I've heard that the same thing happened with computer programming. Originally it was considered more of a "clerical job" for women, and didn't pay well. Men were more interested in the hardware and thought programming was beneath them. As time went on and computers became more important, men started to push women out of the field and wages increased.
NPR article on the history of women in computing
A short Smithsonean article on how women were deliberately pushed out of programming.
Check Invision's reading list. It's pretty extensive and has a good variety of books around design
The ones I can personally vouch for from the list:
Just My Type
The Elements of Typographic Style
Thinking with Type
The Design of Everyday Things
The Vignelli Canon
Obey the Giant
Logo Design Love
Don't Make Me Think
Grid Systems in Graphic Design
How To Be a Graphic Designer Without Losing Your Soul
Meggs' History of Graphic Design
Designing Brand Identity
Steal Like An Artist
Other books I can think of from the top of my head:
No more rules: graphic design and postmodernism
Wally Olins. Brand New.: The Shape of Brands to Come
Branding: In Five And A Half Steps
The Medium is the Massage
Ways of Seeing
Looking Closer 4: Critical Writings on Graphic Design (The Whole series is great actually, worth getting all of them)
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world
Graphic Design History: A Critical Guide
Milton Glaser: Graphic Design
I use Sketch (Available only on Mac though!) & Invision.
Even as a wireframe - which can happen when the client cannot give you their branding stuff on time - it still has the use of allowing the client to click around the mockup and you can get better feedback on UX from there too.
I use it almost every day at work for screen and ux design. I actually use a plugin called Overflow to generate my wireframe user flows. Before that I used Invision, especially freehand, for wireframes and such.
If I was going to jump from Sketch to something else, it would be Invision Studio I've been on the early access for the last month of so and Invision are doing a much better job of building a toolchain than Adobe are. Sure it's not free, but if you're making your living from this, the subscription is not the deciding factor in my mind.
If you design something in Sketch or Photoshop you can use Zeplin or Invision Inspect for CSS code snippets.
Couple of options:
Sketch is pretty much an industry standard. It's not free but it has a 30 day trial so you have plenty of time to try designing for fun. https://www.sketchapp.com/
Figma on the other hand IS free for individual users. I don't see it used a great deal in the industry, but it's still a reasonably nice tool. https://www.figma.com/
Invision Studio is currently in early access, and is just absurdly good. You could sign up for early access and cross your fingers to get access https://www.invisionapp.com/studio
Hi. Don’t worry - it’s very common! Get comfortable with not knowing stuff.
I hope the below makes some sense. Im exhausted from a long day and conscious that I have half my brain already shutting down :) …
I don’t know where you are in your learning journey, but have a look at the design thinking double diamond where you start by understanding the problem and scoping and sizing it properly before you ideate solutions.
The problem that you’re trying to solve can quite often not be the real problem - have a look at the 5 whys method for getting to the problem behind the problem. It also helps you break problems down into smaller, manageable (and understandable) pieces.
These methods can help you gain confidence in understanding more about the problem space which in turn gives you confidence to explore solution space.
Get used to forming hypotheses (the scientific method for testing whether something is true or not) for your problem statements.
It also can be value to switch between looking at the big picture, then diving down into a bit of detail, then back to big picture thinking. It stops you getting too caught up in the weeds or, at the other end, too high level and abstract.
Let me know how you get on! Happy to help!
No degree needed, but definitely a decent portfolio. I would start here with learning.. https://www.designbetter.co/ https://www.invisionapp.com/inside-design/
and learn as much as you can. Pick a current design tool (Sketch, Figma, Invision Studio) and get some online freelance gigs. If you can present 3 or 4 well rounded projects and prove you understand modern concepts, youll have no problem getting a gig.
Personal opinion and from my perspective.
IBM spends waaaay more money on design and design tools. Also, IBM The Loop.
https://www.invisionapp.com/inside-design/invision-ibm-the-loop/
Lots of organizations recognize IBM as a design forward company.
Deloitte is cool, but it's a massive agency/consultancy shop. Prepare to be WORKED if you go that route.
Since this is entry level through, you may gather more widespread experience at Deloitte to make your next move.
Best of luck!
To be honest, since it's new, it's lacking a lot of stuff. Simple stuff. Like gradients and what not, but the future for XD looks promising.
I've been using Sketch + Invision/Craft and it's hands down a near perfect combo! Try it out!
I fully agree. All the “greats” are often spoken about as if the compositions were almost directly given from heaven and therefore are great. But this is nonsense, composing is hard work and once you master the skill, there remains the super important aspect of ‘the right place at the right time in history’. About Mozart and his composing style this article is interesting.
Developers often don’t really use design tools like sketch. Having said that, if you want to do more with design as a developer; Figma is a great alternative and Invision Studio (currently in Early Access), is supposed to be the big cross platform sketch competitor.
