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Design, PRODUCT


& User Experience.

The best way to predict the future is to create it.
— Abraham Lincoln

DESIGN

As a DESIGN | MEDIA ARTS major and Film minor at UCLA, I spent a fair amount of time collecting all kinds of design artifacts, links, resources. Most designers have their own repository of go-to resources. This is mine, open sourced, so everyone can benefit from what I've learned over the years!

This should explain most things: Designer vs. Client 
This should fill in any missing gaps: Brutally Honest Illustrations on Designers


200
DESIGN DEFINITIONS

Naming a few of the lesser known...

Affordance 
Creating a visual cue to let users know something exists, and/or
when a control behaves as its appearance suggests. Something that has zero affordance is the right-click menu. On the screen, you have no idea what menu options may be available. 

Heuristic evaluation is a usability inspection method that helps to identify usability problems in the user interface (UI) design. Think of it as a series of rules/tests you challenge a user experience with to understand if it's consistent and intuitive. Heuristic evaluations reveal where user experiences fail or break down.

Human Computer Interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers.

Human Factor Design
The multidisciplinary study of human biological, physical, psychological, and social characteristics in relation to environments, objects and services. Most commonly, this is typically concerned with ergonomics. 

Low-fidelity prototype e.g. napkin drawings
A quick and easy translation of high-level design concepts to help quickly communicate framework or ideas. These may be sketches, drawings, shapes, paper cutouts etc. 

High-fidelity prototype e.g. polished accurate product mockups
A prototype which is quite close to the final product, with lots of detail and a good indication of the final proposed aesthetics and functionality.

Experience Map 
A visual representation of all the different navigation paths of your users’ interactions patterns. This might resemble something like a massive family tree, organizing what branches and connects to what - illustrating the full picture of how people may move around the experience.

Contextual enquiry
Interviewing users in the location that they use the website or app, in order to understand their tasks and challenges.

Glossary Glossary II



220
APPROACH
& METHODS

221 - USER-CENTERED

222 - INCLUSIVE DESIGN

223 - TOOLS


230
“PRODUCT”

What is a “Product Manager”?

231 - DEFINITIONS

232 - COMPANY VARIATIONS / CULTURE DIFFERENCES

PMs at Google

PMs at LinkedIn

PMs at Facebook

PMs at Microsoft

PMs at Twitter

233 - FRAMEWORKS

234 - The PM INTERVIEW


240 - DESIGN DOCS

241 - DESIGN VID CLIPS

240
DOCS & CLIPS


250
CLASSES


261 - Creative Thinking (A handful I've encountered...)

262 - UCLA DMA Alumni Founded Agencies (Go Bruins!!)

263 - Advertising / Print

260
AGENCIES 


270
VISUAL INSPIRATION

271 - DESIGN SITES

272 - RANDOM COOL TECH SHIT


280
FREE ASSETS &
RESOURCES

291 - The Public Domain Project

  • A free database of anything and everything that’s public domain

  • Read more about it from

292 - FREE STOCK PHOTOS

293 - FREE FONTS

294 - FREE PHOTOSHOP ASSETS (List of 15)

295 - FREE AUDIO SAMPLES

296 - PAID UI TEMPLATES

297 - TUTORIALS


Where to next?