through the problem and brainstorm different solutions before starting to sketch your design.
    6. Discuss trade-offs: Discuss the trade-offs you considered and explain why you made certain design decisions.
    7. Design a user flow: Before you begin sketching screen, show a high-level user flow outlining a common path that a user would take through your solution
    8. Be visually clear and concise: Present a clear, visually appealing, and organized solution, using sketches
    9. Be open to feedback: Be prepared to receive feedback and adapt your solution if needed.

    Note: The number one mistake that I see designers make on a whiteboard test is to start designing wireframes first. Remember, your goal here is to demonstrate how you solve a problem using your design thinking skills. That said, you should be asking questions about the constraints first.

    By following these tips, you can show your design skills, problem-solving abilities, and ability to communicate your design decisions. The goal is to demonstrate your ability to design user-centered solutions that meet the needs of the users and the business.

    PS. If you really want to impress the hiring manager, bring your own whiteboard markers and eraser ;o)

  • The Perfect Handoff

    The Perfect Handoff

    In this week’s article we’ll explore how design becomes code using Inspect by InVision.  I’ll walk you through some of the challenges Designers and Developers have traditionally faced during this exchange. Then, I’ll discuss how you can combine a few popular tools to make the perfect handoff between design and development. Let’s get started…

    Problem

    The process of handing off design specs and assets to developers can be a stressful, and seemingly never-ending experience. In the past, designers have had to manually write-out the specs, drop assets into folders, email links, etc. -all of which can be extremely time consuming. In addition, developers have had to constantly chase down images, fonts, measurements, and require further clarification from the designer. As a result the collaboration can become difficult (or breakdown altogether), tension can rise, and you put yourself at risk to delay delivery.

    Solution

    Just as problems emerge, so do solutions and in our case, we see new tools! While there are many tools to choose from (Zeplin, Handoff, etc.) we’re going to focus on Inspect by InVision. To be transparent, I chose Inspect because of its popularity and it’s what I am the most comfortable with -I currently/actively administer an enterprise InVision account. That said, Inspect is a great way to collaborate with developers and ensure a smooth handoff.

    A solid playbook

    As a designer, you’ll need to have your assets organized, in repeatable patterns, and easy to access and maintain. You’ll want to spend as little time as possible maintaining the assets so you can focus on putting them into practice.

    This is where a design symbol library can help you. If you are unfamiliar with the power of symbol libraries, checkout my article here to learn more. In a nutshell, symbol libraries exponentially speed-up your time to deliver assets. You’ll have to sacrifice a little extra time up front but it’s well worth it in the long run. Once you have a library in place, you can assemble interfaces with ease.

    Tip: Name your layers. Try following a naming convention that your developers will understand. In my example, we can see elements represented in their respective code format (e.g. H1)

    Good communication

    Your playbook wont do you much good if your teammates don’t know what to expect. I suggest consulting with at least one developer throughout your entire design process. Don’t keep developers guessing until it’s time to hand-off the assets. I’ve found that including developers in the initial planning meeting, and the design reviews, is a great way to ensure they know what’s coming their way.

    Tip: Design System Documentation. Another great way to keep your developers, um, developing, is to document your specs online for reference. You don’t need to include everything, just the basics. 

    The perfect handoff

    At this point, we should have a solid playbook and a shared understanding of how to make it work. Now, it’s time to execute the play! Once your mockups/prototypes are approved, you can start handing off the design assets. In my example, I exported my design assets from Sketch into InVision via Craft.

    The developers can view the design in ‘Inspect’ mode and see the fonts, spacing, colors, and other specifications, as well as download images and icons -all in one place! Also without the need for the designer to document anything, the software does all of the work.

    Benefits

    With a perfect handoff in place, our process becomes smoother, clearer, and faster. For me personally, I have a mechanism that enables me to keep-up with an entire team of high-performing engineers. I can spend more time with my users, learning more about our products, and our Product Owners can feel confident that quality is built-in to the process. Further, with everything in one place and a common and clear vision on how to implement it is included, we’ve set ourselves up for success.

