Errors of 2017

2017 was a long year for me. I quit my job after I hated doing marketing. I started learning design. Tried me in a new domain, as a business trainer. 10 months later I still have good results. For few months I was a freelancer working from home. My girlfriend was complaining that I will become a home guy. 😀 I get a new job in a tech company and fall in love again with marketing because of a great team. I pursue my dreams and push me thinking about how to plan time more efficiently. I did a lot of mistakes but finally, all of them have brought me where I’m now. Doing marketing, design, teaching, and coaching, trying to write more often on my blog. I have a few more projects to come, but I need 2 or 3 months to realize them.

Some of biggest errors are:

  • I was afraid to quit my job.
  • Because of a bad team, I started to hate what I did.
  • I failed to plan my time efficiently when I had a lot of it.
  • I trained few times even if I had a lot of free time.
  • I failed to remember that motivation is an intrinsic force.
  • I failed to speak up what I want and what I thought.
  • I read few books.
  • I lost myself because of too many critics of my ex-bosses. Even a good professional can become a poor performer if his boss tells him consistently that he isn’t good enough.
  • I forgot to celebrate myself and my small successes.

I will not complain I learned a lot from my mistakes and I’m grateful to the people that pushed me and made me grown up. Many thanks to everyone.

Photo by Nicole Harrington on Unsplash

Thank you for been here, I hope you will come back to read the next post.

Hint: Never stop learning and being curious, search for answers and enjoy yourself.

Design Thinking Myths

După vizionarea acestui video am înțeles cât de importantă este ”critica” în munca unui designer.

Natasha Jen redă foarte bine realitatea unui designer și ce crede lumea despre design thinking.

Dacă ești cointeresat în design thinking sau design merită să-l vizualizezi.

P.S.: Studiez designul și ca provocare mi-am stabilit să redesenez unele proiecte, pe care le voi posta în blog la sfârșitul fiecărei postări.

Primul proiect este: ”Design Thinking Loop”

Photo by Patrick Perkins on Unsplash

Îți mulțumesc ție că ai fost pe aici, sper să revii curând.

Îndemn: Nu înceta să înveți și să fii curios, caută răspunsuri și primește plăcere.

Design process inspired by YOPESO

UX research—or as it’s sometimes called, design research—serves many purposes throughout the design process. It helps us identify and prove or disprove our assumptions, find commonalities across our target audience members, and recognize their needs, goals, and mental models. Overall, research informs our work, improves our understanding, and validates our decisions.

Source: http://www.uxbooth.com/articles/complete-beginners-guide-to-design-research/

Pitch – The pitch presentation itself becomes a piece of theatre, with a senior creative outlining his vision for the client, seeking an emotional response, followed by the big reveal of the concept and the visuals—whether boards, a video or screens.

Source: https://www.webdesignerdepot.com/2014/06/pitching-for-design-work-just-say-no/

https://www.interaction-design.org/literature/article/10-ideas-to-help-you-sell-ux-work

Stakeholders interview – A useful way to get the business’s input into your project is a UX Stakeholder interview. A stakeholder is anyone with an interest in the outputs of the project. The good news is that you don’t have to interview all of them but you do need to interview some of them.

Source: https://www.uxapprentice.com/resources/stakeholder-interview-template/

https://www.interaction-design.org/literature/article/preparing-for-ux-stakeholder-interviews

Target – User experience, UX, means generating elegant interfaces that promote a user-friendly experience. UX aims to satisfy targeted demographics, demographics critical for strategizing your design process. Alright. But, what is my targeted demographic? Good question! 

Source: https://www.singlemindconsulting.com/2013/06/26/ux-identifying-your-target-audience/

Personas – A persona is a representation of a user, typically based off user research and incorporating user goals, needs, and interests.

Source: http://www.uxbooth.com/articles/creating-personas/

Blueprint (UT) – The blueprint is an operational tool that describes the nature and the characteristics of the service interaction in enough detail to verify, implement and maintain it. Strategy is about uncovering the key challenges in a situation and devising a way of coordinating effort to overcome them for a desired outcome. It’s an interlocking set of choices that aligns activity and shows causality: if we do this, then we expect to see that.

Source: https://experiencinginformation.com/2014/08/12/ux-strategy-blueprint/

http://www.servicedesigntools.org/tools/35

Mood Board (UT) – A collection of assets and materials intended to communicate the style, voice, direction, and language of a particular design, brand, or project.

Source: http://usabilitygeek.com/mood-boards-ux-design/

Doodles (UT) – Legal and healthy, doodling is a means to visually express the subconscious mind. By doodling, we use simple pictorial symbols to convey intuitive feelings and thoughts that are not yet processed by our rational, linear mind.

