DESIGNING
UI Guidelines and Prototyping
Mainly using Sketch, I created wireframes for a HR navigating software, and learned the basics of Zeplin and how it is used to easily show progress and communicate with clients and software engineers. I organized different cases for screens and designed basic elements of UI like icons and navigation bars.
RESEARCH
Interviewing those with hearing disabilities
For the AR/VR project, we researched the background on people with hearing disabilities and current products in the market. After researching, we sent out surveys to people who are affected by hearing disabilities and were able to recruit a few for an in-person interview with a sign language translator. In this process, I learned a lot about the depth of research and testing that requires to develop a product.
DELIVERY
Presenting work in front of stakeholders
I attended meetings at a gaming company weekly to help present new design progress to clients and these meetings helped me understand how to present UX work effectively and how to have constructive discussions regarding different design choices and user flows.
For the AR/VR project for people with hearing disabilities, I presented my research, interviews and ideas to a company specializing in AR/VR, Frontis, and another specializing in product design, 20 Plus, to receive feedback on the feasibility of the technical features of the product. REFLECTIONS
Key Takeaways
1. When developing a new feature or product, every step of the research like desk research and user surveys & interviews is critical in creating a more user-centered, effective product.
Don’t be afraid to voice out your opinion, but listen to others closely. When working with a design team, I learned that we are not going to agree on everything, but it is important to not disregard others’ opinions and think objectively about the design and its purpose. Learning from others can broaden your perspective and think with a more open mind.
Although design is subjective, it is important to back my own work with concrete research and data when creating a product that is user-focused.