Scott Thomas

Scott Thomas

UX/UI Designer Joined about 3 years ago

  • 8 stories
  • Posted to Asking for best tips/practices for truly awesome creative meetings!, Jun 19, 2018

    Group Exercises I have Used

    User Empathy - Everyone has their own twist. I start out asking who are their users, then break each user out and ask them who they are, their pain points, needs, frustrations. I to this with all with sticky notes. This helps the group remember who they are building for.

    Journey Mapping - I name escapes me at the moment. Basically have list out the steps through process. Again using sticky notes to add, remove, or relocate steps. This helps everyone visually see the process. Next, I go through the sub steps needed to complete each task. Last I we try to vote to prioritize the features. I have them write down there list on more lengthier ones.

    Brand Vision board - Have them post words what the brand means, what are they known for, the value they bring. Then order them by the group. Also we did this with features on the site they said that works and didn't work.


    1. I would say read the crowd, sometimes out of the box is too much.
    2. NO LAPTOPS ALLOWED.... let me just check this one email... boom you lost them.
    3. Have an outline and keep the meeting moving. Nothing kills a creative session when nothing is said or it goes off the rails/off topic.
    4. Always call on people that haven't said anything. This will keep everyone engaged and on their toes.
    5. Sticky notes or display visuals are a must. If you suck at doing two things at once, like myself, I appoint someone to write.
    6. Be one with being a cat herder. Its really hard being an introvert leading creative sessions with all extroverts. Or dealing with all introverts and try to pull out information. Basically you are a teacher.
    7. Provide snacks for long meetings for a break for longer sessions.
    8. I always have more feedback in morning sessions then afternoon.
    9. Keep number of people to your meeting small.
    10. Learn to fail and move on... practice makes prefect.
    2 points
  • Posted to “You won't believe what they said...” [A UX Research Case Study], Jun 19, 2018

    You would be surprised the amount of clients that never haven't talk to their users. Although, I had my share that did talk to them, but could care less what they said.

    Some days I feel like Marcus from the Profit... okay I see you have an over complex process, your product is decent, but you don't know what part of product your users care about. Give 100% control of your web presence for the next 6 months.

    0 points
  • Posted to A UX Designer Explains Why We Rarely Use 3D Touch and How Apple Could Fix It, in reply to Matt Stuhff , Jun 19, 2018

    Now that is a title I don't mind.

    0 points
  • Posted to A UX Designer Explains Why We Rarely Use 3D Touch and How Apple Could Fix It, in reply to Sandro P , Jun 19, 2018

    I guess there argument is that the design doesn't tell users there is additional actions to take by swiping. It took me a while to get it as well, but technically its a valid point. Most of the time apps with showcase these feature during the on-boarding. While Apple does it in their yearly conference.

    Also that title oddly hilarious to me...

    0 points
  • Posted to The new Rainbow flag is a design disaster, Jun 15, 2018

    I see nothing wrong with another interpretation... if you google pride flag you get many variations. Even trying to figure out a conscious on what the colors even mean are different.

    4 points
  • Posted to Why You Shouldn't Design Wireframes in Sketch, in reply to Mitchell Knight , Jun 14, 2018

    I fully agree. The more software systems we add, the more unneeded complexity we bring into a project. The last thing we want is half our project in one tool while the other half is in another. Moreover, its hard enough on-boarding clients to use the tool (Meaning using invision)

    That being said, I do enjoy that this tool has other UX tools, but not enough for me to switch. UX Pin did the same thing, but never hit my pain points... which was creating interactive responsive mock ups without managing 40 art boards because of the breakpoints.

    0 points
  • Posted to Use of Design systems and Style guides - Survey, Jun 14, 2018

    I was very skeptical about living style guides. The concept make senses, but the hard thing was getting the client and team to buy in because it takes time. We finally got the green light after major project was completed. By the end of componentization, which took our team 6 months to complete. We reduce our css by whopping 86%, which was around 900,000 lines of code. This took our css files from 70kb to 7. I was just blown away.

    2 points
  • Posted to Design Thinking!, in reply to Pablo Stanley , Jun 12, 2018

    I would say....

    1. Wow this new project is seriously my best work!!
    2. Sure, I can make these client changes..
    3. Wait more changes? I don't recommend doing this or this.
    4. Oh God! this this looks terrible!!!
    5. I give up... sure why not....
    6. Why did I chose this profession? repeat
    3 points
  • Posted to Ask DN: If you don't like or don't want to code can you help me understand why?, Jun 07, 2018

    I understand HTML and CSS, but when SASS came out... I was like this is now above my head.

    0 points
  • Posted to 3 ways to prioritize your product roadmap with a matrix, Jun 06, 2018

    I just had to do this for a client that had a large list of wants. Spent 10 min with the team and got a quick list of quick wins. I just used Google Sheets and model my chart after this with some tweaks.

    Feature Prioritization

    3 points
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