    Conclusion

    Now that you have an idea on how to handoff design assets to developers, it’s time to give it a shot. To get started, organize your design assets and interface patterns into a library.

    Then, distribute/communicate your library (and the specifications it contains) to your development team early and often. Finally, spend some time pairing with your developers and walking them through how to read the spec -regardless of what tool you are using. Until next time, thanks for reading!


    Have an idea I could help with? Let’s chat! While I’m currently on assignment, I’m excited to hear about the next big thing. Email me.

  • Practicing Diversity in UI Design

    Practicing Diversity in UI Design

    In the spirit of constant self improvement, I’ve challenged myself to be more conscious of cultural and racial diversity. I struggled a bit to identify where/how to get started but soon realized that I could make the biggest impact through my work. In this article, I’ll walk you through a few tips on practicing cultural and racial diversity as a User Interface Designer.

    Getting Started

    I started my exploration by analyzing past and current projects and created a checklist to guide myself along; 

    • Do your personas include people from different cultural and racial backgrounds?
    • Do the photographs you choose represent people from different ethnicities?
    • Are you including multicultural names in your interface designs? 
    • Are you including users from different ethnic backgrounds in your user testing?
    • Have you provided aid to non-native language speaking users?

    The first thing that stood out to me is that the user names in my interface designs did not represent my entire audience. I thought that would be a good place to start so I created a list of influential leaders from a variety of racial and cultural backgrounds, to use in my next design.

    In addition, I also realized that many of my illustrations were lacking diversity too. I decided to create a few new characters and in doing so, I realized that having a skin tone chart would be handy (below) when selecting colors. Note, I referenced this skin tone article on Jezebel. Also note, this may be the first (and last) time that I reference Jezebel. Haha!

    Skin Tone Hex CodeShading Hex Code
    #88583B (dark brown)#6E472F
    #E8CDA8 (light brown)#CFB695
    #D4B5AB (mocha)#AD958C
    #FBC5A4 (apricot peach)#E0B092
    #FFCC99 (peach)#BF9973
    #FAE7D0 (pale cream beige)#E0CFBA

    Next Steps

    Now that you have an idea on how to practice racial and cultural diversity as a UX/UI Designer, it’s time to give it a shot. To get started, try analyzing your current work and see if there are some areas to improve. Then, consider making adjustments to your designs based on your findings. To learn more about culture, race, and ethnicity, checkout this article on the Cliffs Notes website.

    Finally, if you have some additional ideas, I’d love to hear about them in the comments section below. Until next time, thanks for reading!


    Have an idea I could help with? Let’s chat! While I’m currently on assignment, I’m excited to hear about the next big thing. Email me.

  • A Day In The Life

    A Day In The Life

    Introduction

    This week’s article was inspired by a list of questions that I received from one of my students at Springboard.com. I am asked these questions often so I decided to collect my thoughts in one spot. Hopefully, this article will provide you with some insight into what life is like as a Product Designer. Let’s begin our Q&A…

    Questions & Answers

    What does your day to day look like?

    My day always starts off with a cup of coffee. During this time, I read my notes from the prior day and write down my agenda for the current day. Then, I’ll transfer notes from my sketchbook into a project management tool (e.g. Jira, Rally, VersionOne).

    After my daily preparation is complete, I am ready to meet with my team (or client) for a daily briefing. If I am missing any assets or requirements, this is the time to make that known. Emails, direct messages, phone messages, smoke signals, etc. often get lost in the noise. After working over 15 years in the industry I have learned that face-to-face communication is the best way to get things done.

    After my briefing, I’ll go heads-down and focus on my work for about 2-3 hours. I pull my work requests from a prioritized backlog and try to only work on one request at a time. I do leave two hours open for meetings and/or requests that are outside of the scope of my daily commitments. I divide that time in two so that I am available for one hour in the morning and one hour in the afternoon.

