How to Develop a Sound Product Design Portfolio | Tanaya Joshi | Skillshare

How to Develop a Sound Product Design Portfolio

Tanaya Joshi, Product Designer based out of SF

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12 Lessons (24m)
    • 1. Introduction

      1:32
    • 2. Building an About Me Section

      2:29
    • 3. Showcasing Your Passion

      1:38
    • 4. Highlighting Your Best Work

      1:20
    • 5. The Essentials: Team Composition

      2:08
    • 6. The Essentials: Problem Statements and Goals

      1:35
    • 7. The Essentials: Talking About End Users

      2:01
    • 8. The Essentials: Describing Your Process

      2:34
    • 9. The Essentials: Final Wires

      1:27
    • 10. The Essentials: Identifying Outcomes and Opportunities

      1:37
    • 11. How to Continuously Improve

      2:08
    • 12. Final Thoughts

      3:15

About This Class

This class is a primer in putting together a Product Design portfolio  I’ll will cover different components that are commonly seen in portfolio and then cover the most important piece - how to succinctly tell the story of your project.

You will learn how to showcase your projects, create an “about me” section, provide appropriate collaterals, all while bringing out your full self in your website!

My goal for you is to walk away with an understanding of how to lay down a portfolio and put together one strong project.

This class is meant for Product or UI/UX Designers, though UX and visual designers can also benefit from it.

All you need is a project ready to put in your portfolio! It will help to do some research beforehand and look into websites to host your portfolio. Some examples are: Squarespace, Wordpress, Adobe Muse, Wix, Semplice, Cargo Collective, or if you’re a pro, code it yourself!

