Product: Mobile payment app
Industry: Healthcare / Fintech
Target Demographic: Healthcare CEO (Women, early 20s - late 50s)
Role: Lead Designer
Design Tools: Sketch; Invision; Principle
Management & Collaboration: Jira; Mural;
Research Tools: Alpha HQ / Feedback Loop; Qualtrics
User confidence is effected by a multitude of often nebulous factors. By grouping core-sets of common factors into high-level qualities we can better ground our understanding of the topic and improve our ability to address issues.
Interface design for the Smartglass App, specifically the tablet and mobile versions of the console's 'OneGuide' EPG (electronic programming guide).
Lead: David Gardner
Role: UX Designer
Work: Information Architecture & Visual Hierarchy; Interaction Design; UI Design; Responsive Layout; Distributed Experiences; 10ft Experiences
Examples of media-integrated app work for Khan Academy, Xbox Music, and a template exploration
Leads: E. Mays, D. Gardner, N. Jones, L. Reed, A. Bapal
Role: UX/UI Designer
Work: Device Agnostic Design; Interactive Media Integration; 10-Foot Experience Design; Universal App Design
10-foot experience & product consultation for Intel's ComputeStick.
Agency: IdentityMine
Client: Intel
Team: J. Roca, J. Joy, M. Srinivasan, A. Kaske
Role: Lead UX Consultant
Work: Product Design, Responsive Design, Device Agnostic Design; User Research, Prototyping; 10-Foot Experience.
While not a new concept, user experience design is a term that continues to be somewhat confounding, often leaving clients and stakeholders unsure of both the meaning of the term and the value of the process.
A review of some 'UX basics' should help clear up some confusion about the design process, and how its focus on user needs helps to advance business goals.