    This approach seems to work well as an embedded designer as well as a shared service. After a quick bite to eat, I’ll dive right back into my heads-down work for another 2-3 hours. Rinse and repeat! I should also mention that not everyday is the same… I have scheduled planning sessions on a bi-weekly and quarterly basis. I’ll spend about a day preparing for my bi-weekly planning and four days for quarterly planning. 

    What kind of tools do you use for work?

    Design Tools

    For the first ten years of my career, I used Adobe Photoshop & Illustrator exclusively. Then when I started working as an independent consultant, I shifted to using UXPin to save money. I’ve also used Adobe XDFigma, and Axure, before finding Sketch.

    Now, I design in Sketch, prototype in InVision, and keep my personas and journey maps in UXPressia. In addition, I use a whiteboard daily -all of my ideas start on a whiteboard! Finally, I use my Design Thinking Toolkit to conduct my design thinking exercises.

    Discovery Tools

    To aggregate feedback from users I use a combination of several tools. For heat mapping, I like to use Crazy Egg but I should mention that I follow Neil Patel so I’m biased. Ha!

    For engagement, adoption, retention, and time-on-task metrics, I use Google Analytics. To measure happiness, I have used HotJar in the past but now I’m currently into using SurveyMonkey.

    To conduct remote user testing sessions, I use the Google Suite for my templates, recruits/participants lists, and to conduct the actual interviews themselves (via Meet). However, I just started using UserTesting.com and I look forward to enhancing my research strategies through their software. 

    Do you have a stronger preference for UX vs UI? 

    While I feel UX is equally (if not more) important as UI, I prefer to work on the interface. I am right-brain dominant and have a strong background in traditional and digital art. In addition, I worked for many years as a Front End Developer and developed an expertise working with CSS and HTML.

    Having a very fine understanding of how an interface design (and it’s interactions) will translate to code is like having a super-power. That said, you must still base your design decisions on data and/or testable assumptions.

    I believe form and function should be treated equally as users often perceive aesthetically pleasing design as design that’s more usable, aka, The Aesthetic Usability Effect.

    In my ideal scenario, these two roles are split and require some crossover knowledge (80/20) and a healthy working relationship. To me, it feels like two detectives working side-by-side on solving the same case. Think Sherlock and Watson or Dexter and Deborah Morgan, if that’s more your thing.

    Do you work on non-work related projects for fun? 

    All. The. Time. I’d consider myself an “idea guy” above all else. I’m constantly white-boarding new ideas and asking friends for their feedback. Every once in a while, I’ll commit to developing one of my ideas just for fun and to see how far I can take it.

    For example, in 2015, I hired a small team of designers, developers, and copywriters to help bring Time Roundup to life. Note: this product was sunset in 2018 due to lack of resources. Check out my Whiteboard page (removed) to see what ideas I may bring to life next ;o)

    Have you ever done contract/freelance work?

    In 2013, I started my own product design consultancy, Antfarm Collaborative. For over four years, I worked with startups to Fortune enterprises on enhancing customer satisfaction and brand loyalty by designing digital products end-to-end. I enjoyed working on freelance gigs as I could pick and choose my projects and switch clients (and subject matter) more often -all while working from my home office.

    However, working freelance jobs comes with it’s fair share of disadvantages. For example, getting paid on time was a constant battle. Further, when the market is less-demanding, there’s less work available and sometimes you have to work on something you’re really not passionate about just to pay the bills.

    I would never rule-out having my own consultancy again but for now, I enjoy the stability of a full-time job, and that I have an amazing manager to help mentor me. Finally, I do still create and manage WordPress websites for several small businesses. It’s more or less a “rubber stamp” process that feels like passive income. It pays my coffee expenses!

    Conclusion

    In conclusion, a day in the life of a Product Designer is always evolving -from tools, to process, to people. My final piece of advice is to use what you think are the best tools for you, for your specific scenario, and be open to change. Some clients will require specific tools and you must learn to adapt quickly. 

    It is not the strongest or the most intelligent who will survive but those who can best manage change.” – Charles Darwin


    Have an idea I could help with? Let’s chat! While I’m currently on assignment, I’m excited to hear about the next big thing. Email me.