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Updated: 15 hours 31 min ago

Thanks to Figma Plugins, Automated Work Spares More Time For Design

13 hours 18 min ago

It’s been a while since beta but Figma Plugins is finally here. While Sketch is catching up with their cloud capabilities, Figma has also…

Categories: Design

The Minimum Viable Product

14 hours 32 min ago

A key part of the product development cycle, the Minimum Viable Product (MVP) plays a significant role. In many respects it provides a glimpse into the future state of a digital product. Unlike the fully completed product, the MVP intentionally contains a limited set of features, designed to give the stakeholders not only the insight into the future complete state of the product, but also to provide assurance that the product development process is on the right path with a sound strategy.

Minimum Viable Product

Irrespective of the features and other components of the MVP, it is important to understand its very purpose. One of its primary goals is to validate the overall product development approach the product team has embarked on. It is also designed to assure the stakeholders that the product team — along with other groups — is collaborating effectively to bring the future product to life. Depending on the nature of the product and applicable regulatory requirements, compliance and legal groups may also be involved in the MVP process.


A Minimum Viable Product is also an early indication of the effectiveness of overall product vision, set forth by the product team, and coordinated and validated amongst all of the product groups. The role of the product manager, or product owner, is ever so critical in this initial step. A well-aligned strategy greatly enables the overall success of the product development, with the MVP being a steady weathervane of the effectively tailored product vision.

Project Management

Achieving an effective MVP is an important managerial and technological challenge, requiring close coordination of all of the groups involved in the product development process. As mentioned earlier the roles and responsibilities of the product and project manager are of special significance. Product managers assure that the overall product cycle efforts align closely with the strategy and vision, addressing the stakeholders’ product requirements, both in terms of initial product capabilities and in terms of desired product features — all part of the initial MVP release. Depending on the complexity of the product there may be several product managers, lead by a more senior product leader with extensive expertise and experience.

A project manager assures smooth coordination among the efforts of all of the product development groups, including third-party vendors if so required. Their day-to-day coordination and, more importantly, communication is key to the overall success of the product development flow. They work in close coordination with the product manager, assuring close alignment between the planning and development processes and the overall product strategy.

Future State

In its conceptual core, the MVP is the scaled-down version of what a future product may look like in its full release, with most, if not all of the planned features. An early prototype of the future digital product, an MVP presents a structurally robust and technologically capable application. It effectively outlines major core functionalities, and defines primary and secondary interactive patterns. In its initial format it addresses major product requirements, while offering a comprehensive structural and technological framework for accommodating future additional features and capabilities.

User Testing

An effective MVP also provides for comprehensive user testing. It broadens the scope of the initial user testing, conducted during the early-stage planning and development phases. It offers the insight into the users’ initial product experience as well as their understanding of its various capabilities and functionalities. The research data and the knowledge gleamed not only provides better understanding of the initial experience with the product, but may also affect the overall product strategy going forward, including technical and other components. Undoubtedly, the research provides a valuable insight and feedback.

Quality Assurance

The Quality Assurance (QA) team works in close coordination with the engineering and development groups in addressing technical concerns related to the Minimum Viable Product. Depending on the size of the organization and the scope of the overall product approach, quality assurance team may closely coordinate with the network architecture, database management, information security and other technology groups.

User Experience

An integral part of the overall product team, the User Experience (UX) group plays important role in the product development cycle. UX practitioners provide broad scope of specializations, including information architecture, content development, research, interactive design, and others. The UX group’s expertise and knowledge of best practices effectively compliment the efforts of the larger product team. User Experience specialists develop appropriate product experience solutions, which align with the product strategy and answer the business requirements.


In my article, Product Development — a Creative Process, I outline the importance of effective collaboration among all product groups, including Development, User Experience, Marketing and other. The initial success of the Minimum Viable Product provides the required foundation going forward, and in the long run assures the overall success of the product development process.

The Minimum Viable Product was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Capitalizing on the ‘hurry up and wait’ waltz of UX research, Part 1: Recruiting

Thu, 09/19/2019 - 14:58

At times, research may feel like 90% planning and 10% actual research. Planning is the lurking, underwater portion of the research iceberg…

Categories: Design

The Low-Water Flush: A Missed Opportunity

Thu, 09/19/2019 - 11:36

Let’s talk about the UX of toilets.

Categories: Design

How To Avoid The Design Graveyard

Thu, 09/19/2019 - 05:27

Is it a vitamin or a painkiller?

Categories: Design

Free iPhone 11 Pro Mockup compilation [PSD, Sketch]

Thu, 09/19/2019 - 04:43

Apple released a new iPhone in the fall of 2019. It is a beautiful and powerful device with huge capabilities and the new camera that can easily compete with DSLR.

We surfed through the internet and found some early mockups of the device for Photoshop and Sketch. We will be updating this list with some more when we find them including our own device mockups that we are currently working on.

1. iPhone 11 Mockup PSD + AI by DesignBolts

Download Mockup
Format: PSD + AI

2. iPhone 11 Pro Mockup PSD + AI by DesignBolts

Download Mockup
Format: PSD + AI

3. iPhone 11 Mockups by Aditya Dubey

Download Mockup
Format: PSD

4. Freebie iPhone 11 Mockup — PSD by Asylab

Download Mockup
Format: PSD

5. iPhone 11 Pro Max Free App Presentation Mockup by MockupWorldHQ

Download Mockup
Format: PSD

6. iPhone 11 Pro Mockup — Sketch by Jusfan

Download Mockup
Format: Sketch

7. iPhone 11 Pro Mockup by MockupDaddy

Download Mockup
Format: Sketch

8. Complete iPhone 11 Mockup Set Sketch by Sudev Kiyada

Download Mockup
Format: PSD

9. Flat Minimal iPhone 11 Pro Mockup Sketch by Dmitriy

Download Mockup
Format: Sketch

10. iPhone 11 Pro Device Mockup Sketch by Dylan Barnett

Download Mockup
Format: PSD

We hope you will update your appstore screens and other marketing materials with these new beautiful iPhone 11 pro mockups.

