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        <title><![CDATA[Stories by Jonathan Buitrago on Medium]]></title>
        <description><![CDATA[Stories by Jonathan Buitrago on Medium]]></description>
        <link>https://medium.com/@jonathanbm?source=rss-5ce5664e0fb3------2</link>
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            <title>Stories by Jonathan Buitrago on Medium</title>
            <link>https://medium.com/@jonathanbm?source=rss-5ce5664e0fb3------2</link>
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        <lastBuildDate>Fri, 15 May 2026 16:11:18 GMT</lastBuildDate>
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            <title><![CDATA[How to Handle Feedback on Your Designs Like a Pro]]></title>
            <link>https://medium.com/@jonathanbm/how-to-handle-feedback-on-your-designs-like-a-pro-d14a4f3e415b?source=rss-5ce5664e0fb3------2</link>
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            <category><![CDATA[uxui-design]]></category>
            <category><![CDATA[feedback-culture]]></category>
            <category><![CDATA[feedback-management]]></category>
            <category><![CDATA[collaboration]]></category>
            <category><![CDATA[feedback]]></category>
            <dc:creator><![CDATA[Jonathan Buitrago]]></dc:creator>
            <pubDate>Thu, 23 Jan 2025 16:30:31 GMT</pubDate>
            <atom:updated>2025-01-23T16:30:31.514Z</atom:updated>
            <content:encoded><![CDATA[<p>As a UX/UI designer, feedback is a constant companion throughout the design process. Whether it’s from clients, colleagues, or users, feedback helps refine and improve your work. But let’s face it — some feedback is more useful than others. So, how do you handle it all without losing your creative spark or second-guessing yourself?</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*E1f7ExNDQARJ0T1vfT02eA.jpeg" /></figure><p><strong>Not All Feedback is Equal — Here’s How I Handle It</strong></p><p>When feedback comes in, I’ve learned not to react immediately, but to process it strategically. The key is knowing how to separate the wheat from the chaff, and focus on what will actually improve the design. Here’s my approach to handling feedback with confidence and clarity.</p><h3>1. Look for Recurring Themes to Prioritize</h3><p>One of the first things I do is identify any recurring themes in the feedback. If multiple people are pointing out the same issue, that’s a strong signal that it needs attention. This helps me prioritize what to focus on first and gives me a clearer path to making meaningful improvements.</p><p>It’s easy to get lost in a sea of opinions, but by grouping feedback into common threads, I can distinguish between a genuine problem and a one-off critique that might not be as important.</p><h3>2. Ask Clarifying Questions to Ensure I Understand</h3><p>Not all feedback is straightforward. Sometimes, people will give vague suggestions like “make it more user-friendly” or “it just doesn’t feel right.” When I encounter unclear feedback, I don’t hesitate to ask follow-up questions. I’ll dig deeper to understand the <em>why</em> behind their thoughts.</p><p>Some examples include:</p><ul><li>“Can you walk me through what feels off about this feature?”</li><li>“Are there specific elements of the design that aren’t resonating with you?”</li><li>“What’s your ideal outcome for this part of the design?”</li></ul><p>Asking questions helps me get to the root of the issue, ensuring I’m addressing the real concern and not just making assumptions.</p><h3>3. Separate User-Driven Insights from Subjective Opinions</h3><p>Feedback often comes from different places — some rooted in the user experience and others driven by personal preference. As a designer, it’s crucial to differentiate between the two.</p><p>For example, if users are consistently struggling with navigation or accessibility, that’s data-driven feedback that directly impacts the design. On the other hand, a subjective opinion like “I don’t like this color” might be more about personal taste than the design’s effectiveness.</p><p>By separating the two, I can decide which feedback is rooted in real-world usage and which is more about personal preference or style. This helps me stay focused on creating a design that works for the <em>end user</em>, not just for the person providing the feedback.</p><h3>4. Feedback Isn’t Criticism; It’s Collaboration</h3><p>One of the most important mindsets I’ve adopted is that feedback is not criticism — it’s collaboration. When a stakeholder offers feedback, they’re sharing their perspective to help improve the final product. <em>Embrace it as a tool to sharpen your designs, not a blow to your ego.</em></p><p>Instead of seeing feedback as something that dilutes your vision, consider it an opportunity to strengthen your design. If a suggestion aligns with user needs, embrace it. If not, politely explain why your approach makes more sense based on the project goals or user research.