Recently I have found myself conducting a lot of research. Practically every week we’d launch a new study and produce a new report. This approach lets us have a lot of evidence-backed data to design our product.
However, a few months in we started struggling with finding what we wanted and even remembering it. We had more than we could store in our memories, and not enough time to pour over the many reports we were churning out.
Whenever you’re designing anything you need to rely on evidence to make informed decisions. This is why we rely on conducting our…
As a contractor, I frequently work with different companies and teams which included some good designers. However, regardless of where each design team might be in terms of skill level, as soon as you start handling multiple designs, organising all the elements between them starts to get tricky.
This is where most people start thinking about organising a design system to follow, a part of which is the colour pallet. This is used to help ensure visual and semantic consistency throughout the project and facilitate both design and development (thank goodness for variables).
Once upon a time, I was designing a page using a library of components created by my colleagues. A fairly run of the mill task, placing the image, text block and card components to steer the user journey.
When it was implemented by the developers, I noticed a couple of the cards were behaving differently. Some had the buttons a fixed distance from the bottom, others flowed up and down with the amount of text. …
I’ve recently watched Ready Player One and amid all the spectacular action scenes and settings there were a few things which got me thinking. The film takes place in 2045 in a world where virtual reality is as common as smartphones are now. So someone had to imagine what UX for the Oasis (the virtual reality world) would look like in this near future.
Here’s what I found most interesting and how I think it might be a good idea (or not so much).
The Dungeons & Dragons (D&D) role-playing game is about storytelling in worlds of sword and sorcery. It shares many elements with childhood games of make-believe. Like those games, D&D is driven by imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how an adventurer might react to the challenges that scene presents.
Put simply, Dungeons & Dragons is a set of rules that allow you to play any scenario you would like. There are pre-written adventures available, but most people end up creating their own stories and characters. …
In 2013 Brad Frost published posts about atomic design on his website. His idea of a nested design system like a Russian nesting doll or atoms and molecules wasn’t completely new. What made his idea interesting is how he systematised it and provided a simple explanation of how the system worked — even examples.
A few years later, it is now becoming a household name in the design and development industries. As with all ideas when they start becoming popular, they end up getting distorted. …
User Experience Designer in London, I believe Design is all about coming together to solve human problems. I enjoy reading comic books and playing D&D