As a solo designer, you can follow a simple but reliable technique of UX growth
The UX design method itself is very flexible and can change significantly based on the circumstances, with different design teams having different techniques to enforce their routine. However, without having a powerful UX design technique in location, a design team could operate entirely in the dark. On the other hand, a straightforward and concise UX method enables the customer to generate incredible experiences that are less difficult.
But how do we do this if we operate as a solo developer–which is a predominant location to find ourselves in these days? In this tutorial, we look at a simple four-step UX technique to help streamline your own workflow.
In-depth
Do the research
The saying goes; if you don't do research, you don't do UX. A user study is basically an extensive and multi-layered exercise aimed at gathering data about the product's prospective target audience. User scientists obtain and analyze the data acquired from actual customers, and this result generally allows the UX development team to operate on the ideal alternatives that render the item user-friendly, less stressful, and more appealing.
Research can be carried out in many respects, but providing user surveys (quantitative), conducting face-to-face (qualitative) interviews, creating people and organizing focus groups are the most popular methods and will return the most useful data. Although the study will eliminate prospective problems, it should also be noted that removing errors in the layout is quicker, more comfortable and less difficult for customers than solving adverse issues with an already started and working item, even if it is already high-fidelity standard.
1. Define & research
Product discovery
First, define the issue(s)! You need to comprehend obviously what you're attempting to fix: tell your customers if you're working in an organisation and if you're in a brand group, ask company stakeholders or product manager. UX design is a discipline that solves problems and enables end consumers to attain their objectives quickly. So it's your first move to find out if your item concept will meet these requirements.
User surveys
Surveys allow you to obtain the right quantity of actual user data. You can find out more about who they are, where they are, and what their demands and objectives are by using smart answers. To roll out research, you can use many accessible instruments, such as SurveyMonkey and Google Forms.
2. Analyse & plan
Competitor analysis
You can get a much stronger sense of how you can make something more extraordinary by searching at who your rivals are. This should not be a lengthy method, however, as all you do is see how feasible your item concept is and whether it has a position on the market or not.
Personas
With the information that you have from your competitors' customer studies and evaluation, you can now generate people. Personas aren't the clients you want, but the existing customers, whether they are the ones you already have or potential customers on the market. Despite being fictitious, these people should reflect the behaviours, motivations, objectives, and wants of real people. While the efficacy of generating people has been hotly discussed late, it's a lovely way to remember you're not the consumer.
User flows
We can start mapping out the stream our consumers would follow with the data we now have within our people. This is a stream of users–the route made on a blog or app by a prototypical customer to finish a job. The customer stream brings them through a series of measures toward a good result and ultimate intervention, such as buying an item. A user flow is, in most cases, a visual chart that shows each screen where a user will or might find himself. While this is an excellent way to visualize and operate with the web for designers, it can also assist developers in seeing and comprehending the typical user journey.
"Personas aren't your customers, but the existing customers, whether they are already customers or potential customers."
Design & prototype
Brainstorming
Brainstorming is a mixture of lateral thinking and casual problem-solving. It's a great way to generate ideas by sitting down with just a pen and paper that you wouldn't be able to come up with. However, this will be the most straightforward step to follow as a solo developer because in most cases, this is accomplished within a group. So here's what you can do to create a success of your group brainstorming.
First of all, break out of isolation, get out and look around as tiny scenes can contribute to great ideas. If you're working for a business, go and ask designers, project executives, receptionist questions–even the boss! Getting new insights can trigger thoughts of all types. Now you can use sticky notes or a blank piece of document to write down as many ideas as you can for 15-30 minutes. Don't judge them; just write down what you think.
Sketching stuff out is a straightforward way to try and iterate thoughts before you settle on the finest.
Sketching (paper wireframes)
You should have a good amount of thoughts right now, either on sticky notes attached to a wall or on paper scribbled. Now it's time to get even more imaginative and begin sketching those thoughts on paper – sometimes called wireframes on paper.
Sketching stuff out is a very effective way to try out and iterate a variety of thoughts before you settle on the finest. First, we can draw many structural drawings using a pencil to look at the issue from many perspectives and consider various alternatives. You can now go over your pictures with a tool after you've settled on the option and then press the pencil out. If necessary, make sure you add annotations and notes to make things easier. Once you've completed some drawings, go for a break and come back a while ago to your pictures. Look at them and see if they are still meaningful.
Low-fidelity wireframe
Low-fidelity wireframes include and are generally static (non-interactive) with the most original material and graphics. They are often used to assist map the computer shell, its displays, and the architecture of fundamental data. There are many layout instruments that we can use to produce these wireframes, just to mention a few, like Figma, Sketch, and even Photoshop. Whatever device you use, your low-fidelity wireframes are generally a checkpoint for stakeholders and customer teams to start the development cycle, and you should be prepared to introduce simple alternatives to them.
Low-fidelity prototype
You've built all these beautiful wireframes with your favorite layout instrument at this stage, so what now? Well, if you use a device like Figma, Sketch or InVision Studio, creating a low-fidelity prototype will be pleasant and straightforward. The prototype is an easy and direct translation of the ideas of item and layout. It is used to transform layout thoughts into testable and concrete artifacts, at this early point, gathering and analyzing customer requirements, developing your question as you go.
Visual (UI) design
Figma or Sketch app
We are now proud holders of a working prototype and are pleased with all stakeholders and the consumer crew. Usually, this is the phase you'd hand over your prototype to a UI designer. But because we are traveling solo, creating the ultimate graphic components is also our task.
Although loads of development instruments are accessible, only a few are regarded as the 'sector norm' for UI design, which is Sketch and Figma. Both devices are very comparable, so if you alter your mind, whatever you choose you can switch readily at a subsequent stage.
Design systems
Design schemes are an excellent way to use a collection of reproducible parts and a range of norms that outline their use. Because of design systems, many companies were able to change the pace of creation and innovation within their teams. Managing your company's (or even your own) design system as a solo designer won't be simple, but in the long run, it's very much worth it. To generate reusable UI components within a model library, you can use development instruments like Figma and Sketch, or you can operate with the front-end dev team and construct them out using the software. To construct any amount of apps, this collection of reusable parts can be rapidly packaged together.