Free iPhone 11 Pro Mockup compilation [PSD, Sketch] was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Free iPhone 11 Pro Mockup compilation [PSD, Sketch]

Thu, 09/19/2019 - 02:18

Apple released a new iPhone in the fall of 2019. It is a beautiful and powerful device with huge capabilities and the new camera that can easily compete with DSLR.

We surfed through the internet and found some early mockups of the device for Photoshop and Sketch. We will be updating this list with some more when we find them including our own device mockups that we are currently working on.

1. iPhone 11 Mockup PSD + AI by DesignBolts

Download Mockup
Format: PSD + AI

2. iPhone 11 Pro Mockup PSD + AI by DesignBolts

Download Mockup
Format: PSD + AI

3. iPhone 11 Mockups by Aditya Dubey

Download Mockup
Format: PSD

4. Freebie iPhone 11 Mockup — PSD by Asylab

Download Mockup
Format: PSD

5. iPhone 11 Pro Max Free App Presentation Mockup by MockupWorldHQ

Download Mockup
Format: PSD

6. iPhone 11 Pro Mockup — Sketch by Jusfan

Download Mockup
Format: Sketch

7. iPhone 11 Pro Mockup by MockupDaddy

Download Mockup
Format: Sketch

8. Complete iPhone 11 Mockup Set Sketch by Sudev Kiyada

Download Mockup
Format: PSD

9. Flat Minimal iPhone 11 Pro Mockup Sketch by Dmitriy

Download Mockup
Format: Sketch

10. iPhone 11 Pro Device Mockup Sketch by Dylan Barnett

Download Mockup
Format: PSD

We hope you will update your appstore screens and other marketing materials with these new beautiful iPhone 11 pro mockups.

Free iPhone 11 Pro Mockup compilation [PSD, Sketch] was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

User Flows- Why should you care?

Thu, 09/19/2019 - 01:41

This is the 2nd and last part of a two-part series on UX Research . Here’s a link to the first part in case you missed it.

img src :“Knowing where you are going is the first step to getting there.” ~ Ken Blanchard

It is important to figure out how the people we are designing for will make the best use of this product. What’s the easiest way for users to reach their intended goals and tasks? That’s what User flows are for. We can do so by using User Flows because they are easy to do and also easy to explain. It doesn’t have the complexities of visual design and it’s easy to iterate on paper so it takes less effort.

A User flow is a series of actions the user takes to achieve a goal.

User flows are also very important in communicating design to product managers, stakeholders, and developers. User flows provide a bird’s-eye view of the product. When working in teams, it’s easy to get lost in features, technical jargon or personal opinions and leave the user out of the product. So flows are important to make sure we don’t lose sight of the “why”. It’s like an app GPS. User flows as the name implies helps us deduce what the user is trying to achieve with that feature and how.

In designing a user flow you’d want to consider:

  • Who is the user of this product?
  • What is their goal?
  • What are the steps the user needs to take to achieve their goal?

In fast-paced environments where time is a luxury, and we need to communicate quickly but also clearly to stakeholders, good ol’ paper and pen might not really be a great option. I use whimsical a lot for doing flows. It’s also neater and can be documented as a UX artifact. Also, people will see that you’re not doing invisible work. It takes care of handoffs, especially between designers. Plus, you can make modifications or comments if you’re like me and don’t want people moving stuff around.

User flows help in breaking the product into sections and provides an idea of what the interface will look like.

Picking up from where I left off

After talking to people and getting a better understanding of the users and their pain points, I decided to design solutions that solve these problems, taking into account user suggestions. I started off by categorizing pain points, then prioritizing them using how frequently users complained about them.

1 — Inputting expenses Manually

Thankfully, we have ATMs and bank transfers and they are easier to use and accepted in most places, they are frequently used for transactions. So if the app connects to SMS (or to bank accounts for iOS devices), it can easily read transaction data and categorize them into different kinds of expenses e.g shopping, transportation, gifts, etc. Therefore, reducing the number of manual entries to be done.

2 — Forgetting to track expenses

While the solution proffered above can also take care of this, we cannot ignore cash transactions. So with reminders at preferred times, the app will prompt you to input daily expense/income.

3— Asking for too many details

Requesting for only necessary details at the very instances they are needed. Also, by providing reasons why their personal information is required and how it’ll be used would make people more comfortable because they are aware of the why.

4— Forecast expenses

Reminders to cut down expenses ahead of major periodic expense such as school fees, car maintenance, house rent etc.

Proposed Solution

The first thing to do is to define the user and what their goal is.

  • Who is the user? An employed youth
  • What is the youth’s goal? To track, budget and analyze expenses/income.

Next step is to map out the series of steps the user takes to achieve the goal.

I checked out other expense tracking apps like trackIt by piggyvest, spendee, spender. Spendee actually has a premium plan which covers bank account sync but it currently doesn’t have access to Nigerian banks.

The existing apps can be improved upon with these updates. Also, Banks are in the best position to help with expense tracking and budgeting because they are in charge of your finances already. They just need to add more information and visuals to the monthly financial statements.

More resources

If you have other questions or feedback on this, Shoot me a DM.

User Flows- Why should you care? was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

My current Figma vs. Sketch

Wed, 09/18/2019 - 02:50
A personal view about designing with both tools

It’s crazy to see how fast Figma has succeeded to capture such a big chunk of the design market. Design teams all around the world are rapidly switching to Figma as their main design tool.

For a long time, I haven’t got the chance to try Figma for myself and see what the buzz is all about, so when we had to kick-off a new project, we decided to give Figma a shot.

I’ve been using Figma for a while now. I wanted to share how it works for my personal needs comparing to Sketch.

Usage & Performance

When I was working on Sketch on a regular basis, it tended to crash a lot and files were gone without having an up to date version.

Figma solved this issue as it works very smooth, fast and doesn’t crash often if any. The biggest bonus is that you don’t need to worry about saving your files as it always keeps your files saved and up to date.

Having said that, I think Sketch is more convenient, more software than an app, as it was built in a traditional way, it feels more like a native app.

xoxo back to youRTL support

I’m aware of the fact this might not be a top priority for both of the companies, but still, none of them is perfect for RTL usage.

