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Product designer Joined almost 4 years ago
Hey Rachel, I'll do my best to answer your questions:
Is now too early to apply if you'll only be available in June? There's no absolute answer for this, it really depends on the company you'll go for :).
To give you a few insights though, hiring is expensive for an organisation and hiring the wrong person creates a lot of damage. From personal experience, if the right fit for the position is found, they will be willing to wait an extra month or two (which is really not a long time). However, it happens that the need for a designer is immediate because of a specific project that needs to happen asap, in this case, they will prefer someone who can start immediately.
Bottom line is that when a company recruit, they have specific needs to help them achieve the goal they plan on their roadmap. So that's something to take into account when you apply and the type of questions to ask during the interview (Why are you recruiting now? Which skills do you value the most? What are the team structure? What are the company focus area for the coming year? etc.) and for you to also understand if this place will match your expectations.
About the salary, I personally don't like asking in the first interview. I usually go on https://www.glassdoor.com to get a benchmark (especially for big companies).
For me, the way it goes is first contact, if it goes well, they will ask for a in-person or at home design exercise and if this goes well, now is the right time to discuss salary and benefits. But others probably have a different experience and perspective.
Hope that helps and good luck in your search! :)
Little feedback, if the team ever see this: the search bar is below the fold on my Macbook 15" and part of the slider is cut down as well. Not sure if this is intentional.
Like everyone said, overall it's looking good and there's very few things to say on the visual aspects. Maybe only your title in italic felt odd for me, I'm not sure what justifies this style. Also, the "active" state of your nav is the same as your "logo" which could be slightly confusing if we are super duper nitpicky.
However, my main disappointment was to only see a series of images when I opened your case study. With this sort of design (white, centered, legible font, optimised for a reading experience) I was hoping to read about your process and decision making. Eventually pick up some new practices to try out myself.
I guess it depends on what you want to "market" yourself with your website, personally, when I read UX in the title, I expect to see deeper content :).
Maybe this could help you: https://dovetailapp.com/
Hey Eric, congrats on getting your portfolio out, I know the hard work to get this done! Also, great writing on the case studies, we can feel your process, it's pretty cool.
Heres a few feedbacks :)
I found your main paragraph width a bit wide. Usually we say that the most legible width allows for 80 to 100 chars. I think you got more than 200.
I found your "About me" section oddly placed mainly because of your CTA. When I clicked on it, it scrolled down and I just passed your About section which made me feel like I was missing something.
I almost missed your button on the project cards, maybe the contrast is not high enough or maybe it's because the first one is "Coming soon", I just assumed all the others were coming soon as well.
At the end of your project, I missed some links to the following one, would be cool to be able to navigate without going back to the home page, or even contact you if I enjoyed what I read.
Finally, that's more personal, I think you could push your visual style a bit more, in the About section there's good opportunities or even inside the case studies when you introduce problems and data. We all quickly scan through the pages and don't have time to read it all. So it's the right time to introduce icons, illustrations, new text styles to make things shine and catch attention!
Hopefully that will help you, good luck with your work!
Personally, I'm not opposed to code and I've coded my portfolio or small websites for clients when I was freelancing. But here are a few things that keeps me away from coding: - I never got a proper education to code. I had HTML / CSS class in my design school but never learnt JS and programming, which has always felt like such a big thing to learn by myself.
Code stack is always changing so even though I know how to write HTML/CSS, I missed the LASS/SASS train and so many others, because I was busy doing something else. And once again, it just feels like so many big things to learn by myself that I just don't bother.
I've been mainly working in big companies and coding is not my job. Yes it's important to understand the medium, but it might not be important to understand all the aspects of developing an app. The same way the developer I work with don't bother learning every aspects of graphic design / cognitive biases / user research methodology / workshop facilitation / UX metrics / Experimentation / etc. Because it's not their job.
With all those reasons, I have absolutely no confidence in my coding skills for company level work. So I mainly stay away from it and it gives me free time to actually focus on learning design and improving my skills.
Hope that helps you understand another point of view :)
Etant nantaise tu dois surement connaitre, mais dans le doute, tu t'es renseigné sur l'EDNA? https://www.lecolededesign.com/formations/cycle-bachelor/?gclid=EAIaIQobChMIv_WSjOK02gIVzr_tCh3mjQbYEAAYASAAEgL2o_D_BwE
Il y a des masters objet connectés, RV/AR, et pas mal d'experimentations en general.
This looks super interesting!
Just out of curiosity, what is making this plugin possible today? We've seen Principle released 2 years ago with a similar concept, but as a standalone app. The Lightning plugin (bought by Invision and embedded into Craft) is close to what you got, but without the timeline – just connecting screens together.
I always thought that going this far with a plugin was just impossible. Has anything changed to enable your work?
In my team, we often use what we call a 'Design wall'. We have giant whiteboards and draw entire flow on them, print hi-fi mockups, add qual and quant data, inspiration, etc.
Then the wall is used for feedback sessions with other designers, with engineers to figure out edge cases and logic flow, with leadership to validate the overall direction, etc. It is a good collaborative ritual.
I can easily see how VR would get inspired by a similar system and augment it with the power of digital features and direct access to any data.
Also, from a pure ui / visual process, if you are used to sketch your UI before moving to your computer, imagine being able to do the same thing, but instead of drawing black and white rectangles, you directly incorporate UI components for example.
I think that Principle and Framer have different purposes.
-Principle is kind of quick and dirty, very useful for micro interactions that you can hack together extremely quickly. The software has almost no learning curve for someone who knows Sketch and a bit of After Effect. I use it for interaction/animation, the same way I would use pen & paper for UI.
-Framer is more mature, help achieve bigger prototypes, more interactions, full app flow, logic etc. It requires some learning and a bit of coding. You can also share a prototype. So the tool help create something more polished that is nice for user/usability testing.
-Origami is a lot like Framer, it depends wether you prefer actual code or building blocks.
I don't know PaintCode but it looks like a drawing software rather than a Prototyping tool.
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