The interesting thing about these design tools is that they are component based. Sketch calls it symbols. They force you to think different and think more in reusable components, like developers are already used to, which benefits the workflow.
Hey, UI/UX specialist and front end dev here; Hope this helps ya.
Decent start, decent idea, i might've gone overboard, but got plenty of notes for you here. Main point is there's no enticement to sign up, give us a look at what we're getting. i think invision do a great job of that.
DESIGN
OTHER
It's completely fine. An internship is not a job opportunity, it's an education opportunity. Every piece of it aside from the actual interview is structured correctly as an internship.
A few thoughts:
https://designsprintkit.withgoogle.com/
https://www.invisionapp.com/inside-design/design-sprint-2/
If you think that you're going to land a solid internship without it being competitive, you're in for a rude awakening. This industry is incredibly competitive, and it sounds like Velvet Run is looking for talented and driven individuals.
Internships are not traditional jobs. Yes you do work, but in return you get mentorship, guidance and a glimpse at what a real design role will be.
Pecha-kucha is a oration format you're going to need to be familiar with if you want to apply for this. Many large cities have pecha-kucha groups to help industry professionals learn how to present, speak and move their careers in an upward direction if you want some practice.
There should never be an expectation for an internship to turn into a position. You create that opportunity by working your hardest 100% of the time, being attentive, learning and adapting quickly, having a good attitude and coming to the table with some serious design talent. If they wanted to hire a designer, they would just hire a designer.
No worries. Invision breaks it down pretty well. Use Sketch for the UI, and Invision to make it interactive. Check out Invision, I just use my office's enterprise account. But, I believe they have a free version. https://www.invisionapp.com/
Sketch is more for UI design than prototyping, but overall it's taking more and more of my workflow.
I'm assuming you mean high fidelity screens and not wireframes? Because mocking up a wireframe on a phone is sort of at odds with the purpose of a wireframe.
That being said, there's tons of Photoshop mockups out there you can download. InVision has a nice clean one:
https://www.invisionapp.com/inside-design/design-resources/free-iphone-x-mockup-pack/
Also, if you're trying to show an app then please don't put on these weird angled mockups, keep the primary point in the mind and show me what the screen and UI actually look like. That's a lot more important than the chrome around it.
I agree with giaa262. In a software capable of styling, visual effects, prototyping, you're going to be tempted to do those things as well.
>I'm asking this because I'm a rookie in web design field, and after seeing this post I'm thinking that maybe prototyping and wireframing are different things and should be done in different tools.
I don't know if they should be done in different tools, but the concepts are different. Wireframes are the first step, kinda like a proof of concept. They don't include anything above structure, because structure is what it all relies on. Visual effects and styling can be applied however you want later, once you have the structure.
The post is dedicated to people that don't use wireframes, and to those who want to develop them fast. That being said, you can develop wireframes in any tool, but the tools that have been developed specifically for wireframing, will tend to be faster.
Here is an article on the differences between Wireframing and Prototyping: https://www.invisionapp.com/blog/wireframe-prototype-difference/
You should check out gravit for me it runs a little smoother than figma or sign up for invision studio which will come out for windows as well. If you want a program which can do a little more but not pay the price for Adobe Illustrator a lot of people recommend Affinity Designer.
I tend to:
Sketch some UI ideas out. Used to do this on paper but use my iPad Pro now. You can get basic wireframe templates quite easilly
Depending on:
I’ll either do it straight in IB and tweak on the fly, or for the ones I am less sure about (more complicated flows, experimental UI, brand new App idea) I’ve been using Sketch + InVision (craft plugin) . This allows you to take it straight from Sketch and run it on a device in a limited but good-enough-to-test kind of way
This link shows a short video of how easy it is to use Sketch + InVision
https://www.invisionapp.com/blog/build-interactive-prototype-sketch/
It sounds like you want to build an interactive prototype maybe? I'd try InVision if you haven't already. It integrates with Sketch so you can hook it up to a .sketch file and have it sync automatically.
Golden ratio or the ratio of thirds helps.
https://www.invisionapp.com/inside-design/golden-ratio-designers/
Our eye also likes odd numbers vs even amounts.
Having elements that draw your eyes around the tank vs making you focus on one point help the viewer experience the full tank.
And I really like to create layers in both the vertrical and horizontal planes so the scape has some depth and character vs everything being in lines or starting from the same horizontal plane.
I can't think of any courses or videos that would be particularly helpful for illustration like this this, but I can run through the basics real quick.
First goal is to create a focal point. The area of focus should have these three things
Highest contrast in the image (especially value contrast, but a bright pop of color contrast can have this effect too). Contrast will immediately attract the eye. Not an drawings can help you plan out this aspect.
Harder edges/ more detail than the rest of the painting. This gives the eye an area to hang out, makes it so the viewer wants to look deeply at the detail.