Although Sketch is better with RTL writing, it still has some issues when combining texts and numbers together in the same layer.

As Figma still lacks RTL built-in support, I’m waiting to see if and how they’re going to add it.


No question, collaboration is what made Figma so popular and successful.

Although the new Sketch for teams is an improvement, it’s still not there yet. It doubles the price of using the software in that way.

Also, I don’t like the repo method (like Abstract/Github). I get it for code but not for design, it just doesn’t make sense to me. Working simultaneously in the same place is so much easier and efficient.

Yay / NayHidden gemsFonts

Figma comes with Google fonts fully integrated which is fantastic, reducing the hassle of downloading and installing fonts. Yet it doesn’t have a preview on the fonts panel in general which makes it harder to pick the right font for your design.

Images handling

I love Sketch’s images drag & drop from the web. I can drag images right from my browser into my artboard.


Plugins for both are really great. I love more the way Sketch does that, more easy to use, although I like how in Figma you can access all plugins right from the app without having to download them from different places.

I think both tools are great. Yes, different tools might suit different usages but at the end of the day, I think people would prefer to design and work in just one place.

If you’re a part of a team and the need for collaboration is something you’ve been seeking for, then Figma is undoubtedly for you.

Thanks for reading! Catch me up on my Portfolio, Twitter, Linkedin, and Dribbble.

My current Figma vs. Sketch was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Introduction to Accessible iPhone Applications

Wed, 09/18/2019 - 01:16

During the recent decade, smartphones and tablets have become ubiquitous, changing the way we interact with the world and each other. Worldwide almost 2.7 billion people have a smartphone — that’s about a third of the population; for first world countries like America, this number is a staggering 96% of the country’s residents. From business products and tools to social and entertainment apps, almost every aspect of our lives has been enhanced due to technological advancement in handheld computers. However, there are some people for whom the availability of smartphones has been literally a life-changer.

About 15% of the world’s population has a form of disability, with 2–4% experiencing severe difficulties in functioning. While medical advancements have had an obvious impact on the lives of people with disabilities, progress in handheld technologies was a subtle and less noticeable, yet more widely spread and accessible way to improve their day-to-day life. Before smartphones, many people had to have a separate GPS device, bar scanner, voice-activated memo taker and other expensive devices to go about their day (keep in mind only the most fortunate ones had access to such devices and means to buy them). Today, all of that has changed.

Mobile apps for individuals with disabilities

There are two main ways application developers can help. First is creating dedicated applications to help with one or multiple tasks. Some great applications out there already help millions of people — for example, Be My Eyes lets volunteers receive calls from visually impaired people and provide visual assistance. Or Voice Dream Reader, called one of the best text-to-speech (TTS) app by many. These apps can be fairly easy to implement but help other people immensely.

The second option applies to almost all developers, and that is simply to plan for accessibility and make sure that your app adheres to accessibility guidelines (like WCAG or Apple’s iOS Guidelines). Good news is that with just a bit of preparation and extra work, your app can be used and enjoyed by more people around the world. An added benefit is that you make writing functional tests a lot easier when using “UI Testing” in XCode or other frameworks.

Accessibility for iPhone appsPhoto by Raphael Brasileiro from

Apple takes accessibility very seriously. Tim Cook even went as far as to call it “one of Apple’s core values” in one of the interviews. iOS provides both system-wide and app-specific features to enable ease of access, which means developers get a lot of accessibility features basically for free when developing their apps. Sarah Herrlinger, who leads Apple accessibility programs, says that accessibility is built into iOS, not bolted on, and it really shows — it includes many different systems, including captioning and audio descriptions, voice-over, display customizations, guided access, and speech synthesizing. They focus on four major accessibility concerns:

  • Motor — Users who can’t push the screen or can’t tap small items accurately.
  • Vision — Users who are blind or otherwise visually impaired.
  • Hearings — Users who cannot hear.
  • Learnings — Users who have mental health problems or conditions like dyslexia and autism.
Planning an Accessible App

If you want to include accessibility features in your app, your best choice is to start during the app planning phase. Here are a couple of things you should consider:

UI Control Flow

It’s much easier to control an app that uses a classic “top to bottom, left to right” flow and employs UI elements, recommended by the system. For iOS, for example, that would mean navigation controllers, table views for presenting lists and native input fields. Many visually impaired people rely on TTS for navigation, and using familiar patterns makes using the app that much easier

Taking Advantage of Native Accessibility Features

When you use native elements for your application’s UI, you get all of the system accessibility features by default. For example, when the user selects bigger system fonts, the app will enlarge everything automatically.

Accessibility-ready UI

During the design phase, make sure your app is still usable when system accessibility features are enabled. Many developers forget to take into account the UI changes, and increased fonts and changed contrast or transparency make their app unusable.

Accessibility Implementation TipsPhoto by Absalom Robinson from

Apple’s accessibility documentation is your friend when implementing accessibility features. A little extra work mentioned before is mostly making sure that your UI is reacting correctly to system-wide changes and adding accessibility attributes to the elements on-screen (adding concise descriptions might just be the hardest thing you have to do for an accessible app). Make sure to translate them as well if your app has internationalization.

A good way of developing with accessibility in mind is taking some time during testing to make sure your app is accessible. Thankfully, Apple provides a tool for that called “Accessibility Inspector”. It searches for common accessibility issues, shows you the attributes of UI elements in inspection mode and provides previews for accessibility elements.

Another thing to keep in mind is testing with VoiceOver enabled. It might even benefit your app in general as you identify convoluted workflows non-intuitive navigation when using this unique way of interacting with the device.


Hopefully, you now agree on how simple yet useful implementing accessibility is for your product. Not only does it provide unexpected benefits like easier UI testing and workflow streamlining, but you also most likely immensely help a sizeable percentage of your users without investing too many additional resources. The tools provided are almost too good to not use and are getting better every time as technology advances.

Originally published at

Introduction to Accessible iPhone Applications was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Handling Confrontation: UX Research Edition

Tue, 09/17/2019 - 11:57

Shocker: I hate confrontation. But I’m trying to learn how to handle it.