</p><p><strong>Your Designs Will Be Stronger with Feedback</strong></p><p>Ultimately, feedback is one of the most valuable resources you can tap into as a designer. It’s not about pleasing everyone, but about refining your work based on constructive, thoughtful input. By looking for patterns, asking clarifying questions, and separating user-driven insights from personal preferences, you’ll handle tough feedback with confidence and create better designs.</p><p><strong>What’s Your Strategy for Handling Tough Feedback?</strong></p><p>Everyone approaches feedback differently, and I’d love to hear your thoughts on the matter. What techniques do you use to handle tough feedback? Let’s learn from each other’s approaches and continue to grow as designers. Feel free to drop a comment or share your experiences!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=d14a4f3e415b" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[The Ultimate Reading List for Aspiring UX/UI Designers]]></title>
            <link>https://medium.com/@jonathanbm/the-ultimate-reading-list-for-aspiring-ux-ui-designers-ba0913f5764c?source=rss-5ce5664e0fb3------2</link>
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            <category><![CDATA[books-ui-ux]]></category>
            <category><![CDATA[ux-ui-design-resources]]></category>
            <dc:creator><![CDATA[Jonathan Buitrago]]></dc:creator>
            <pubDate>Mon, 13 Jan 2025 20:05:02 GMT</pubDate>
            <atom:updated>2025-01-13T20:35:11.397Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/0*TABb7-7CebhYlebz.jpg" /></figure><h3>Introduction</h3><p>When it comes to mastering the art of UX/UI design, there’s no substitute for a good book. Books offer a structured and in-depth approach to understanding the principles, theories, and practical aspects of user experience and user interface design. Whether you’re a novice looking to break into the field or a seasoned pro aiming to stay on the cutting edge, this reading list has something for everyone.</p><p>In this article, I’ll guide you through a curated list of books that span from foundational principles to advanced topics, design psychology to user research, and inspiration to emerging trends. Let’s dive into this treasure trove of knowledge that can elevate your UX/UI design game to the next level.</p><h3>Section 1: Foundational UX/UI Design Books</h3><figure><img alt="" src="https://cdn-images-1.medium.com/max/342/0*IrtqCLrofTkk4ofW.jpg" /></figure><ul><li><a href="https://amzn.to/3DPABWi"><strong>Don’t Make Me Think</strong></a> by Steve Krug<br>This classic introduces the fundamental concept of usability and the importance of designing with the user in mind.</li><li><a href="https://amzn.to/42buq96"><strong>The Design of Everyday Things</strong></a> by Don Norman<br>Don Norman’s iconic book explores the psychology of everyday objects and how design impacts user experience.</li><li><a href="https://amzn.to/4hdR5pS"><strong>The Elements of User Experience</strong></a><strong> </strong>by Jesse James Garrett<strong><br></strong>A comprehensive guide that breaks down the elements of UX into a coherent framework.</li></ul><h3>Section 2: Advanced UX/UI Design Books</h3><figure><img alt="" src="https://cdn-images-1.medium.com/max/398/0*0-fwq3QKGvv4KAzi.jpg" /></figure><ul><li><a href="https://amzn.to/4gRpwCW"><strong>Designing Interfaces</strong></a> by Jenifer Tidwell<strong><br></strong>Dive deeper into interaction design, patterns, and best practices with this comprehensive guide.</li><li><a href="https://amzn.to/4jfL65x"><strong>Sketching User Experiences</strong></a><strong> </strong>by Bill Buxton<strong><br></strong>Explore the importance of sketching and prototyping in UX design for better communication and problem-solving.</li><li><a href="https://amzn.to/3BWsLd7"><strong>Universal Principles of Design</strong></a><strong> </strong>by William Lidwell<strong><br></strong>A collection of 125 design principles that can be applied across various design disciplines.</li></ul><h3>Section 3: Books on Design Psychology and User Behavior</h3><figure><img alt="" src="https://cdn-images-1.medium.com/max/238/0*wxlJ7DP1zBy1X1FV.jpg" /></figure><ul><li><a href="https://amzn.to/3Wh455W"><strong>Hooked: How to Build Habit-Forming Products</strong></a><strong> </strong>by Nir Eyal<strong><br></strong>Understand the psychology behind habit-forming products and how to create engaging user experiences.</li><li><a href="https://amzn.to/3BTyoJ6"><strong>The Paradox of Choice</strong></a> by Barry Schwartz<br>Delve into the impact of choice on decision-making and how to simplify user interfaces.</li><li><a href="https://amzn.to/40u4WTj"><strong>Thinking, Fast and Slow</strong></a><strong> </strong>by Daniel Kahneman<strong><br></strong>Explore cognitive biases and how they influence user behavior and decision-making.</li></ul><h3>Section 4: Books on User Research and Testing</h3><figure><img alt="" src="https://cdn-images-1.medium.com/max/378/0*trIKuioSwSElhiBv.jpg" /></figure><ul><li><a href="https://amzn.to/4gPz3KM"><strong>Observing the User Experience</strong></a> by Mike Kuniavsky<strong><br></strong>Learn essential techniques for user research and observational methods.