UX process

I practice user centered design principles basing design decisions on user needs and business goals. Here are the elements when I design

- Useful, Desirable, Usable, finable, accessible, and valuable
- Empathy - Navigation
- Consistent and Persistent
- Responsive
- Simplified


I believe in involving users throughout the design process is the best way to solve UX problems. Observation is the best teacher. Watching users over time reveals what they actually do, and allows me to design for those scenarios.

I use various tools(Adobe, Axure, Play maker, proto.io, Invision, Figma) for wireframe, ui flow chart and interactive mock-up for early approach.





"Making Flow charts are very important in UX Design"

I found consistently diagramming good user flows can help to hurdle a number of headaches and develop a better product. They definitly save us time in the long run.

When I build a user flow, the first thing I always think about is this -->
"Building a Flow with User Story. As a user, I want ..."


  • Be contextual – Be sure to mark where users are in their path through the interface.
  • Be human – Be trustworthy, transparent, and approachable with human interaction preferred over machine interaction.
  • Be discoverable – Be sure users can accomplish their tasks the first time they visit.
  • Be learnable – Be sure that interaction is easy and moving through product is seamless. Be sure that on subsequent visits users can accomplish their goals.
  • Be efficient – On repeat visits can they accomplish repetitive tasks quickly and easily?
  • Be delightful-Be sure that product delights users so that they have an emotional connection to it and champion your product.
  • Be a performer – Be sure that the system performs well when users are interacting with it.


My Design Process
  • First, Research/Analysis:
    o Gather Information, when I start a project, Discovery phase is the first step, it is because that I want to understand the project, how it works, who is users and how people feel this. It is important to have as holistic an understanding of all that create the ecosystem the product. Gathers as possible as without bias. I maintain a researcher’s perspective in that I must let the information build the picture for me as opposed to imposing my impressions upon it.
    o Then, how do I gather information?
    - Business Data: I start with business resources because they unlock unexpected user data. This is information that client or business stakeholders have about the product. This type of information can tell me lots of things when I analyze it who the key stakeholders and decision makers are, whether pain points and opportunities exist on the business side, whether the product/stakeholder team is aligned on the project scope, value proposition or business goals of the upcoming design phase.
    - User Data: This information can come from audits of customer feedback through more official sources. I often work with the researcher team to perform UR test. You can do user interviews through official focus groups or guerrilla user testing. The most important aspect of this data is it must come from the users themselves. You want to get solid grounding to empathize with the people who are meant to use the product.
    - Competitor Resources: Benchmarking the product against the competition is important. With this, you can compare how well the stakeholder’s understanding of the product is to the actual marketplace. What pain points can they be better? What opportunities have been forgotten? When looking at the competition, there are multiple lessens to consider as well. Who are the direct competitors?
  • Second, Persona/Storyboard/Sitemap:
    o Personas: It is an archetypical user whose goals and characteristics represent the needs of a larger group of users. descriptions include behavior patterns, goals, skills, attitudes, and background information, as well as the environment in which a persona operates. It is important for all kinds of interactions therefore also for AI, to create a better User Experience, improve the product as well as the technology. User feedback improves the algorithm behind the product and is a supporting part in the communication between users, the product, and the team.

    High level flow example(AWS)
    Diagram example(AWS)
    Persona example(Minecraft Launcher)
    Storyboard example(The code name “Pluto”: Star wars mobile at EA)
    Storyboard example(Building the Home at EA)
    Storyboard example(New Quest at EA)
    Sitemap example(Minecraft at Mojang)
  • Third, Wireframe/Prototype/Design:
    o Now you get to fun time, Wireframing is a practice which allows me to define and plan the information hierarchy of the Design that I want to create. This process focuses on how the designer or client wants the user to process information on a site, based on the discovery already performed previous stage. I normally draw with paper and a pencil start with, or sometimes at a whiteboard with team, or software like Invision, Figma, AdobeXD to create it. Without the distraction of colors, typeface choices, background images. This time I can plan layout and interaction of the interface.

    o High-fidelity prototype is usually allowed realistic user interactions. It takes me as close as possible to a true presentation of the user interface. Mostly work with Art director to define the Art style in advanced and apply them to the layout created on wireframe stage.

    Lo-fi/Demo example(Ipreo Logistric)
    Hi-fi/Demo example(Ipreo Muni state)
    Prototype/Design example(The code name “Pluto”: Star wars mobile at EA)

  • Last, Testing/Iterate:
    o Usability Testing is a testing method of measuring how easy and user-friendly. It gives more visibility on the expectations of the users. The goal of this is to understand how real users interact with my design and make changes based on the result. So, the primarily purpose of a usability test is to gather the date needed to identify usability issues and improve a design.

    o It is very important if participants can complete specified tasks successfully and identify how long it takes to complete their tasks. Also I make sure how satisfied participants with a design.