Categories: Design

What to Expect When Conducting Enterprise UX Research

Tue, 09/17/2019 - 00:46

User research is paramount when it comes to creating a rich and valuable user experience. Done right, it also translates into a product that’s high on quality, utility, as well as business returns.

The enterprise context brings with it its unique set of challenges — a large number of stakeholders, legacy systems, and buyers who aren’t necessarily users — to name a few. Therefore, certain key pointers must be kept in mind while conducting UX research while designing enterprise software.

Enterprise buyers aren’t its actual users

An enterprise application vastly differs from a regular B2C app, considering that the customer is never your actual user. A company develops its applications for its employees — and is seen as a means to achieve business goals.

Users of enterprise applications function with a sense of compulsion, rather than choice, because their job requires them to do so. Thus, understanding their needs and fulfilling their requirements is vital. Failure in this space results in high levels of resentment which negatively impacts performance. The success of the enterprise project rests heavily on how well the user needs are fulfilled, which leads to enhanced productivity. However, fulfilling user needs begins with the accuracy and finesse employed by the research team at the very beginning.

Multiple personas using a common workflow

Enterprise systems are handled by users with different functions, expertise levels, and positions of authority. Each individual user has his own functionality embedded into the system which connects him with other users in the workflow. Within the system, every job function may have its own interfaces, utilities, and functions. Most workflows may process varied sequences of actions carried by different sets of users.

It is the researcher’s responsibility to cover all protocols connecting the users of the workflow. Also, asking pressing questions that reveal the connecting actions between teams is essential to understand the details of internal communication and mutual dependencies.

Gain a basic understanding of the domain

Enterprise applications comprise an intricate weave of complex interfaces and interactions that help drive the business forward on a day-to-day basis. Thus, a deep understanding about the workflows is an absolute requirement for any research team. This process involves ensuring that the needs of each user role match up well with each task along the workflow.

It goes without saying that working on enterprise projects calls for obtaining a thorough insight of the domain within which the application is being used. An advantage here is that researchers can seek out the users, who are the real experts in terms of using the application as well as possess domain-related inside information. The onus lies on the researcher to create a well-functioning working relationship with the users in order to solicit the right information, interpret it, and thoughtfully connect the dots.

Armed with the basic domain knowledge, you will be in a better position to map and analyze your findings in a meaningful manner.

User behavior is as complex as the legacy system they work with

Majority of users working with legacy systems do so solely to accomplish their duties, no questions asked. There are several instances of people learning selected parts of the mainframe that are needed to complete their job. Any minor change in the workflow may result in a drop in efficiency since they refrain from understanding the functionality of the system as a whole. From the designers’ perspective, this kind of user behavior can bring in an element of reluctance while introducing changes in the system.

Thus, the researchers have to also carefully study the history of the system, its evolution and user reactions to it, in addition to understanding the current behavior patterns and expectations from a new system.

What users say vs. what they actually do

In EUX research, you cannot take anything at face value. As a researcher, you’d want to trust people when they express their thoughts and feelings in interviews and feedback forms, but you also have to rely on your instincts to get to the bottom of things. Working in such an environment requires you to cross-check and analyze the obtained data and verify it against multiple scenarios. Furthermore, you also keep abreast of other decision-influencing factors such as the work dynamics, hierarchy, and cultural issues, especially within large organizations. As overwhelming as it may sound, this indeed is an essential aspect of EUX research. It helps, greatly, to pay attention and observe things that simplify complicated workflows like places where people need help in navigation or spots where they seek proactive suggestions and appropriate hints for navigating to external systems.

User delight in enterprise systems is possible

Surprised? You shouldn’t be. After all, users — be it enterprise or consumers — are human. It’s just that the years of mental conditioning has led them to believe that dull and complex enterprise applications are a bitter, yet necessary reality of their work life. These very people are easily able to diss bad experiences in commercial apps, but when they transform into being an enterprise user, any minor change that improves their workflow makes them jump with joy. During the product testing phase, designers may often encounter instances of users expressing immense delight at the smallest of changes which makes their job even a tad easier.

Needless to say, that all users are human after all, and they bear a common desire to work with delightful and pleasurable systems that are aligned with real-world experiences.

For the designer, working in enterprise systems may feel akin to walking in a field infested with landmines. However, the success gained in working on such projects is also as sweeter, if not more. The rate of this success hinges greatly on the quality of the findings and observations derived by the research teams — after all, this is the step where the great EUX revolution actually begins.

What to Expect When Conducting Enterprise UX Research was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

InnoHubs: UX Case Study

Mon, 09/16/2019 - 07:36
InnoHubs: UX Design Case StudyProject OverviewCompany-

InnoBytes Technologies

My Role-

User Experience Design Intern


1 week & 3 days

Summary of project-

InnoHubs is a Global Innovation Hub collaborating with academia, researchers, young and talented and also senior and experienced professionals, global corporations focusing on innovations from all over the world. It’s a platform for promoting and encouraging aspiring entrepreneurs. It’s a parent website of GlobalTalent, Guru, BizGrowth and other websites. This project is focused on redesigning the whole look and strategy of InnoHubs website.

Process followed-

Google’s Design Sprint process (5-day design process)

Key deliverables-
  • Initial project plan
  • Research insights and results
  • How Might We’s
  • User Flow
  • Wireframes
  • Clickable high-fidelity prototype
  • Presentation

The new design of the website provides users with the ability to:

  • Easily navigate and grasp information.
  • Engage with more specific and relevant content to the user.
  • Browse through the website seamlessly and easily because of the minimalistic approach of design.
Design ProcessInterview sessions

The process began with interview sessions with the visionary, who specifically discussed and briefed the requirements, goals, objectives and strategy of InnoHubs platform.

Existing website review

After the interview sessions, I reviewed the existing website of InnoHubs. The review led to defining opportunity areas for the redesign.

How Might We

The next step was to jot down as many HMWs as possible. Some of the important ones were

  • How might we deliver the message of the platform’s objectives, motives and mission to the users clearly?
  • How might we give clarity to the users on what the website has to offer?
  • How might we create a website which looks less scattered and confusing?
  • How might we lessen the cognitive load of the users by giving only relevant information to them?
  • How might we improve the overall aesthetics of the website?
  • How might we design a website which is usable and accessible to a diverse set of target users?

