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My Design Approach
My approach includes employing the principles of traditional Human-Centred Design (HCD) or User-Centred Design (UCD) while extending them by incorporating the seven dimensions of usability throughout the entire design process, following the Agile methodology.
By placing the end-users at the core of the design process, I aim to create intuitive and user-friendly solutions that meet their needs effectively. Through iterative cycles of empathizing, defining, ideating, prototyping, testing, and feedback, I ensure that the design evolves dynamically, fostering continuous improvement and delivering optimal usability across the dimensions of effectiveness, efficiency, satisfaction, learnability, memorability, accessibility and error prevention.
1- HCD and UCD Strategies:
By following Human-Centred Design stages, I ensure that the needs and preferences of users are at the core of my design decisions. Through user research, analysis, iterative design, and constant testing, I gain deep insights into the target audience, their goals, and their context of use.
2- Usability in mind, right from the beginning
Furthermore, I place strong emphasis on the six dimensions of usability right from the beginning of the design process, in order to to create intuitive, user-friendly, and successful designs. Through continuous collaboration, iterative refinement, and a commitment to HCD/UCD, I deliver optimal results.
1- Exploratory Testing (Formative)
WHEN: early in the development cycle while the product is still being defined and designed
GOALS: To quickly find out what aspects of a design concept are working — or not working — and why. To better understand their users. To provide an opportunity to iterate on design concepts. To arrive more quickly at the solution that will best meet the needs and preferences of the users.
BENEFITS: prevents product teams from making incorrect assumptions about users’ needs after the product is shipped.
KEEP IT LEAN: Quickly iterate by testing multiple concepts of low-fidelity wireframes
GOALS: To quickly find out what aspects of a design concept are working — or not working — and why. To better understand their users. To provide an opportunity to iterate on design concepts. To arrive more quickly at the solution that will best meet the needs and preferences of the users.
BENEFITS: prevents product teams from making incorrect assumptions about users’ needs after the product is shipped.
KEEP IT LEAN: Quickly iterate by testing multiple concepts of low-fidelity wireframes
2- Assessment Test (Summative)
GOAL: to evaluate the overall usability of a product.
WHEN: early to midway through the development cycle when users are able to interact with functioning prototypes.
How: Using the insights learned in the exploratory testing phase. Users are asked to perform specific tasks and to think aloud as they complete them, while their interactions and behaviors are observed, and their attitudes are measured.
BENEFITS: Helps the team to focus on the more granular aspects of a design and how they impact usability.
KEEP IT LEAN: Test different design aspects using clickable prototypes before a single code line is written.
WHEN: early to midway through the development cycle when users are able to interact with functioning prototypes.
How: Using the insights learned in the exploratory testing phase. Users are asked to perform specific tasks and to think aloud as they complete them, while their interactions and behaviors are observed, and their attitudes are measured.
BENEFITS: Helps the team to focus on the more granular aspects of a design and how they impact usability.
KEEP IT LEAN: Test different design aspects using clickable prototypes before a single code line is written.
3- Validation Test (Verification)
GOAL: to evaluate how a product compares to predetermined usability standards or benchmarks. to gather quantitative data, such as how much time it takes users to sign up for a new service (referred to as time on task), or how many users complete a task (referred to as completion rate). to make sure a product meets defined criteria before it is released.
WHEN: late in the development cycle, following the exploratory and assessment research done earlier in the process
HOW: Participants are asked to complete tasks, much like the assessment test. The difference is that users are not asked to “think aloud” and are not questioned mid-task about why they are choosing to interact with something.
BENEFITS: This quantitative data can be measured against baseline metrics from previous iterations of the product, a company’s internal standard, and even a competitor’s standard.
KEEP IT LEAN: Remote unmoderated studies are a quick and cost-efficient way to get user feedback.
WHEN: late in the development cycle, following the exploratory and assessment research done earlier in the process
HOW: Participants are asked to complete tasks, much like the assessment test. The difference is that users are not asked to “think aloud” and are not questioned mid-task about why they are choosing to interact with something.
BENEFITS: This quantitative data can be measured against baseline metrics from previous iterations of the product, a company’s internal standard, and even a competitor’s standard.
KEEP IT LEAN: Remote unmoderated studies are a quick and cost-efficient way to get user feedback.
4- Comparison Test
GOAL: to compare two or more designs with the objective of establishing which design, or parts of a design, are preferred by users.
WHEN: at any stage in the development cycle
HOW: A/B testing or parallel testing (testing multiple subcomponents of one application concurrently in order to reduce your test time
BENEFITS: At the early stages OF DESIGN, multiple workflows and even visual design concepts can be compared in order to learn what aspects resonate most with target users. Later on comparison testing can be used to evaluate the effectiveness of specific elements and even to determine which workflows allow users to complete their goals more quickly.
KEEP IT LEAN: Testing two or more concepts at any stage in the development cycle allows you to get more data out of your usability testing participants.