</li><li><a href="https://amzn.to/40drQNh"><strong>Rocket Surgery Made Easy</strong></a><strong> </strong>by Steve Krug<strong><br></strong>A practical guide to conducting usability tests effectively and improving your designs.</li><li><a href="https://amzn.to/40hKuE1"><strong>Just Enough Research</strong></a><strong> </strong>by Erika Hall<strong><br></strong>Discover how to gather the right amount of research to inform your design decisions without overburdening the process.</li></ul><h3>Section 5: Inspiration and Case Study Books</h3><figure><img alt="" src="https://cdn-images-1.medium.com/max/338/0*HD3v3J1K4ZcUlU6f.jpg" /></figure><ul><li><a href="https://amzn.to/3PzPy1k"><strong>Design Is a Job</strong></a><strong> </strong>by Mike Monteiro<strong><br></strong>Gain insights into the business side of design and how to navigate client relationships effectively.</li><li><a href="https://amzn.to/3C9vHmG"><strong>The Best Interface Is No Interface</strong></a><strong> </strong>by Golden Krishna<strong><br></strong>Challenge the status quo of interface design and explore alternative solutions.</li><li><a href="https://amzn.to/4gQFSvj"><strong>Design Sprint</strong></a><strong> </strong>by Jake Knapp<strong><br></strong>A hands-on guide to design sprints, a framework for solving problems and testing solutions quickly.</li></ul><h3>Section 6: Books on Emerging Trends and Technologies</h3><figure><img alt="" src="https://cdn-images-1.medium.com/max/344/0*WR5Z77LLZiD-9S6l.jpg" /></figure><ul><li><a href="https://amzn.to/40GGaQ9"><strong>UX for XR: User Experience Design and Strategies for Immersive Technologies</strong></a><strong> </strong>by Cornel Hillmann<strong><br></strong>This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions.</li><li><a href="https://amzn.to/4gRuzTU"><strong>Designing Human-Centric AI Experiences: Applied UX Design for Artificial Intelligence (Design Thinking)</strong></a> by Akshay Kore<strong><br></strong>Best practices for designers, managers, and product creators and describe how individuals from non-technical backgrounds can collaborate effectively with AI and Machine learning teams.</li><li><a href="https://amzn.to/3BVIPvL"><strong>The VR Book: Human-Centered Design for Virtual Reality</strong></a><strong> </strong>by Jason Jerald<strong><br></strong>Creating compelling VR applications is an incredibly complex challenge.</li></ul><p>Remember, continuous learning and self-improvement are at the core of success in this field. The world of UX/UI design is ever-evolving, and staying informed is key to remaining competitive and innovative.</p><p>I also encourage you to join the conversation. Share your favorite UX/UI design books and resources in the comments section below. Let’s build a community of knowledge-sharing and inspire each other to reach new heights in the world of design. Your recommendations could be the next great discovery for a fellow designer. <strong>Happy reading and designing!</strong></p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=ba0913f5764c" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Bridging the Gap: The Role of UX/UI Designers in Successful Projects]]></title>
            <link>https://medium.com/@jonathanbm/bridging-the-gap-the-role-of-ux-ui-designers-in-successful-projects-cf4dfb030392?source=rss-5ce5664e0fb3------2</link>
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            <category><![CDATA[ux-design]]></category>
            <category><![CDATA[ux-ui-designing]]></category>
            <category><![CDATA[product-design]]></category>
            <category><![CDATA[ui-design]]></category>
            <dc:creator><![CDATA[Jonathan Buitrago]]></dc:creator>
            <pubDate>Wed, 08 Jan 2025 21:12:15 GMT</pubDate>
            <atom:updated>2025-01-08T21:12:15.800Z</atom:updated>
            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*CNdGceSThBe671rtPMX_2g.png" /></figure><p>Ever tried telling someone what a UX/UI designer actually does? It’s not as straightforward as it sounds. Some people assume it’s all about picking colors and fonts. In reality, we’re somewhere in between — a translator between creativity and practicality, trying to build something that works for everyone.</p><p>I’ve been in this field for a while now, and if there’s one thing I’ve learned, it’s that being a good designer isn’t just about talent. It’s about being adaptable, collaborative, and, sometimes, willing to let go of your “perfect” idea.</p><p>I used to think design was all about creativity. And while that’s part of it, I quickly realized it’s only one side of the equation. On one project, I came up with what I thought was a brilliant idea — a slick animation to elevate the user experience. Turns out, the development team couldn’t make it work within the project’s constraints. It was a wake-up call.