Since this website has a lot of diverse target users, collective decisions led to implementing a dropdown for selecting the specific user on the website. This made the usability better as the information flowed according to the relevancy of user-group.

Early quick sketches while ideating the information architectureUser Flow/ Navigation

We identified that the whole website was poor from a navigating point of view and it was very confusing to browse through the website. As we implemented dropdown, it brought more clarity and even breathing space. And the users got relevant suggestions according to a specific user. Following is the updated user flow:

User flow of InnoHubs website. As per the user type, relevant tiles with call-to-actions will be presented.Style GuideThe style guideWireframes

The redesigned landing page consists of an illustration with a short brief about InnoHubs platform. When the user scrolls through the landing page, the dropdown menu prompts the user to select the user type. The list of target users of InnoHubs platform is — Entrepreneur, Mentor, Student, Women Entrepreneur/ Professional, Kid, Rural Entrepreneur, Differently abled, Senior Citizen, Defense Personnel/ Family Member. Afterwards the user will get relevant suggestions based on the user-type selected. And then, the user will get redirected to the respective pages/sites according to the demand.

Here are the low-fidelity wireframes:

Final Solution/ High-fidelity prototype

The design process described above resulted in a high-fidelity prototype of the website made using Adobe XD. Some of the key screens are shown below:

Key High-fidelity prototypesKey takeaways

The re-designed InnoHubs website was received very positively by the visionary/client and the users. Users stated the app was not only simple and minimal but helped them feel more confident when navigating through the website. The website also depicts clarity of InnoHub’s objectives and mission.

Final remarks

It was tough to be able to finish this project in a week and a half but regardless it was definitely a fun project to work on. The next phases of the process for the website are to keep iterating. The website now is under development and will be launching very soon.

InnoHubs: UX Case Study was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Top UI/UX Design Works for Inspiration — #70

Mon, 09/16/2019 - 02:24
Top UI/UX Design Works for Inspiration — #70UI & UX Design Inspiration

Every day most digital designers look for inspiration on sources like Dribbble. In a large stream of the works, it is very easy to miss some quality shots with small number of likes and comments.

We decided to change that and every week showcase some of the recent cool shots of young designers who didn’t get much attention of the community. Here they are:


Categories: Design

Summers at Bounce: An experience of a lifetime

Sun, 09/15/2019 - 09:11
The lovely group of people I had the privilege of working with! at Bounce Design: An experience of a lifetime

It’s been almost a month since I’ve been back home after spending this summer at Bounce. Recalling all the time I’ve spent as a part of the startup, I decided to share my entire journey and learnings on this blog, and how I could make my dream of working at a rapidly growing startup come true.’s all about patience

Having spent the last winter at StoryXpress in the chilly Gurgaon winter, I was exploring my options this summer and actively started applying, reaching out to recruiters, and connections from March to enquire if there was any opening this summer. To keep things simple, I prepared a Google sheet and kept track of the status of my application with whichever company I was interviewing. After multiple rejections, interviews and a lot of patience, I finally got an offer to join Bounce as a UX Research Intern in the Product Design team. It was truly one of the best feelings I’ve ever had. Given that I just had four days to pack and leave for my second solo journey, there was a lot at hand and so little time!

Cool fact: The first Indian city to get its own logoNamma Bengaluru

On the evening of 25th June, here I was in the Silicon Valley of India, a city of dreams for a lot of young graduates, and a place full of opportunities. This being my first time in Bengaluru, there were a lot of first-timers; some of them being the almost cashless economy of the city, the amazing weather (with a striking difference from Bengal), “Kannada Gothilla”, and traffic woes

Categories: Design

How can you create a more mature validation culture?

Sun, 09/15/2019 - 07:39
How to create a more mature validation culture?

I want to talk about how businesses approach work, specifically how an idea comes through validation into implementation. And how I together with my UX team introduced and grew a more mature validation culture.

Have you ever caught yourself in a conversation where stakeholders are suggesting solutions and then you hear testing a prototype or doing surveys as the only dimensions of validating the idea.

If the answer is yes, you need to take a step back and think, ‘Can the idea be validated in a better way?’

More often than not, it can. But everyone in the company must have fallen into a comfortable pattern and you as a UX designer have the power to shake things up. Because if you don’t, you will end up building products that are not solving the right problems or that are not important for the customer.

How can you change the pattern?

Never stop asking questions. Asking questions is such an awesome part of our job. Challenging hypothesis, being curious about people’s motivations
 It’s a big responsibility to ask the right questions at the right time, though.

The more questions you ask, that no one can answer, the more likely you are to get support for more research and validation. The fun starts when you pick how to approach those questions. Questions like, ‘What goals are we trying to achieve? What problems are we solving? ‘What are the best ways of solving them?’, could be answered differently. Surveys and prototypes are not always the right techniques.

How do you choose the right technique?

As a UX designer you are familiar with a wide range of techniques, and your challenge is to make sure you choose the right one and get all the stakeholders on your side.

This is where I would highly recommend ‘Validating Product Ideas: Through Lean User Research’, a book by Tomer Sharon. Not only is it very practical, it’s easy to apply in real work scenarios.

Your go to book for inspiration on validating ideas. Courtesy of Rosenfeld Media

It is structured around the idea lifecycle and the questions you might be asking at any given point. Tomer brilliantly explains the best techniques and approaches for a range of questions from, ‘What should we build?’ to ‘Which design performs best?’

The beauty of the book for me personally was that it offered a different angle of introducing and promoting those validation techniques to the management. Most likely people on your team would be familiar with most of the techniques listed in the book, but it also tells how to mitigate any misconceptions about what the UX team can offer to the business.

This is a great opportunity to change how the UX team is seen across the business and show how valuable UX is.

What did I learn from shaking up the existing approach?

I am not going to go over the methodologies in much detail in this article. I would like to share the journey of introducing those new approaches in my company and what I learned.

We had this exact problem of relying too heavily on testing and surveys for any idea that popped up. I wanted to change this and try different techniques to avoid building features that were very usable but not desirable.