Lines that lead the eye into this area. (you could us the shape of the smoke cloud to pull this off).
Next time you're scrolling through art images on insta or reddit or deviant art, make an effort to analyze composition. The best way to know a composition is good is with your gut. When a painting stops you in your tracks, and you want to keep looking at it for a while, chances are there's something compelling in the composition. So take a few minutes and figure out what exactly made you pause.
With a graphic style like this, it would be worth checking out the principles/elements of design. Balance is a big one to really consider, it's probably the biggest concern in this piece. I didn't have time to read this article, but it seems like a good overview. https://www.invisionapp.com/design-defined/principles-of-design/
And here are some composition pitfalls to avoid: https://emptyeasel.com/2008/11/18/avoiding-tangents-9-visual-blunders-every-artist-should-watch-out-for/
I'd recommend reading Google's study on Material design if you like their stuff. InVision App also has a good article on Design System. Adobe also has a Comprehensive Guide to Web Design.
For the most part there are a few common practices a lot of UI designers will follow, other than that, when it comes to colors, it's all your personal flavor and preferences. But make sure to keep readability and accessibility in mind!
Hope this helps!
Hello, if you use Craft plugin within Sketch, you can preview your prototype via Invision mobile app. The only thing is you have to recreate the interaction part again using Craft, assuming that you built interactions using native Sketch prototype feature.
Craft plugin is free, and Invision cloud is free up to three prototypes I believe.
Good luck!
That I agree. Waterfall in software environment doesn't really fit in for I believe the iteration process needed truly exemplifies the need to use of Agile/Scrum methodologies . But I wonder though, is getting Agile Cert from this website is good enough? Because I read from this article that there is better prospect for product designers if they have Project Management background. Here's the link: https://www.invisionapp.com/inside-design/hiring-survey/?utm_campaign=Weekly%20Digest&utm_source=hs_email&utm_medium=email&utm_content=74265664&_hsenc=p2ANqtz-8PvNv12doCJ_OdWvZ9zXpKA30ELKJUylDbxdueUbfEr2sRPIS9N_VvmBm39_l6W6vAGuLgtx...
Invision includes UI documentation automatically through their Inspect tool.
If your devs are already used to JIRA, and you're in an Agile environment, I'd probably create user stories there as well - right along side their bugs and stuff (not in Confluence).
If you're in a waterfall environment, then I'd just document things however works best for you. Confluence might be best, or it might be Word documents.
There is an old saying that the users know perfectly what is wrong with the program, but are completely wrong about how to solve it. Here is one piece arguing the point in more detail that a quick google search revealed, but I am sure that there are older articles around.
I'd say the same is true with games and their reddit communities. The people know what makes them angry, but they might not have a good idea what would make them happier. If that is true, there is no reasonable way the programmers can communicate with the users. Going out there and explaining that they have the solution wrong and you'll do something else is suicide, even if the action taken is perfectly right.
I disagree you need hundreds of potential customers to get enough data to make decisions. Find what users who love the product appreciate about it, what one feature they pay for (if it's a paid subscription), and drill down into it to improve it. Finding a focused niche is the best way to get a foothold solving a specific need the best. An app can expand from there.
We also pay people on Upwork who are our target audience to go through very focused user tests of both our product as well as mockups made in inVision by our designer. It's yielded a lot of insights so far.
I'm in a similar situation with an early stage startup, so can't offer too much advice, but this article has been quite helpful: https://www.invisionapp.com/blog/only-designer/
I would also imagine a bulk of your time there will be informing the rest of your team about the importance of UX or design in general, and getting buy-in for your decisions.
There is such an easier way to do this. My company uses a mockup made in this site with screenshots: https://www.invisionapp.com/
It's totally free, and I can PM you a link to our demo mobile app if you want to see what the end result can look like with some TLC.
I'm a Designer and trust me, nobody likes to build page layouts in Photoshop.
Try Figma, Sketch or Invision Studio if you manage to get an Early Access invite. They all have tools that make it easy to create reusable components, variables and styles that are no pain to change.
That being said, no you don't need to have design skills. A good eye for design doesn't hurt though as it will allow you to create sites without external help. I'd recommend learning the basic principles and examine sites that you like for what makes their design stand out from others.
While I myself mostly agree with the "Damore memo-like" stance, I feel compelled to mention a counterargument that is history:
https://www.invisionapp.com/blog/history-of-women-computing/
Or google "computer science female dominated" to find out stuff about early history.
One possible explanation is "during the 40s most men were in WW2, allowing the profession to be, essentially, swiped clean until much later" but I have no idea if that's good enough.
Documented biological sex differences in personality traits are real, but how that translates into job specifics is a much more difficult question.
There's some great prototyping tools that I think you should use before you start commissioning people. My go to is InVision - If you make something in this first and test your concept, improving it along the way, you'll be better off. You can then take your finding to a designer/developer and get an MVP made. Hope that helps.
