Ux

Taking risks

blog_post

I’m running a bit behind on Masterchef but really like this recent quote from Marco Pierre White it is not his exact words but more or less the following …

Being a risk taker by default means that sometimes you make mistakes. Sometimes you may try too hard and sometimes it can be easy to let others intimidate you. Don’t let others do it, don’t get bothered by distractions just enjoy it and live the moment. It’s far better taking the risk and you will learn far more.

Take more risks, challenge status quo, settle less and speak up more often.

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Ux

App flows/frames

APP Flows, prototypes and a smidgen of visual design – basically dropping a photo in to the structure and turning off Axures sketch option.

Running on the adage “the best user experience requires no explanation” this app aims to be understood straight away by the end user and as such has no how to use this app screens. User testing affirmed this was the correct decision to make and it was not required.

app

Axure prototype v1

APP-Visual-Design

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Process

Concept workshop session and problem scoping with Guy and Nitzan. This helped identify and kick off the two week sprint cycle including, survey creation, contextual research, user scenarios, sitemap/navigation scheme/taxonomy, annotated sketches, wireframes, interaction modes and facilitated 4 rounds of user testing sessions.

mindmap

features

sketches

sketches

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General Assembly UXDi

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Theory on information architecture, business analysis, site maps, navigation, design and layout. Covering best practice, key players and principles. 2nd Brief in for an online e-commerce experience, website. Card sort, personas, user journeys, wireframes and presentation – two week turnaround. I went with Bootstrap framework and did the wireframes in omnigraffle.

Busy week, more to come.

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Wrap Up

Thoughts on designing for mobile devices

Mobile devices are largely regarded as being a lean-back medium. One in which you can’t expect users to perform difficult actions or expect they will engage in a high level of interactivity while using a mobile device, particularly if that device is a phone.

When designing for mobile functionality of your application needs to be simple and accessible. Providing interactivity in a simple way you will generate far more user engagement and create a more usable and viable product.

Every step of the journey is important and needs to be thoughtfully considered. Poorly thought UX and user journey creates a design which raises more questions than it solves.

Continue reading

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Pitch and Present

mobiles

Pitch day.

Pitch went well. Based on user feedback App received an overhaul the night before, resulting in a happy user and better user experience. Considering this was a 2.5 day project including presentation I was extremely happy with the end result and the learning objectives.

Presentation PDF

App demo (lo fidelity pop app prototype) – https://popapp.in

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Refine

Refinement and prototype day, continuing on with

  • User interview, stage 2
  • Map behaviours
  • Map user flow
  • Wire framing
  • Initial sketches – low fidelity

Night

  • Refine user flow
  • Refine sketches – low fidelity

Day03_2
Day03

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Ux

Discover

Day2

Day 2 – Discover a problem, discover the journey, plot user flow, wireframe it, iterate the problem, visualise it in extremely low fidelity. Boom!

The problem: Juan forgets to take/purchase his medication/vitamins and would like an app to control both reminders and re-purchasing.

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