Depending on the company you work for, change might not be an easy thing to introduce. I am lucky to have the support of fellow UX team members and a leadership team that believes in UX and encourages innovation. However, there still were some challenges.

Everyone’s initial reaction to my suggestions was, “Oh, that’s cool”. Followed by, “But we are already doing some of those, so why change them? They work and they don’t take too much time or resources”. That’s where I had to take projects case by case and give examples of where we are too far in the process of developing a solution without having validated that it’s the right problem and that we need to take a step back and revalidate. Or out-there ideas that need more thorough prototypes that can be validated outside of the lab setting and so on.

As much as I’d like to say that after that we instanly changed the approach and lived happily ever after, the reality is a bit less exciting. I quickly learned that you need to pick your battles and prove the value gradually. For example, if something is already almost built, no point pushing for rolling it back and doing the process ‘properly’ — you need to find ways of assessing the product after launch and iterating. Or in my case, several projects that might be addressing the same problem were ran by different teams. I visualized the ‘problem space’ with all the hypothesis and proposed solutions, overlapped it with questions that we haven’t answered and resources needed to run better validation. As a result, senior management saw exactly what I meant and why I was pushing for more research; that, instead of committing to a couple of ideas, the business will gain from having a better understanding of the problem space and might end up with other solutions off the back of that.

Thus far, we have done a big piece of quantitative and qualitative research to re-evaluate items that were already on the roadmap. We learnt what people currently do, why they go to competitors, what features are really important (and I mean REALLY, not theoretically). This informed the overall strategy. Not just product roadmap but marketing, trading and brand strategy as well, which was the first time everyone was aligned so well. This has set a great example for getting more buy-in for research and various validation techniques.

Recently we kicked off a vast research piece on habits and familiarity, while pausing on development of isolated ideas aimed at building habit. I treat that as a win.

The takeaway is — go outside the boundaries of the typical validation methodologies you use, get stakeholders on board by picking the most important project and proving the value of UX input on it and don’t forget to have fun :)

How can you create a more mature validation culture? was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Case Study: A Solar Panel Dealer Website

Fri, 09/13/2019 - 03:40

A small case study to help the vendor of solar panels and batteries to build an online estimation tool for their existing and future customers.

Problem Statement

Design an online estimation tool for both first-time and existing customers to easily choose and purchase the right Solar panel based on their needs.

  1. The website should be simple and easy to navigate
  2. Create user-friendly interfaces
  3. Should work well on mobile as most of the traffic is expected to be on mobile
  4. Create original and satisfying contents
My Design Process

Smart user experience design starts by identifying the problem and guiding all ideas to solve that problem. My design process involves the following five stages.

Let’s Start With a Hypothetical Persona1. Saji NapoleonNew User2. ShammiExisting UserJobs to be done to successfully buy the right Solar Panel.
  • Has to research about things to consider when buying a Solar Panel?
  • Which one to choose?
  • How is the installation process taken care of?
  • Brands that available in the market?
  • Maintenance? Cost?
  • Where to buy from?
  • What happens during the rainy season and when the sun is hidden for a long time?
  • What happens if the Solar Panel does not generate enough power? What happens if it generates excess power?
  • What is the process of selling excess power?
User Stories
  • Saji wants to purchase good quality and sustainable solar system for his home.
  • Saji wants to know about the price of different solar panels and select a suitable one for his home
  • Saji needs an experienced electrician for installing a solar panel to his house
  • Shammi wants to upgrade the solar system that generates enough electricity for his home, both during and off the grid.
  • Shammi wants to convert his homestay normal inverter system into the solar inverter
  • Shammi wants to send excess current to the electricity grid. so that he can reduce his utility bill and improve his savings.
Information Architecture

Creating an Information Architecture (I.A) will help to organise the content in a findable and easy discoverable way. It allows the user to complete the tasks and goals in a more effective way.

Sketching (Lo-fi wireframes)

Sketching helps to organize thoughts and communicate ideas to crack a design problem.

New UserExisting UserVisual Designs

Starting from the user's pain point, I tried to find solutions to solve them and improve their experience.

HomeHome PageHelp Me Buy-New User FlowHelp Me Buy-Existing User FlowConclusion

Due to time constraints, the research and consequents assumptions are based on my personal experience and a small amount of data.

Deep analysis and additional testing needs to be conducted in order to refine and validate the solution.

Thank you for reading this far :)

Hopeful you enjoyed this case study. If you have any feedback, I’d like to hear from you.

Connect me on LinkedIn.

Case Study: A Solar Panel Dealer Website was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

UX Design Weekly Digest: Issue #7

Fri, 09/13/2019 - 03:11
September 6-September 13

The latest news from the world of UX design:

Basic Types of Buttons in User Interfaces

Marina Yalanska of Tubik Studio collected the definitions and examples for the widely used types of buttons we daily seen on websites and mobile apps.

Cooperative Design Systems

Sometimes an existing system won’t meet the needs of your project or users. Depending on the state of the existing system and the goals of your project, there are several strategies for adopting a scalable, pattern-based approach without sacrificing the user experience or inviting tiresome organizational turf wars.

The Gradual Design System: How We Built Slack Kit

Garrett Miller shares the story about Slack Kit. A group of engineers, designers, and writers began to centralize these standards, documenting the bits and pieces, small and large, that make up Slack.

Better Search Results

Bradley Taunt shares his UX experiment and case study re-thinking the design of search result layouts

Making Figma feel more at home on the Mac

Norm decided to write my own Figma desktop app with the mission of making Figma feel, more at home on the Mac.

Integrating Video and Web Content: Lessons in User Interface Design

Practical tips on how to add video content in web pages and mobile screens.

After Effects and Lottie, meet Webflow

With some help from Lottie, Webflow team brings the power of After Effects to Webflow and unlocking a new realm of possibilities for animation on your sites. tips on using components in Figma

Jake Tsacudakis explains what components are, how they work, and give you a set of best practices you can use to incorporate them into your Figma design workflow.

30 Things We Often Forget When Designing Mobile Apps

This article is a memo that will remind designers who work on mobile UX about the things they need to design before sending the app to AppStore/GooglePlay.