I'll second Figma and Studio, note that Studio and Sketch will be supported in the upcoming DSM by Invision so working in a team with both mac and windows might get a lot easier if people are using Studio and Sketch
We actually work together with UI guys who provide designs in InVision (https://www.invisionapp.com/). And that tool seems to offer some kind of HTML generation but even those who use it heavily absolutely think it should only be used as a visuall reference for creating the actual HTML/CSS oneself.
Of course it's typical to have a lot of "helpers" within your IDE. In WebStorm e.g. you automatically get links to referenced CSS classes, auto-completion, etc.
I can't see how excel would be the answer, but I have a couple of options that you could consider. First, there is balsamiq. Balsalmiq allows you to construct wireframe mockups easily. They look very basic, but truly get the job done. The next option is Invision. I love that invision allows you to make interactive mockups. In my opinion, it is one of the best options out there. I believe Invision is the droid that you are looking for :)
I've recently played around with the project management tool Ora https://ora.pm and I've quite liked it. That, combined with Slack – perfect. But regards to designers, developers and so on: Invision. I cannot tell you how much I love this product. Honestly. It's a dream for creatives (Sketch & Photoshop integration) and developers (Inspect feature is THE SHIT!!) working together. https://www.invisionapp.com You have everything you need: tasks, all layouts, assets, clickable prototypes, design2development workflow, integrated presentation for clients – and this all even without the enterprise (costs a shit ton of money, only worth for big companies) license. Another alternative: Microsoft Office 365 with Microsoft Teams for project management, OneDrive and OneNote and so on for file storage and communication via Skype for Business and so on. But, as I said, Invision is the future in my opinion, if you love your creatives and developers.
Oh I see. Yeah, if you're the only UX person, it really is impossible to do things the right way. I was on a fairly large UX team in my last job, and we still had the same problem. If you're working on more than two products, it's not likely that you'll be able to work efficiently in all of them.
With this, you have to be an expert communicator and pick and choose your battles. You can't be everywhere, so things will go out without UX having much involvement. If you have established good relationships with devs on different product teams, start teaching them to consider the user in the way that you would, so that they're keeping an eye on things when you're not able to.
Also, read through this to see where you organization stands. When you're working alone, it's hard to really be effective.
https://www.nngroup.com/articles/ux-maturity-stages-1-4/
Edit: this is also a good read about how to adjust your process across multiple teams
> I am thinking of creating it with C Sharp
First, forget about C#. You'll need to go native (Swift / Obj-C) if you are doing for iOS or some steady cross-platform solution if you are targeting both platforms.
> What market should I am for Android or IOS? (What makes more revenue)
Second, you choose the market according to your target audience. Generally (but only generally), iOS is more profitable. For simple non-specific apps you better go with 2 platforms.
> What are the costs of a normal app? ( I want to make it cost free )
The rule of thumb here is free app + in-apps. There are exceptions: rare, complex, specific apps or really cool games which can afford to be paid.
> How should I market my app?
The general answer is: buy motivated installs and let the app do the work for you (make people share it and go viral).
> How should I revenue my app ?
Ads and/or in-app purchases.
> Also where should I find my designers for the app?
There is a lot of sites where you can hire a freelance designer: upwork, people per hour, etc. But bear in mind that you'll need a guy with the experience of prototyping iOS apps. You can try https://www.invisionapp.com
Use Invision (or something like it, there are competitors)
It has the ability to comment/annotate screens and has an inspect view where the developer can get all of the info they need, as well as download layer slices all from the app.
The inspect feature https://www.invisionapp.com/feature/inspect
You use both. Sketch is an Illustrator-like program geared towards app and website design. You export your page designs from Sketch (or use the Invision Sync plugin - even easier!) and import them into Invision. Invision is a online tool that lets you take your screens and make them scrollable and clickable to other your other pages to show clients how your designs flow.
An alternative to Invision is Marvelapp.
UX designer here - telling a founder (who typically already does not have a lot of time) to learn 7 tools, several of which do the same thing is horrible advice.
As a founder, your time probably shouldn't be spent on the animation tools anyway, if your idea and/or experience sucks, flashy animations are not going to save it.
I prefer using only two apps; Sketch for wireframing + visual design, and InVision for interaction and subtle animation.
You could use a combination of 2 or 3 of this list, never anywhere near 7.
You can clearly tell whoever put this together does not actually know the design industry, this is poorly thought out and bad advice.
edit for app links
If you know how to use adobe, learning sketch should not be a problem. You can find some good tutorials on youtube.
I've heard good things about the Craft plug-in for sketch and invision prototyping.
No one knows what Stage is. Its webpage is gives literally no helpful info at all.
Gallery, on the other hand, looks like an Invision clone that supports animations maybe? Its webpage is a bit more informational, but still just as vague and pointless as Stage's.