</p><p>Design isn’t just about dreaming big; it’s about understanding what’s possible. If you don’t know the technical limitations, you’re just setting yourself (and the team) up for frustration. At the same time, you can’t forget the people who will actually use what you’re building. Their needs, habits, and reactions should shape everything you create.</p><h4>Walking the Fine Line Between Vision and Feasibility</h4><p>Early in my career, I thought being a great designer was simply about coming up with innovative, eye-catching ideas. One project stands out — a slick animation I designed to elevate the user experience. It felt cutting-edge, a feature that would impress anyone who saw it. But when I presented the idea to the development team, their response was a quick “no.” They couldn’t make it work within the project’s constraints, and the time and resources to develop it just weren’t there.</p><p>That moment was a wake-up call. I realized that design is not just about dreaming big. It’s about balancing vision with reality — understanding the technical limitations, knowing the project scope, and finding creative solutions that work within those boundaries.</p><p>Good design isn’t just about the end result being visually appealing; it’s about how the idea translates into something usable and feasible. A designer needs to understand what can be built within the constraints of the budget, timeline, and technical capabilities while ensuring that the user experience remains intact.</p><h4>The Power of Collaboration: Letting Go of Ego</h4><p>In the beginning, I would cling to my designs, stubbornly defending them as the best possible solution. After all, I was the one who came up with them, right? But over time, I learned that design isn’t about asserting ownership; it’s about collaboration.</p><p>Working with cross-functional teams — whether it’s developers, product managers, or other designers — has shown me that the best solutions come from collective input. Early on, I was hesitant to take feedback. If someone didn’t like a design, I took it personally. But I soon realized that embracing feedback, no matter how difficult it was to hear, made my designs stronger and more user-centered.</p><p>Take, for example, a project where the client’s feedback was to simplify the design. At first, I felt it took away from the original concept, but as I worked with the team, I understood that simplification actually made the design more accessible and intuitive. That experience taught me to be open and to leave my ego at the door. When we set aside personal preferences and focus on solving real problems, it’s incredible how much more powerful the design becomes.</p><h4>The Real Role of a UX/UI Designer</h4><p>So, what do we actually do? The short answer: <strong>we bridge the gap between design and technology</strong>. But it’s so much more than that. UX/UI designers are problem solvers who blend creativity, technical knowledge, and user psychology into seamless experiences.</p><p>We are the architects of user journeys, making sure the interface is intuitive and responsive. We design pathways that guide users to their goals, whether it’s finding information, making a purchase, or simply enjoying the experience.</p><p>In many ways, we’re also mediators. We mediate between the client’s vision, the technical team’s capabilities, and the users’ needs. The challenge is to align all three so that the final product doesn’t just look good — it works. It works for the developers building it, for the business using it, and most importantly, for the users who interact with it.</p><h4>More Than Just Pretty Interfaces</h4><p>Being a UX/UI designer isn’t just about creating beautiful designs. It’s about crafting functional, intuitive experiences that solve real-world problems. We are both artists and problem solvers, navigating the intersection of creativity and technology. But above all, we are collaborators. We work with teams, listen to feedback, and continuously refine our ideas to create products that serve a larger purpose.</p><p>So, the next time someone asks, “What does a UX/UI designer do?” tell them: “<strong>We connect the dots between people and technology. We make the complex simple, the frustrating intuitive, and the beautiful functional.</strong>”</p><p><strong>Thank you for reading</strong></p><p>If you found this insightful, I encourage you to drop a comment below, share this post with fellow designers, and follow me for more insights and stories from the world of design.</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=cf4dfb030392" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[What is a User Interface?]]></title>
            <link>https://medium.com/@jonathanbm/what-is-a-user-interface-f1e22a70ac4e?source=rss-5ce5664e0fb3------2</link>
            <guid isPermaLink="false">https://medium.com/p/f1e22a70ac4e</guid>
            <dc:creator><![CDATA[Jonathan Buitrago]]></dc:creator>
            <pubDate>Tue, 07 Jan 2025 04:25:42 GMT</pubDate>
            <atom:updated>2025-01-07T04:39:39.786Z</atom:updated>