Logo splash screen by Gleb Kuznetsov✈Button Contrast Checker

Test all the buttons and links on your page with just one click. Check if you have are compliant with WCAG 2.1 contrast guidelines.

How Video Games Inspire Great UX

Video games have a power to change your perspective. They seemed so much edgier, playing with deeper and more experimental UX techniques. In this artile, Scott Jenson goes well beyond classic “gamification” and tells how video games can inspire great UX.

Email Love

Email Love is a collection of carefully curated email resources.

Color System Plugin for Sketch

This plugin for Sketch allows you to switch between Light and Dark Mode directly in your design with one click.

50 Important Truths I’ve Learned About UX Design

Guy Ligertwood shares his thoughts about the UX design industry.

Can I Email

The tool helps you check the support tables for HTML and CSS in emails.

Visit UXPRO for more news, design resources, and inspiration. FollowUXRRO on Twitter for the latest updates about UX design.

UX Design Weekly Digest: Issue #7 was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Redefining the buying experience with Realistic 3D Models

Thu, 09/12/2019 - 01:36
Why do people shop online?It can be answered with one-word ease.Why ease?

Assume you need a Microwave.

Maybe you don’t know which electronic store will give you the best offers or the nearest electronics store is very far away or you don’t have enough time as you have to prepare for an important meeting, I can list down 10 more reasons why you would buy online but common theme in all of those reasons will be

  1. Saving Time
  2. Solving the age-old shopper dilemma if I am buying the right thing at the right price.
But is online shopping a better buying experience compared to shopping in a brick and mortar store?

Brick and mortar stores can never solve the above problems but shopping in the physical store has its own advantage because it is tough to bring the emotions and engagement of the physical product while shopping online. Let’s take the microwave example again — while buying it from an offline store you can see how it will look from all angles and you will get the feel of its size to understand how it will fit in your home. It is clear both the methods of shopping have its own advantages and disadvantages.

Now let‘s get a little imaginative.What do you think is the perfect buying experience?

I am on the couch, watching a show on my Amazon Prime account and I like the vintage vase in one of the scenes. I’ll shout “Alexa! pause the video right now. Can you tell me where I can buy that brown vase that Sherlock is holding”
Alexa replies “Sure, Lord Commander. Give me a bit
. Found it. I have sent the link on your phone.”

And 10 seconds later I am seeing that same Vase from all angles in 3D on my phone but I am still not sure should I buy it or not. I think to myself “Okay let’s see how it looks next to my TV” and I press the"View in your space" button and the vase augments next to my television and goes perfectly with my wooden textured wall at the back, prompting me to hit buy. Done. Dusted. I again immerse myself back to Arthur Conan Doyle’s world.

What are your views about this buying experience? Leave your thoughts in the comments.

Okay, let us get back to reality. Alexa scanning content on my screen and finding relevant products might be a little far off but at this moment! right now! at this very second! you can have the whole catalog of 3D products on the web and moreover, augment those products right in front of you.

How is it possible?

You must be wondering is it even possible for a model to look good on the web. Previously representing black or glossy on the 3D models on the web was impossible but now with PBR shaders, it has become easier to model realistic models for the web.

PBR, or more commonly known as physically based rendering is a collection of render techniques that are more or less based on the same underlying theory which more closely matches that of the physical world.3D Diamond Model on the web

The differences between “traditional” shading and PBR shading can be stark:

In Augmented Reality, if you put an object with glossy PBR property then it would reflect the environment around it as if it were a real one

3D is the new 2D

Shopping in an offline store brings emotions and engagement that an online store could never fulfill but 3D which brings contextual information and engagement can play a huge role in bridging the gap between online shopping and brick-and-mortar stores.

When you are buying the product often, you will have to scroll through countless photos to find the angle you’re curious about — if that photo exists at all — and then struggle to zoom to the required detail.

82 percent of visitors to the product page activate the 3D view, and 95 percent of respondents prefer an interactive 3D representation to video playback.

You can zoom in or out, rotate the object, and view it in motion leaving the customers with no blind areas to wonder about — and the whole experience is completed when you can see the furniture right in your room and see if it looks good with your walls or will it fit in the room.

Augmented Reality completes the whole shopper journey where the customer is sold without even going to the store.

Revolutionizing Customer Insights

Suppose that 100,000 clients invested twice as much time concentrating the back of a specific dress than they did the front and they zoomed in to see the sewing and texture. To a data-loving e-Commerce company, this piece of information could prove decisive.


E-commerce websites who seek an immersive and engaging experience that 3D content and Augmented Reality is set to provide must be wondering how to showcase 3D models on their site. Scapic’s AR Scape is a solution for all your 3D and AR. Learn more about it here.

Emotions are the essence of every customer experience. And good memories can lead to enduring customer relationships. 3D is the way to distinguish brand as a customer-centric innovator.

Redefining the buying experience with Realistic 3D Models was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design

Airplanes don’t kill people and technology doesn’t design itself.

Wed, 09/11/2019 - 23:23
Or: Bad UX designers are destroying the world

First, I owe my readers an explanation. Some of you have been wondering where I’ve been. Simply put, Medium’s algorithms suck now. I once would get 1000 unique views within a week of publishing, bare minimum, and now some of my best recent articles have yet to hit 1000, even months later. Medium is a dying platform, and I’ve jumped ship. But like Kate Winslet pining for Leonardo DiCaprio, I can’t help but jump back on for one last misadventure.

Now for the fishing hook under that click bait...

I’d like to start off with a headline you may have seen on Twitter:

I don’t think I need to get into a highly political rant for you to understand just how fucked up this choice of words is. Airplanes did not “take aim” at the World Trade Center. Even the most advanced self-flying planes of 2019 cannot spontaneously decide that the New York City skyline could use some pruning, let alone Boeing 767s from the 1980s.

While this surreal Tweet clearly had a dystopian political motivation behind it, I sense that there is a more subtle dynamic at play that will get lost in the fracas. Maybe, just maybe, the Tweet’s author thought they could get away with this word sorcery because society has surrendered to the notion that technology has taken over and humans no longer have any agency in its direction.

