A few notes on my process



The most important part of any project is knowing the goals and context.

What does the business want to achieve? 
What does the user want to achieve?
What are our competitors doing and why?

Curiosity is a powerful tool.



The great power of sketching is that tweaking positioning takes just as long as trying out a completely new idea. This makes focusing on detail too early less tempting; re-imagining is only ever a page turn away.

I like to start as soon as possible.

Everything I've designed started with a sketch.



The fastest way to find out which ideas are best is to build them.

I've used prototypes for:

  • Interaction design and motion studies
  • Showing internal stakeholders
  • User testing
  • As a design document to start or inform a product build

User testing

Design is primarily about people. Creating a product is intensely satisfying... but only if its audience have both the desire and ability to use it.

User testing results are often surprising and usually come quickly. Given this, there's rarely an excuse for skipping it.

This is where the rubber meets the road – the art of design vs. the experimentally validated truth of testing.



Minimum. Viable. Product. 

Easy to say but much more difficult to do.

Iteration is vital: I love working in close knit teams where developers and designers alike feel empowered to try things out, tweaking, polishing and sometimes even abandoning as we go along.

Even rigorous user testing and internal iteration doesn't compare to seeing how users interact with your product en masse and in the wild.

Move fast and break things.