UI/UX from developer's perspective
A lot of developers write their code without thoughts about users. However, to create a great product doesn't mean to write an efficient and safe code, it means to relief users' pain by simply offering them a product. In this talk a highlight the most basic steps to identify usability problems and to test your target audience, as well as show a couple of prototyping techniques.
What does this talk cover?
How a developer without a design title can find usability problems before users do, how to test a product on its target audience, plus a couple of prototyping techniques.
How do you design a UI when you're not the user?
The talk walks the human-centred sequence: research the activity, lay out the information architecture, build an abstract prototype, then do the visual design - in that order, so the look comes last.
How does the talk measure whether an interface works?
By separating three things that usually get conflated - usability goals, the user's goals, and the business's goals - using a pizza-ordering flow to show where they pull against each other.
Where can I watch it?
The full recording is embedded at the top of this page, with the slides linked in the resources section.
I build pixel-perfect SwiftUI from Figma files for clients, down to gesture-driven interactions and design systems.
Custom UI & Animations