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03 ux cases

Here are some case studies I have been a part of where I performed different duties from needs finding, interviewing users/stakeholders (instructors), creating personas, user journey maps, prototypes, testing, graphics, photography, and graphic design.

 

01 ux case - aust navy

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This is a study resource app to help students learn content better in the comfort of their bunks.

02 ux case - nz seasprite

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This app is to help train aircraft maintenance staff all things Seasprite helicopters for the New Zealand Airforce.

03 ux case - aus bushmaster

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This app is to help students how to perform quick repairs, and maintenance of the Bushranger all-terrain vehicles.

04 ux case - kbr-sts website

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This is the digital services branch of KBR's website and how I played a role developing it and advocating all things UX.

“Design isn’t just what it looks like and feels like — design is how it works.”
 

– Steve Jobs, co-founder of Apple

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"During these projects I had to wear many hats, not only in terms
or research but doing visuals, and highly technical drawings."

03 main takeaways

1- Research is fluid - We can plan as much as we like and things are bound to change, either due to competing priorities or due to the lack of availability from users or stakeholders.

Also, it pays to 'juggle' the work and anticipate what might come up next, example, creating icons before they are needed.

2- It is not what the users say but what the users do.

This is one of the most important takeaways, because peope try to be supportive and not to put the design down, but that can be detrimental, I'd say, give it to me straight, but be nice.

3- When documenting research, spend time organising where your files will be saved.

If you fail to do that, you will not be able to either find or share them with your team.

This is most important when taking pictures of card sorting, flow diagrams on the whiteboard, etc.

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