IBM Design: this site looks really good, and the job application portal on the Careers page left a good impression on me; I always find myself thinking about this page when I think about job applications.
Huge Inc.: Not the best site IMO as it tends to be in yourself at times, but still pretty simple and straightforward. Easy access to submit resumes for job openings, as well.
Invision App: Greatly designed, clean and elegant, and their homepage acts like a story that gets you to scroll down from top to bottom. Their blog site is also worth a look.
Let me know if these are good, or if you'd like more!
Never used either of them much myself... I've had a few people at work recommend investigating Facebook Origami https://facebook.github.io/origami/
I think that Invision also provide a limited free version https://www.invisionapp.com/m/
You basically want to look into "rapid prototyping tools"
Ohhh, it’s cute (>!/s!<) how transphobes will deny thousands of years of culture to fit a binary sex and gender lens. The concept of that binary is relatively new and very Eurocentric.
Orange and blue compliment the best, but purple and blue are quite similar, so purple/yellow is actually the most complimentary match.
I sometimes sketch in my notebook, but I prefer to use Invision Freehand for sketching. Less paper waste and the drawing experience is great. Plus I can access my sketches across devices.
You said to another redditor “Not really? But ok, if you want to split hairs” which is literally what you did in your original comment. I’m just holding the mirror up to you. Not getting asked back as a freelancer is the same thing as getting fired, if you wanted or liked the job/work and it’s bonkers that after being explained this you’re still not listening. It’s colloquially referred to as being “temp fired” and it is maddening to be told by someone who clearly doesn’t get that world at all it is not a thing.
https://www.invisionapp.com/inside-design/golden-ratio-designers/
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Could be talking about something along these lines. The Golden Ratio is derived from the Fibonacci sequence and is used in design a fair bit
>There isn’t a way with less art boards tho?
Sadly not that I'm concered of. Adobe XD is more of a design tool than prototyping which is why the prototyping features are very limited and primitive. If you are looking for a program that is more advanced, take a look at ProtoPie, inVision Studio or Framer.
Yes, I agree that the companies you listed prove that there is demand for a solution in that space.
However, would it save time and cost of development if you went ahead and talk with people who are considering starting their own business with an interactive prototype of your different angle (USP)?
Here's an example of a process that does this in a few days without writing a line of code.
You need to create your own project.
How to create a UX portfolio without UX experience: https://www.invisionapp.com/inside-design/how-to-create-a-ux-portfolio-without-ux-experience/
Her youtube video on the topic: https://www.youtube.com/watch?v=H2_D298hAH0&ab_channel=SarahDoody
In no way affiliated but we have some users that really like https://www.invisionapp.com/#tour there's a free offering and then paid options, can be used inside Teams and obviously directly on the Web as well.
Learn design principles first, not tutorials on specific software or applications (as in, t-shirt design, lettering, etc.):
https://www.invisionapp.com/design-defined/principles-of-design/
From there, take a real course, not a bunch of short tutorials.
Print mockup templates for Photoshop can be downloaded for free from https://mockups-design.com/ and free website and app mockups can be found here https://www.invisionapp.com/inside-design/design-resources/collections/mockups/ (although they might email you later)
A general overview of the software is fine but she should look into design principles. Though that will be taught to her as well, but a basic overview wouldn't hurt. You just don't want her to dig in so deep that she's bored in class.
Principles of Design:
https://www.invisionapp.com/design-defined/principles-of-design
I'd recommend she do as much research into the field and all its possible sub-specialties (UI/UX, motion graphics, video editing, packaging, 3D, animation, advertising) as possible as well as looking into the different types of positions that are out there – which basically breaks down in-house vs. working at a creative agency of some sort. She should look into how freelancing works as well, but I'd say that shouldn't be a focus early on. Have her interview people – everyone's position is different so the more perspective she can before she's looking for a job herself, the more she can aim at the type of position she wants to aim for.
Very few people entering college really understand what being a designer is – they tend to focus more on personal artistic expression and the idea of doing directed work for a client, how to interact with people, make revisions, when/how to argue their position, is rarely covered. Talking to people who are in the field is the best way to get that information.
Invision has a lot of free resources to learn design. Check out https://www.designbetter.co for a bunch of free books and the podcast. There’s also the inside design blog that has posts about various design topics and free resource packs that you can download to use in your projects. https://www.invisionapp.com/inside-design/
Maybe check this out https://www.invisionapp.com/inside-design/sample-projects-ux-portfolio/?utm_campaign=blog&utm_content=1566486278&utm_medium=social&utm_source=linkedin
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Maybe itll be a source to create some projects you can show.
It's really hard for me to know. Sorry. When I did hiring we usually didn't get many masters students or they were from CMU.
