I spend my days working with clients, large and small, to perfect their concept and craft their user experience.
And I don't just stop there, taking designs forward into pixel perfect renditions across all devices.
Then in my spare time, I also love getting down and dirty with front-end coding by developing native iOS and Android apps.
So, then. User experience, it's all the rage these days. Fortunately, I'm not one of your Johnny-come-lately's to the UX scene, but a user-centric designer who's had the consumer at the heart of his design work for almost 30 years. Whether it's an app, a website or even a humble email (yes, I even still do those at a push) if you don't understand your user's needs you can't cater for them. It's as simple as that.
Being a classically trained graphic designer (I actually started my career, if you can call it that, before the "world wide web" as we know and love it was born), I just can't resist getting stuck into font choices, line heights, grids, colour theory and all manner of design geekery. Ask me nicely and I'll even point out the subtle differences between Garamond and Goudy. If you like.
VIEW SOME RECENT WORKFirst off I sit down with a strong brew and really get into your users' mindsets, discover what makes them tick, where their pain points are and how we can best overcome them with design.
I find personas are super-useful in considering the goals, desires, and limitations of brand buyers and users in order to help guide decisions about features, interactions, and/or visual design of a product.
User journeys are employed when designing products to identify the different ways to enable the user to achieve their goal as quickly and easily as possible.
Nothing starts without a pencil and paper, so I tend to always find myself with a sketch pad and an HB in hand at the outset of any project.
I use wireframes to visually communicate abstract concepts with users and team members to generate feedback. This gets users involved early in the design process with quick and inexpensive prototypes and uncover usability issues and validate design decisions based on actual reactions.
For user-testing sessions or more sophisticated stakeholder demonstrations I like to create high-fidelity prototypes which can mimic virtually a complete website or smartphone app experience.
There's nothng better than putting your work in front of an audience and testing with real users can be critical to discovering flaws, minor or otherwise, in your product. I like to then rapid prototype during these sessions to allow me to iterate almost on-the-fly for instant feedback.
Given half a chance I can't resist then fleshing out those concepts and working wireframes into beautiful pixel-perfect designs to really make those products and ideas sing and come to life.
User experience, it's all the rage these days. Fortunately, I'm not one of your johnny-come-lately's to the UX scene, but a user-centric designer who's had the consumer at the heart of his design work for the last 20 years. Whether it's an app, a website or even a humble HTML email (yes, I even still do those) if you don't understand your user's needs you can't cater for them. It's really as simple as that.
Being a classically trained graphic designer (I actually started my professional career before the world wide web as we know and love it was born), I just can't resist getting stuck into font choices, line heights, grids, colour theory and all manner of design geekery. Ask me nicely and I'll even point out the subtle differences between Garamond and Goudy. If you like.
Along the way I've picked up enough knowledge of web and app development to inform my design and user experience choices, as well as being able to knock out a pretty smart responsive website or app in the meantime. Like this one...