Source: http://blog.proto.io/the-power-of-doodling-for-better-design/

Wire Frames – is a low-fidelity, simplified outline of your product. You can usually recognize them by their distinctive block layouts, use of lines to represent text, and “✕” squares indicating placeholders for future images.

Source: https://www.uxpin.com/studio/ui-design/what-is-a-wireframe-designing-your-ux-backbone/

Mini Style Guide – The truth is that, in their simplicity and freedom, mood boards and style boards provide advantages a 100-page style guide doesn’t. In fact, the simpler version can even be the first step in creating a style guide, the acorn that spawns the oak.

Source: https://www.uxpin.com/studio/blog/3-mini-style-guides-to-get-you-started/

Mockups (UT) – Typically mid to high fidelity, mockups reflect the design choices for color schemes, layouts, typography, iconography, the visuals of navigation, and the overall atmosphere of the product.

Source: https://www.uxpin.com/studio/blog/what-is-a-mockup-the-final-layer-of-ui-design/

Style Guide – A style guide is a comprehensive “living document” that keeps track of all the repeating elements for a project, from branding rules down to the amount of beveling for call-to-action buttons. Style guides should also impart rules and suggested practices, including dos and don’ts. On a more holistic level, they’re a great place to define the design philosophy for a company.

Source: https://www.uxpin.com/studio/blog/great-ui-design-requires-smart-style-guides/

Deliverables (Assets, Metrics) – Some deliverables are meant to be presented to clients and some are used internally and presented to teams to understand challenges, user segments and potential design treatments.

Source: https://skillcrush.com/2014/06/24/5-ux-design-deliverables/

Visual Audit – Design audit is an examination of all the visual and interactive elements that you use to interact with customers, clients, vendors and other audiences.

Source: https://netbramha.com/blog/how-a-quick-design-audit-can-help-you-realise-what-is-going-wrong/

  • UX
  • UI
  • UT (User Testing)

Scopul acestui articol este să redea procesului de design utilizat de către echipa de la fosta companie YOPESO Moldova, acum Ellation Moldova. Acest proces ei nu-l mai folosesc, dar pentru cultura mea general am decis să îmi reamintesc ce semnifică fiecare pas și ce definiții mai găsesc pe net.

Cred că orice repetare și informație este benefică pentru un designer începător.

*Photo by Igor Ovsyannykov on Unsplash,

Îți mulțumesc ție că ai fost pe aici, sper să revii curând.

Îndemn: Nu înceta să înveți și să fii curios, caută răspunsuri și primește plăcere

Gânduri despre design

Designul nu este o artă. El soluționează unele probleme concrete, pe care ni le impune comandatarul.

În design nu este cel mai important aspectul vizual, de fapt el este important, dar nu este pe primul loc. Funcționalul și experiența utilizatorului sunt primele lucruri, care sunt cercetate și imbunătățite. Feedbackul este critic în desenarea schițelor și în crearea primului funcțional. În fiecare iterație se aplică maxim feedback primit din partea utilizatorilor. Dacă un proiect nu servește satisfacerii cerințelor utilizatorilor sau funcționalul nu este adaptat necesităților lor atunci produsul nu are sens să fie lansat.

Designul este complex și cuprinde mai multe discipline. Este vorba chiar despre ”design thinking”, ceea ce presupune să știm să gândim în ”stil design”. Să creem proiecte care să lucreze și să fie pentru utilizatori, dar nu chestii frumoase și trendy. Să fim antreprenori, sociologi, sportivi, biologi, coderi, sau oricine altcineva, dacă acest lucru va ajuta să creem un produs bun pentru utilizatorii noștri.

Instrumente pentru design sunt foarte multe, dar eu am început cu Adobe Photoshop și acum urmează să studiez Adobe Illustrator. În mare parte tot începe pe hârtie, unde desenăm cu creionul sau pixul și creem primele schițe ale proiectului.

Este ceva atât de complex, dar și simplu în același timp. Poți să cercetezi tot ce există, dar trebuie să creezi ceva concret pentru un grup de utilizatori.

Designul este acel punct de sprijin în care o idee imposibilă își găsește un mod de realizare.

Primele impresii sunt foarte bune și chiar plăcute.

*Mulțumesc Unsplash.com pentru imagine.

Îți mulțumesc ție că ai fost pe aici, sper să revii curând.

Îndemn: Nu înceta să înveți și să fii curios, caută răspunsuri și primește plăcere