Maybe try to find portfolios of designers coming out of the different programs? That might help you get a sense of the quality of projects/capstones that they're working on. I think having some classes be online is fine it's just good to have that learning environment available.
I also just looked in your profile and noticed you're currently already a designer and already have a design related bachelors. With that information, honestly, you could probably succeed anywhere. A lot of weakness I saw looking at HCI master grads from CMU was not having the visual background. Many had non design related bachelors (psych, compsci etc). Those are important and will help you succeed but having a visual background might help you have a leg up on created a visually appealing portfolio. A lot of new grad portfolios started to blend and look a like so any way to differentiate yourself is important.
A lot of UX/Product designers I know today came from a completely visual background (degree in print design, communication design, graphic design etc) and transitioned on their own. I know that competition for junior designers is fierce right now though so having that masters will make it easier to get a foot in the door.
Also, sorry for stalking your comments but your friend's 90k salary for entry level is correct. It is at a top company though. Facebook, Microsoft/LinkedIn, Google, Apple, Amazon etc pay a ton of money for designers. It's also super competitive to get in. If you're able to get into a top tech company and could not with your current background, the ROI with the masters is easily worth it. But you're going to have to work incredibly hard to make a kick-ass portfolio and might need a few internships beforehand. Invision has a pretty good report about hiring: https://www.invisionapp.com/report-assets/hiring-report.pdf
This is a common misunderstanding about the differences between describing a type face and marketing a font
There are some uber nerds about this stuff out there.
Low fidelity prototypes. It's something that gets used in doing ui/ux design but it fits for simple interactive content. There's a free web based one that might work for you and you just darw pictures and set the rule based on where users click on a virtual screen for which card to load next. https://www.invisionapp.com/
You can try and apply for Invision
https://www.invisionapp.com/about
The entire company has always been 100% remote. I use their product all the time. It's the leader in the design world. I've used their competitors too, and their competitors are really lacking. It's a very solid company.
Oh boy, sounds like a tough client ;)
> go forward with wire-framing in order to present an MVP to users for usability testing
Yes. Start with your hypothesis of what you think the user will need, wireframe out the experience and then test it.
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> although I am learning quality info about pain points users are having with competing brands.
It sounds like you already have noticed a couple of things competitors are doing that you could improve. From what you have pointed out users want to shop for the type/size of the candle based on room size. Or maybe they need some inspiration of how the candle design works with their interior design. Maybe make recommendations for specific candles based on design styles.
I would build an experience that solves some of these issues you've discovered in your competitive analysis and then test it...with people who purchase candles. If you cannot pay for research then use some various online forums/communities to ask users for feedback or use those channels to ask for pain points.
If you have taken design thinking courses/workshops/practice DT then you should go back and work through the stages of the process. If you have not learned about design thinking nows a great time to start. It will greatly help you with product development and is a basic skill of a UX designer. Here a link around hypothesis-driven design thinking. This might be helpful in your case.
https://www.invisionapp.com/inside-design/hypothesis-driven-design-process/
Ha yea of course. You just have to be careful with white text to ensure it’s legible for those who may have some accessibility issues
https://www.invisionapp.com/inside-design/color-accessibility-product-design/
Ultimately, yes. They'll sell to anyone who can afford it and use the service. Any customer is a welcome customer so long as data is priced consistently as it currently is. The customer may pay a lot more for internet in some places, but Netflix would pay the same to send them the data. If they've got stupid slow internet and have to download shows onto a iPad to view them without lag or interruptions, Netflix is still getting paid the same. A few hundred handfulls of people in thousands of small towns can still be many millions of customers.
All of that cloud infrastructure, it's not free. Netflix puts servers in ISPs to handle just the video files, the audio is done via Amazon Web Services. They've made a new font to save millions of dollars on just licensing fees. Wherever they can make or save money, they will.
If you can get a can of Coke in Dixon, Iowa, you better believe almost every other company see's a living breathing customer there.
Yes, you should read topics related to how to choose colors for the website. I found one great resource for it https://www.invisionapp.com/inside-design/website-color-schemes/ hope it will work for you.
I think you’ve done a good job.
The only thing I’d say is it’s pretty intense. If there’s a way to shorten it I’d suggest doing that. I would definitely echo only communicating what you did.
Also solution 1 & 2 are out of order on mobile.
I love Sarah doodys advice on case studies
https://www.invisionapp.com/inside-design/how-to-write-a-ux-case-study/
Are you sure you want to do UX? Maybe you should follow a cheaper alternative on UDemy? And see if you really like it. There's a ton of free or cheap resources out there (YouTube, UX Mastery Forum, Library, etc...) Invest lots of time in figuring out if you really want to do UX and then invest in a course.
I'm saying this because I did the exact opposite. I spent over 2k in a course from the UX Design Institute and I didn't like it. I should have did some more research before enrolling.