            <content:encoded><![CDATA[<p>In this post, my goal is to help you learn about user interfaces, their components, and the characteristics that define them. Understanding the fundamentals will assist you in designing better. <strong>So let’s get started:</strong></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*5TjBmmPB44B5P7QvDr8Bww.png" /><figcaption>Side view of an adult working on a laptop.</figcaption></figure><h3>User Interface (UI)</h3><p>We interact with interfaces on a daily basis. We do it every time we use our smartphone, when we want to buy a drink from a vending machine, in our car, when entering a banking app, at an ATM. In all these examples, we establish communication with a system.</p><p>Basically, we convey or indicate what we want to do, and the system responds. User Interface makes this possible!</p><p><strong>We could then define UI</strong> as: <em>“the set of controls and sensory channels through which a user can communicate with a machine.”</em> For example, on a computer, the screen, keyboard, and speakers are part of the interface because their purpose is to input or output information from the device.</p><h3>Types of User Interface</h3><p>User interfaces can basically be categorized into three types:</p><ul><li>Hardware Interface</li><li>Software Interface</li><li>Software-Hardware Interface</li></ul><h3>Hardware Interface</h3><p>These are the devices or controls that allow a user to exchange data with a machine. For example, when you press a button on your TV remote control, on your computer’s keyboard, and mouse.</p><h3>Software Interface</h3><p>This is the interface responsible for providing information about processes carried out by a user and translating them into data that are readable to the user, usually through a screen.</p><h3>Software-Hardware Interface</h3><p>It serves as a bridge between devices and users, meaning the machine understands a command and provides a response in a readable form for the user.</p><p>A good example of this is an ATM, which guides you step by step once you start interacting with it until you can complete an action, such as withdrawing money, checking your account balance, changing your PIN, among others.</p><p><strong>But that’s not all! Interfaces can also be classified based on how the user interacts with them:</strong></p><ol><li><strong>Command Line Interface (CLI):</strong> These are alphanumeric interfaces that only display text. An example of this type of interface is the CMD in Windows.</li><li><strong>Graphic User Interface (GUI):</strong> These visually represent control elements to optimize communication with the user and, in general, enhance the user experience.</li><li><strong>Natural User Interface (NUI):</strong> These enable communication between humans and machines using everyday or natural language. This means the user does not need special skills to control it. They can be touch-based with touch-sensitive screens, such as tablets; they can work through speech recognition, like Alexa; or through body movements, as in the case of Kinect.</li></ol><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*bMNpD_jA1LB1WRwqLNEQ3g.png" /></figure><p><em>By Shmuel Csaba Otto Traian, CC BY-SA 3.0, </em><a href="https://commons.wikimedia.org/w/index.php?curid=31418026"><em>https://commons.wikimedia.org/w/index.php?curid=31418026</em></a></p><h3>Characteristics of a User Interface (UI)</h3><ol><li>Clarity: It conveys information accurately, preventing the user from making errors, resulting in an ideal user experience.</li><li>Conciseness: It provides the user with the necessary information in a simple, clear, and precise manner.</li><li>Consistency: The user should feel comfortable when interacting with the interface. Recognizing usage patterns and experiencing a consistent experience throughout the interaction.</li><li>Interactivity: The interface should be fast and provide real-time feedback to the user.</li><li>Flexibility: A good interface allows a user to undo undesired actions, such as restoring a accidentally deleted file.</li><li>Attractiveness: In addition to being flexible in its operation, visual appearance plays an important role in attracting users’ attention and creating a pleasant visual experience.</li></ol><p>A good user interface should be easy to use, intuitive, and, above all, useful. It should solve a specific problem in the most efficient way possible.</p><h3>Conclusions</h3><p>A good user interface should be easy to use, intuitive, and, above all, useful. It should solve a specific problem in the most efficient way possible.</p><p>Every physical or digital product has a form, function, utility, ergonomics, and visual identity (among other aspects) that we must understand and consider when designing, in order to have a positive impact on users.</p><p>If you found this article helpful, we invite you to leave your opinions in the comments.</p><p>Thank you very much for reading, <a href="https://jonathanbuitrago.com/about-me/">Jonathan Buitrago</a> signing off.<br>Until next time!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=f1e22a70ac4e" width="1" height="1" alt="">]]></content:encoded>
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