WHEN: at any stage in the development cycle
HOW: A/B testing or parallel testing (testing multiple subcomponents of one application concurrently in order to reduce your test time
BENEFITS: At the early stages OF DESIGN, multiple workflows and even visual design concepts can be compared in order to learn what aspects resonate most with target users. Later on comparison testing can be used to evaluate the effectiveness of specific elements and even to determine which workflows allow users to complete their goals more quickly.
KEEP IT LEAN: Testing two or more concepts at any stage in the development cycle allows you to get more data out of your usability testing participants.
The seven dimensions of usability:
Effectiveness ensures that users can achieve their goals efficiently and accurately.
Efficiency optimizes streamlining workflows and minimizes unnecessary steps. (Speed)
Learnability ensures that users can easily understand and navigate the product or system.
User Satisfaction creates a delightful and engaging experience.
Memorability facilitates users' ability to recall and re-engage with the design effortlessly.
Error Tolerance anticipates and prevents errors and provides clear guidance and error-recovery paths.
Accessibility ensures the product is effective and efficient for users with disabilities.
Efficiency optimizes streamlining workflows and minimizes unnecessary steps. (Speed)
Learnability ensures that users can easily understand and navigate the product or system.
User Satisfaction creates a delightful and engaging experience.
Memorability facilitates users' ability to recall and re-engage with the design effortlessly.
Error Tolerance anticipates and prevents errors and provides clear guidance and error-recovery paths.
Accessibility ensures the product is effective and efficient for users with disabilities.
Interaction Costs to minimize to attain a usable product:
- Reading
- Scrolling
- Looking around in order to find relevant information
- Comprehending the presented information
- Clicking or touching (without making mistakes)
- Typing
- Page loads and waiting times
- Attention switches
- Memory load — the information that users must remember in order to complete their task.
- Scrolling
- Looking around in order to find relevant information
- Comprehending the presented information
- Clicking or touching (without making mistakes)
- Typing
- Page loads and waiting times
- Attention switches
- Memory load — the information that users must remember in order to complete their task.
3- Agile meets UX here!
Following Agile principles as an iterative and collaborative approach secures flexibility, adaptability, and continuous improvement throughout the design process, and enhances my ability to work in cross-functional teams, collaborate closely with developers, product owners, and other stakeholders, and iterate quickly based on user feedback.
Empathy and Define
My favourite steps of the Human Centered Design process
How I translate findings from UX research into a user flow
1. Understand the Research Findings: I begin by thoroughly reviewing and understanding the findings from the UX research. This includes user personas, user goals, pain points, and any other relevant insights.
2. Define User Flow Objectives: I clearly identify the goals and objectives that the user flow should achieve. This could be improving the user experience, addressing specific pain points, or guiding users through a specific task or process.
3. Identify Key User Tasks: Based on the research findings and objectives, I'd identify the key tasks or actions that users need to perform within the system or product. For example, if you're designing an e-commerce website, tasks might include browsing products, adding items to the cart, and completing the checkout process.
4. Define Entry Points: I then determine the various entry points through which users can access the system or product. This could be a website homepage, a mobile app dashboard, or any other starting point for user interaction.
5. Map User Paths: I visualize the different paths that users can take to accomplish their tasks. This involves understanding the sequence of steps, decision points, and potential interactions they may encounter along the way. Use flowcharts, diagrams, or wireframes to represent these paths.
6. Consider User Decision Points: I then identify points in the user flow where users need to make decisions or choices. For example, choosing product options, selecting payment methods, or confirming actions. Clearly define these decision points and design them to be intuitive and user-friendly.
7. Incorporate User Feedback: If I have access to user feedback from usability testing or other evaluation methods, I incorporate it into the user flow design While considering any pain points or areas of confusion raised by users and making necessary adjustments to improve the flow.
8. Communicate and Validate: Once I've created the initial user flow, communicate and validate it with stakeholders, such as product managers, developers, or other designers. Get their input and feedback to ensure that the flow aligns with the project goals and requirements.
9. Iterate and Refine: Based on the feedback received, I iterate and refine the user flow design as needed. This may involve making adjustments to the sequence of steps, clarifying decision points, or addressing any usability issues.
10. Document and Share: Finally, I document the user flow design in a clear and concise manner. This documentation should be easily understandable by other team members, such as developers or other designers, and serve as a reference throughout the design and development process.
Remember that user flows are not set in stone and may evolve as the design process progresses. Regular collaboration, iteration, and user feedback are crucial to creating effective and user-centred user flows
I am a passionate user experience designer interested in constantly learning new UX trends, including Dark Mode, Voice Interface, Personalization, Augmented Reality, etc. I participate in design communities, including UX and UI design challenges, and I develop personal projects to make sure I am staying up-to-date.
I have designed several projects in the Finpro industry, including Claim Portal Design, CX HUB optimization and Equitable Advisor portal design. I also design and optimize different UX projects that belong to the art and business industries.
It fascinates me to increase functionality in the lives of users!