Yesterday, I read this article:

Why Nothing Works Anymore

The message on the surface was spot-on: technology is being built upon other technology to compensate for the shortcomings of that technology. As a result, the technology “wants” to serve itself as opposed to the humans who built it. The implication is that the confluence of technology being designed to serve other technology will result in some sort of emergent digital sentience that builds itself upon itself with zero regard for the humans it was once supposed to serve. The implication is that it is already happening.

While this article all but invokes Skynet, it seems to ignore the fact that technology is not actually designing itself. It just appears that way because of an entirely different automaton, namely the rank-and-file UX designer.

You’ve heard this from me before, and I’m going to say it again. The quality of the designer pool is going down, not up. “Bootcamps” are pumping out low-cost and low-quality so-called UX designers, and flooding the market. In the process, the expectations of corporations for a UX designer are degenerating from a respected specialist to a mindless assembly line worker who is intended to push pixels around a predetermined framework. This might explain the perennial calls for UX designers to be graphic designers: it keeps them so focused on superficial decoration that they don’t have the time or functioning skills to actually put up a fight for a better user experience.

This horde of cookie cutter peons is utterly unable to cope with the forward march of technology. Ian Bogost’s article observes that technology is growing exponentially in complexity and pervasiveness and that each new generation of technology is never fully understood by the people designing it. This lack of understanding inevitably leads to massive design failures which are addressed not through a thorough redesign at the fundamental level, but yet another layer of even newer technology. If the tech companies and their peons could not cope with the last generation of gadgets and algorithms, they are even less capable with the next.

The Wizard and the Gremlin

Imagine a wizard who summons a gremlin to work in his laboratory. Instead of working, though, the gremlin starts sabotaging the wizard’s work, ripping pages out of spellbooks, knocking vials of potions on the ground, and generally being a pain in the ass. The wizard could simply kill the gremlin, admit he was too naive about conjuring, and study up on the subject before summoning a demon to work for him. But instead, he summons a goblin to subdue the gremlin.

Predictably (to us), the goblin turns out to be just as insubordinate as the gremlin, and starts doing even worse damage. It is also a bit more physically threatening, so the wizard would be putting himself in danger if he tried to kill the goblin. So he summons an orc to kill the goblin. The orc kills the goblin but then immediately turns on the wizard who, now terrified, summons an ogre to kill the orc. When the ogre inevitably attacks the wizard, he reaches his last resort, and summons a dragon who proceeds to incinerate the ogre, the wizard, his laboratory, and the surrounding countryside.

Those mythical beasts are the technology of the 21st century and the wizard is the industry. At no point has the tech industry taken any steps (beyond lip service) to rein in the out-of-control technology that it has allowed to run rampant. The wizard’s inadequate skills are represented by the mediocre designers who couldn’t fully think through even previous generations of technology and now have to somehow design a cage around it using novel concepts they understand even less. If the wizard couldn’t conjure a docile gremlin, how could he ever hope to conjure a docile dragon?


The tale of the Wizard and the Gremlin does not tell the whole story. It would be nice if we could believe that the industry was so well-intentioned and they simply let their work slip out of their grasp, no matter how hard they tried to rein it in. We all know perfectly well (as Bogost’s article acknowledges) that douchey techbros have turned the customer into the product.

Companies like Facebook and Google do not serve their users; they serve their advertisers. In turn, they have created technology that is adversarial to humans. Anyone who throws up their hands and claims “I had no idea!” in light of their loathsome original intentions is like a parent who beat their child and then cries crocodile tears when they shoot up a school. Facebook is more like a wizard who started off summoning an ogre as a personal thug.

Beyond the techbros themselves are the higher-level product designers whose tendency toward social engineering and other insufferable do-gooding has led to product designs that are inherently anti-human. When you hear pinheaded pundits warbling about the “sharing economy” and “end of ownership”, is it any wonder that we’re headed to hell in a handbasket? AI is being patterned on Vladimir Lenin.

If that were not bad enough, there are modern day Quislings actively calling for laws to give rights to robots. One execrable TED Talk (to which I will not link) made the not so veiled claim that there should be laws against attacking robots “because it teaches people to be violent”.

Technology doesn’t design technology. People design technology.

As much as some people want to believe that technology is an inscrutable, sentient force that has grown beyond our control and we must surrender to our robot overlords, the fact is that there are people at all levels of the corporate hierarchy actively building Skynet through a mix of greed, featherbrained utopianism, and good old stupidity.

For those of us who recognize the threat of renegade machines and who possess the skills to address it, it is incumbent upon us to spend our waking hours trying to turn back the clock where we can, re-injecting manual control into our devices and software, and to stem the tide in other places, making sure that the subsequent layers of technology are designed sanely.

What this means is that you need to be able to say no. You may receive orders to design bad things. Things you know are anti-user. Things that will likely be cloaked in touchy-feely language to sound like they are good for people. These ploys tend to give themselves away with pitches that include “knowing them better than they know themselves” or “problematic”. You must learn to spot these initiatives and extirpate them before they grow.

As software invades increasingly vital (and lethal) facets of our lives, the price of bad design will go from expensive to unaffordable. As the principles built into tech when tech meant apps for ordering beard balm begin to osmose into military weapons, the old adage may cease to be true: guns really will kill people.

Like this article? Give me 50 claps.

Not to be confused with 50 Shades of the Clap, Cardi B’s new album.

If you look at my older articles, you’ll see I had dreams of hitting 15,000 subscribers by the end of 2019. As it is, I couldn’t even hit 5000 last year because Medium pulled the rug out from under me. This is why I am going to be moving to a podcast format very soon, as well as developing an all-new format of infotainment that was built on the principles of UX and human cognition.

If you want to follow me, go to this page and sign up for my mailing list.

This is the year where hope fails you. The test subjects run the experiments. And the bastard you know is the hero you hate.

Airplanes don’t kill people and technology doesn’t design itself. was originally published in UX Planet on Medium, where people are continuing the conversation by highlighting and responding to this story.

Categories: Design
©2019 Richard Esmonde. All rights reserved.