By using workshops and research effectively I can gather necessary knowledge quickly address user needs with appropriate design solutions.
One of the core elements of my UX Design process is about finding out the real problems your target audience needs you to solve with your product.
Workshops are an important part of my approach. Through collaboration I am able to tap into the collective intelligence of a team.
Digital Harvest hired me to improve the user experience of their sugarcane harvesting software. Digital Harvest was mainly focusing on Central America and Indonesia with their harvesting software. This meant conducting user research with a very diverse and partly remote user group.
At Onyra/Mindclub my task as the first UX Designer was to make the organisation more user centric by leading design thinking workshops and conducting user research. The aim was to both gain more visibly outwards and improve the already existing product.
I joined slavefreetrade as the first Designer. The aim was to build a human rights intelligence system dashboard that enables organisations to track human rights concerns within their supply chain. Developers had already started some basic work, from which I started off.
As part of my UX Design Course with CareerFoundry I started this project. With a background in Human Rights I wanted to work on something that related to that. At the same time I was also getting trained as a legal advisor with the Refugee Law Clinic Berlin. Asylum Advice had the intention to fill the gap where in person advice could not help refugees get the information they needed to have a fair asylum procedure.
I start every project with a workshop where I define the problem my client needs to solve. I usually gather all the knowledge about the product and especially its target audience. I try to come out of this workshop with a clear problem statement and a fundamental understanding of the product and its goals.
To be able to validate my problem statement from the kick-off workshop I need to actually get in touch with the target audience. I usually do this by conducting interviews and surveys, which help me find out if the problem statement from the kick-off workshop does actually resonate with potential users.
With my research results at hand I conduct another workshop in which I gather ideas that could tackle the problem. The ideation workshop is there to get a big variety of ideas out and outline a general direction collectively. At the end of this workshop we ideally have a handful of chosen ideas that I can then take into the wireframing and prototyping phase.
With just a few chosen ideas at hand I then start wireframing. In this stage I still only make quick and rough sketches of different screens of an app or website. By iterating on this I slowly approach a solution that is ready to be connected into a prototype. Working in Figma, I am able to connect my different screens into a click dummy that is ready for testing. At this stage I haven't gone into actual UI Design yet. All wireframes are still grey scale and just good enough to have testers understand their logic.
With my prototypes equipped I then start user testing. I recruit between 5 and 7 people from the target audience and have them travel through various scenarios of the product. By doing this I get feedback on what still needs to be changed to improve the user experience. Taking my findings of the user testing into consideration I revise my prototype.
In case there is no existing branding of the product I organise another workshop in which we go through several exercises to find out what kind of character the brand should have. Taking these findings I then start my work on choosing fitting colours, typography and go into applying the brand to the user interfaces of the product.
Before I go into handing over I create a design system that contains all rules, colours, fonts and UI elements. Using atomic design principles I create a clean documentation of all the design elements and make it easier for developers and designer after me to continue with what I created.