jrwh.com
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ProcessResumeSamplesContactHello. I'm Jack Howell,a User Experience Designer based in New York City.Since 1997, I've worked with clients such as Razorfish, LEGO, The Associated Press, Prudential and Brooks Brothers to craft smart, worthwhile and usable digital experiences. I'm happiest when working with smart teams on challenging projects.linkedIn profileHello (at) jrwh.com | (646) 734-0714back to topEvery project is different and requires its own process. Over the years I have tried many different ways of tackling projects and I now have six basic phases that I go through on every project.ObservingSeeing how people actually use applications and devices is invaluable. I'll listen to users, walk factory floors, take courses - whatever it takes - to get a working knowledge of the product/service/industry I am working with. Output: Personas, Business Objectives, User ScenariosSketchingGetting a free flow of ideas early on is essential to the creative process. Brainstorming ideas on whiteboards is a simple cheap way to capture a large amount of ideas in a short amount of time.Sketching is best done with a team made up of people with different points of view from among an organization.Output: Experience Principles, Scenarios, Concept ModelsConceptualizingBefore any design starts I immerse myself in the problem at hand. Knowing what something IS NOT is sometimes as important as what it IS. Clearly defining what you are aiming to build is essential to a successful project. Describing a concept with metaphors can help teams to find new and interesting solutions to the problem at hand.Output: Concept Models,PrototypingWhen developing an interactive application it is important to develop a "working" version as soon as possible. The fidelity of these prototypes are just as high as they need to be to illustrate the idea. I use a broad assortment of tools to explore ideas, from sticky notes to working touch screen applications, to quickly flesh out ideas. In this phase, failure is as important as success.Output: Low to High Fidelity PrototypesDocumentingOnce a project has reached the right level of maturity I translate the work into detailed schematics that document and describe the functionality of the project. These documents serve as project reference and as blueprints for technical development.Documentation aids in the creative process by catching inconsistencies and forcing you to test the conceptual model agains multiple scenarios.Output: Wireframes, Story Boards, Site Maps, User FlowsAnalyzingOnce a project goes live it is important to watch how users are using the product. If the pathways that users follow are unexpected or against business goals you can look to this data to identify which features need to be reworked with minor tweeks or possible overhauls. Fixes can be made in an almost instant time once a problem is identified.A/B tests are a great way of finding which designs will yield the best return.Download Resumeback to topCore Competencies
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