I wish I read this article first too.
https://www.invisionapp.com/inside-design/become-ux-designer/
This is a really big question and it's difficult to answer it without knowing the project you're talking about.
Anyway, I'd suggest you to "start thinking like the user". Who's your target audience? How are they arriving on the site? What's their background?
Do a little exercise and create <strong>personas</strong> and <strong>scenarios</strong>.
Talking about the design, you need to think about the basics.
Make sure that your website is, in order:
I wrote a few things about these on my blog.
To avoid distraction I suggest you to go back to sketching or, at least, to a black and white mockup.
The user's journey needs to be clear from there (is the CTA visible? Is it clear what button I want the user to click on?).
Some goods to start from can be:
I'm using Form from Invision. For low-fi you really don't need a kit, it's faster to quickly draw shapes on your own.
Time remapping in premiere could probably be used to match the original result.
I’ve done this once long ago before, and remember “save for web (legacy), loop forever,” id check to see if its the right speed on websites since premiere media would play it back at the same rate as web.
These are more specialities, but I found this article quite useful so I bookmarked it to refer back to later. Not sure if it's what you're looking for though.
The easiest way of doing this would be to use Craft plugin by InVision. At our agency we are trying to distance ourselves from InVision since the platform has its own problems, but what you are trying to accomplish (no sign in, public sharable url, interactive etc...)
Create a free account on InVision, install the sketch plugin Craft, and create links between artboards / buttons using the Craft's linking (blue arrows) (shortcut C) that works exactly the same as sketch links (yellow arrows) (shortcut W).
When you are done use the craft plugins publish feature. (The first icon on the plugins panel, upward arrow) It will ask you to login to craft with your invision account and publish the prototype to your invision account. Then use the share function on Invision and choose Public share. It will generate a public url for your prototype.
Hope this helps!
So I have been just getting into sketch for my job, and it has some really neat features.
You had mentioned that you needed auto generated CSS for things like box shadow. There is a really cool sketch plugin called zeppelin that we use for handing off to the dev team. It is definitely worth checking out.
You can also look up invision app. This can be used to view the prototypes on the web and also has a really cool inspect panel where I believe you can grab code bits from.
I hope this helps!
Sketch already does this natively.
https://www.invisionapp.com/inside-design/grabbing-lost-design-elements-sketch/
It affects the spacing between each line of text within the paragraph (or any text!). If the lines of text are too close to each other some users can find it more difficult to read.
This article will probably explain way better: https://www.invisionapp.com/inside-design/line-spacing/
Heya, Head of product for a software company in AU/NZ and design UI/UX fiend here!
What do you have at the moment?
Physical paper sketches of your app and work flows of how you want it to work?
And you want a useable/demo-able prototype to show investors? When is your meeting?
I use Figma religiously as a design tool to design my screens etc, then export these as images and upload to InVision, where you can create clickable action points and buttons.
Eg User clicks ButtonA go to ImageFrame1 User clicks BackButton, go to ImageMenu0
Then when finished you can share the link as a webpage and people walk through your app based on the screens you upload.
DM me if you need anything
I agree with /u/BellacosePlayer. Former Product Designer here. Check out InVision App. It's what us designers with no coding chops use to prototype shit, only to have engineering butcher our vision because they lack talent or just lazy, while the product owner does nothing because they too, are incompetent. Once you've got a prototype built, you can start shopping for developers (who may invest in it if they see potential). After NDA of course. Expect to throw your own skin in the game though (a.k.a. your own money). For example, the dev may work for half their day-job rate for equity. If you have no graphic design skills, hell, draw the interface on paper and use that for the prototype. The concept is what's important -- but it definitely helps if it looks nice, makes sense, and flows well. That's what designers like me do. We are also expensive.
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But fuck all that. Now I just pour beer for a living.
Nah it's just a design prototype for now in Figma. Maybe way way later, when it's already wide, maybe I'll try to do a much interactive high fidelity prototype hosted on InVision Studio. Watch out for that
Super interested to see that no one here mentioned Principle, InVision or Framer.
I do digital design in the Bay Area, and the norms for a lot of Product Designers here is that you build out your layouts in Sketch, and then use either InVision (easiest), Principle (medium difficulty) or Framer (most advanced) to make your prototype.
This site is helpful - with tips and links to color scheme sites.
https://www.invisionapp.com/inside-design/quick-guide-color-palette/
Do you have passion projects or anything special you'd like to set out and do/make?
When trying to get work starting off without a portfolio of paid work can be replaced by your thinking/process through challenges - it's not always about the results but more showing how you approach a design challenge.
This article isn't the only resource on this topic and it might not be directly relevant to the skills you have but it can be related in terms of what this industry is interested in seeing when it comes to junior to mid roles:
https://www.invisionapp.com/inside-design/stand-out-junior-designer/
Here’s an article from UX planet that breaks down how Google approaches UX writing.
