HOW I WORK
We can’t solve the problem if we don’t dig deep enough to find it.
Research is always the first step in my problem-solving process. Depending on the project requirements, I will carry out website data analysis, A/B testing, online surveys, card sorting sessions, customer and stakeholder interviews, or usability tests.
It’s time to put a structure to our messy research data and get to the root of our findings.
Through collaborative sessions, we can all have a shared understanding and create powerful tools that will help us make better design decisions, such as affinity diagrams, empathy maps, proto-personas, and user journey maps.
Before sketching out solutions, I need to define the most critical user flows.
People are using the product to get things done and I want that flow to be as smooth and as friction-free as possible. That is why I consider and define where each screen and screen state will sit in the overall flow first.
I am now ready to go into solution mode and solve that problem.
My favourite way to start the interaction design process is sketching out screens by hand first, using pen and paper. Once I am happy with the sketches, I start the iterative design process – designing medium or high-fidelity screens and prototypes using Figma.
Being precious about your designs is your worst enemy.
To avoid falling in love with my own ideas and building solutions that just aren’t right, I conduct further usability tests on my prototypes. I am over the moon when I can see that my designs are working, but I always keep an open mind and listen to what users have to say.
Having a software engineer as a brother has truly helped me understand developers’ pain.
The pain when they are trying to interpret your ideas without any clear rules or explanations in place. I always make sure to involve the squad throughout the design process, as well as provide all the necessary details they would need to build my designs accurately.