One UX writing topic I find super important, because it’s so user centered, is information architecture. Specifically, card sorting. I love doing hybrid card sorting exercises with users because it allows me to see what content is important to them.
Concordo con il provare a trovare aziende remote-friendly: io ho iniziato a lavorare lo scorso anno in un’azienda full remote e son molto contento della scelta per ora. Probabilmente dovrai aprirti una PIVA ma (per quanto la “flat tax” concettualmente non mi faccia impazzire) è un buon momento per buttartici anche dall’Italia.
Spammo un po’ anche io già che ci sono: https://www.invisionapp.com/about
Keeping your design skills sharp may be the hardest part. You get to a career point where it's very easy to do "good enough" work, and if your day job isn't challenging you you can get a bit stuck (speaking from personal experience). Doing personal work is key, and branching out into other areas can be really stimulating too. Try some 3D as mentioned, go shoot photos and/or video, try some motion graphics, learn about UX, draw icons or try illustration. Just keep your brain stimulated and never stop learning.
I love the InVision blog, they crank out content and it's so so good. There's lots of good design reading on Medium as well, The Futur puts out great content and Mr Cup has tons of design inspiration.
I've actually never really had a mentor and I'm feeling that now, I'm at a bit of a transitional point in my design career and I could use something to discuss things with. But as far as connecting with others, go to AIGA meetups and any other groups you can find, be friendly and approachable, and be a sponge. You don't know how much you don't know, and I learn that more every day.
I'm still reallya generalist, every few years I sort of shift into another area of design and learn all I can until transitioning to something else. And that can be hugely useful in certain situations as I can handle almost anything that gets thrown at me. Don't be afraid to pursue things that interest you, even if it's not something you think is marketable or useful. You never know where explorations will take you.
As a junior, I wish someone had told me to reallllly learn my keyboard shortcuts. Being efficient can save you so much time in the long run, focus on learning how to really get around in the apps you use every day and it'll be super useful for you in the long run. And always proof your work...twice.
Good luck!
Keeping your design skills sharp may be the hardest part. You get to a career point where it's very easy to do "good enough" work, and if your day job isn't challenging you you can get a bit stuck (speaking from personal experience). Doing personal work is key, and branching out into other areas can be really stimulating too. Try some 3D as mentioned, go shoot photos and/or video, try some motion graphics, learn about UX, draw icons or try illustration. Just keep your brain stimulated and never stop learning.
I love the InVision blog, they crank out content and it's so so good. There's lots of good design reading on Medium as well, The Futur puts out great content and Mr Cup has tons of design inspiration.
I've actually never really had a mentor and I'm feeling that now, I'm at a bit of a transitional point in my design career and I could use something to discuss things with. But as far as connecting with others, go to AIGA meetups and any other groups you can find, be friendly and approachable, and be a sponge. You don't know how much you don't know, and I learn that more every day.
I'm still reallya generalist, every few years I sort of shift into another area of design and learn all I can until transitioning to something else. And that can be hugely useful in certain situations as I can handle almost anything that gets thrown at me. Don't be afraid to pursue things that interest you, even if it's not something you think is marketable or useful. You never know where explorations will take you.
As a junior, I wish someone had told me to reallllly learn my keyboard shortcuts. Being efficient can save you so much time in the long run, focus on learning how to really get around in the apps you use every day and it'll be super useful for you in the long run. And always proof your work...twice.
Good luck!
It basically depends on your budget. In all cases, you have to define the flows through the app. Like, if I click here, this is what happens. If I type in this in here, this is what happens.
If you are hiring junior devs, they will probably prefer something like invision, because they can match your app with flows in invison.
More senior devs will prefer user stories. Something like: as a user I should be able to login to the app, so that I can use the app fully. Each user story must contain Business value.
The cheapest way to do it is user stories. It's also industry standard. While writing out each feature, you will understand better what you want to build. And it's OK to change your mind, just let the developers know that everything is subject to change (senior devs know this; juniors usually take the story for granted, as it's written in the stone).
I'm a software developer, let me know if you need help making the requirements. :)
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So a graphic designer wouldn't help you a whole lot when it comes to sites, but a web designer might. Give them a brief, as in project specs, and then sure, give them the demo of what you have already. They shouldn't need the files, but seeing the demo and playing with it may help them understand your goal better.
To help streamline the process, if you're looking to prototype stuff and colaborate with other designers, don't write code, just use a tool for prototyping
Ye I heard something about ads, not a smart move from MS.. xD
The usage data is something you can (almost?) completely disable right?
And windows via SaaS strategy will not work, especially not on the consumer market, hopefully they will see that on time. OS is not something people will 'subscribe' for. That needs to be solid base.
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Btw currently got booting USB working, but flashing nvidia one (again) since i've disabled secure boot now.
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Ow btw, maybe https://www.invisionapp.com/ instead of avocode then?