Transcripts

1. Introduction: Hi. My name is Hadiya and I'm a product designer And this is my class on how to design a sound heart of design for this class is the primary playing together a good portfolio and what that means that I'm gonna cover What is that going to afford value like give up me section or how to showcase your talent and then get to the meat of it, which is how to tell the story of your This means you'll walk away having all of the collaterals reply for a strong portfolio all while bringing your full self to Michalis read . I've sent out a lady on one project for the story of your work. So the last work revolves mostly around all you need for this class is a project. It's fine if it's project that you are putting your portfolio or that you never have another thing to do in preparation would be researching where and how you're hosting your portfolio. Some common examples that scene are squarespace work, press adobe muse have also seen people quoted by hand. If that's something you're comfortable with, Gore the assignment with this classist to share a fully finished project in your portfolio . Like I said, it begins one that you've worked on before. When you have I love for you to put it together and using the tablet I'm gonna share whenever you're done, either clothes free charts or share, like with your fellow classmates. In terms of what you need to just start independent paper, I find it to be the best way to make my thoughts down. Basically, I'd love for you to start fire framing this piece first, using the guidelines all provide and then go ahead and take it in traditional. I really hope you guys enjoy this class and get a lot out of it. I really love to hear anything back that you have at the end of it, so let's get started. 2. Building an About Me Section: so the about me section actually varies pretty drastically between designer designer. One thing that I've been seeing a lot of recently is the York template on squarespace, which is pretty popular. What it allows you to do is what your user comes out about. Side. There's a little blurred we can put off yourself, followed by tiles of your work, and people use the clerk to say stuff like, Hi, my name is X Y Z, and I'm from this state, so I've seen too big approaches to the about me. Section one is a more lean one like that, and then the other one is where folks create a whole new page for the about me section, and they have a photo and maybe, like a little of information about themselves, I think what's most important to remember when you're designing about me section is that people hire people first, so you're section two pieces ST on. It should be something that your user looks at and understands that they're hiring somebody who is, you know, friendly, approachable and easy to work. So a couple of things you can include in your about me section are photograph before Let's say, for example, you draw or your illustrator on. You've done an illustration of yourself. Go ahead and put that in there. I think that's a really wonderful and personal way to bring your skills outside of your work into your about me section. The other thing, I would say is Try not to write paragraphs of information about yourself, but rather a few fun fats, especially if they make you a better designer. Like, for example, if you speak a language or, you know, write in a language that has long strings of words. So if your product cider you think about that and you create a Fordice's around that that's a really valuable thing to bring to your about me section on, then the last. But you obviously not least thing is six still your social media stuff. So, for example, linked it If you're all there drivel, I seen folks put like a stream of, you know, there there s a brand a lot. There is well, especially provided designers who freelances photographers or maybe do registration work on this. I three often go ahead and make that stream to the about me section. Also another really wonderful thing you could include is linked email so that your user could click on it, open it in their local email application, and we shot to directly. Whatever you do, remember to keep your about me Section ST and brief, because this is where people should just come and get kicked clips of who you are. 3. Showcasing Your Passion: she gives in your passion outside of product design can often help provide contacts of who you are and home thing. So, for example, if you like lettering or administration policy, it's great to go ahead and put that in there. Maybe tie that into how that makes you a better product. Like, for example, if there's an instance in which you did an illustration or because you're talking for you, think from this place of like, you know, photography and heavy visuals and how you're tying that into your product design. I think there's a really wonderful lake there than you could leverage alternately if you do . All of that work is a freelance artists. You could also point folks to that section of your portfolio and use that, you know, just tell your work. Ultimately, I think that showcasing your work just a nice additional context on your skills and shows you off a little bit. So here's a thought exercise. What kind of model skills do you have? Then you can bring to your work as a product designer how you consider that when you design , I love for you guys to think on that a little bit and see if you can tie those two things together to really show like an extra side of you in this section. Those two things that I've seen close to one is sort of the sex traditional format off they just displaying your work. Another one is linking it, Teoh. As I said before, you know, in your about me section I've seen a lot of folks like their Instagrams. You think this is also another great place to link it. So both of both approaches are really valid. Aziz, they are able Teoh, help folks understand how that informs your work. 4. Highlighting Your Best Work: all right, so that their point here is to make your portfolio something that your users and get in 5 to 10 minutes. Often when were we were doing the actual work? We go and talk to her and users in multiple stages of the process. Right? But I think that as designers, we forget to take a step back and really think about the end user are perform you itself. The end user is somebody who's who doesn't have a lot of time to be through every single person in our every single thing that you did. So how can you take a step back and make that work for you? He's really lean. So that's 1/3 high level thing that I loved, Uh, you know, sort of give you an have you thinking about before we dive into the details. One piece of advice it has helped me is Can you design a portfolio for your 10 year old? Doesn't. So if you're designing before you give it to a kid and you say, Hey, can you tell me what I did? What I learned on with this is pieces of this piece is about who they yielded after those questions properly. If not, then your portfolio visas. Probably two verbals. Also times were so did the leads with our work that we forget to take a step back and really flooded elements the most important that maybe made this piece successful. So to wrap it up, just like to remind you making portfolio that people can get in 5 to 10 minutes and walk away annoying Well, you're about and what work is all about. 5. The Essentials: Team Composition: all right, so the first essential element is team composition. What I mean by that is cool. Was on this team on who were you on that team, for example, Divorce playing the role of unless designer and a visual designer and a research, or was there a different research around this team on different visual design on this team ? Also, depending on the context of your work, like, for example, if you're in an agency, you might end up owning just one part of that. Like you might just be the U. S. Desire in that. Whereas if you're in an in house company, you might end up being the product designer, which means you might be responsible for the visual design and the interaction design. So start by identifying your teeth. For example, if you have a product manager, I mean, he had a handful of Asian years. They get engineering, the of researcher, whatever other types of designers you work with, go ahead and write that down, and then we'll yourself as this was viable on this. I think that's important for a handful of reasons. First of all, that provides clarity on what exactly you old and helps low set really well. So, for example, if your a c, your product designer and you owned stuff at higher level outside of pixels, it's important to showcase on. It's important to showcase your thinking. Second of all, that in turn, is gonna help. The people who hire you ask crashes directly to your thought process, and also you can see really well to that thought. It's rather than just answering with Oh, this person made this decision I didn't make it so, really helps pull your workout. Which brings me to my third point us as to why this is important, which is to show that you can design within ecosystem. So, for example, that you designed a whole product us of your team and you own a small part of that. Just show that you own a piece that fits with bigger, bigger, bigger ecosystem might be really important, especially for an in house company. That looks, I told you, design within, you know, pattern library. I think the key thing here is to go ahead and pull yourself out of a group of people who attribute it to this class of that pot. After all, the people hiring aren't looking out for your team. There really can hire you 6. The Essentials: Problem Statements and Goals: So after you've talked about your team dynamics before you dye into your actual work is important to write down your problem statement or your goal. This is especially important because as you start developing your piece and talking about, you know, the work that you did, everything should essentially tying into this higher local. Ah, good problem. Statement identifies who you're selling for. What public is it yourself? Any any major demonstrates. So, for example, if you had a group of users that waas um, you know, blind or visually impaired, what kind of constraints did you have? A za result. If there was a certain device that you were limited to in resolving this mention that if you were a limited on engineering before, resource is, that's another wonderful dimension. As you get you of this lad have provided an example of a good problem semen and something that's a little bit bigger. The weaker truck problem statement is very high level and doesn't really die a major one. The actual problem is, but rather just like brushes over the end goal. The actual problem statement talks a little bit about scoping. So why is it that you're solving this problem and then goes into how it is that your result by saying you know, help uses, understand the value, are, as you can see, the better policy. Mint is detail, but Ruth, so remember, you don't want to buy a whole paragraph here for your problems in critical, but rather maybe a line about the background and then another line about the three high little things I mentioned, which are who you're solving for, what problem you're solving and any constraints save. 7. The Essentials: Talking About End Users: So the next thing is your users. I can't emphasize this enough, but I really don't think it's worth putting down for service. The reason being, if we go back to what we talked about before we dove into the essentials One of the things Waas, your end user is only gonna have 5 to 10 minutes to review your portfolio. So you put it to three paragraphs or the personas, or you have 10% of the paragraph on each blankly. They're not gonna get red. But there is a way to distill all of that information and help your end user focus on the research that you did for who you're designing. The most important thing they really need are personas is just showed that you did some research on who your users are and your designed around that. So, for example, you could say something like we interviewed 50 users. Um, I made 3% us based on their familiarity with this product or with this plus. And, uh, you could talk about how you made certain certain decisions to help the little familiar users be successful was in this product, while also making sure the high familiar users remain engage. Another thing you can do is as you're talking through your wire frames, mention maybe, just do like a little blurb under the wire frame, saying to our research, We found this out, which is why I'm including this element So you can pull out pieces like that within your work, and you can show other informed by your users rather than spending so much time just talking about users. Ultimately, the reason we talk about users in our portfolios is to show how that informed what we ultimately designed. So here are a few things you can include in Louisville for service number one. How many users were interviewed? Number two? What big concepts did the persona exercise reveal on number three? How did you modify your product or your your idea, given all of that information, so trying to synthesise all of that and tie that into your work 8. The Essentials: Describing Your Process: So this next section is describing your process. Often I see designers doing a little illustration off their design process. The truth is, the design process is the same pretty much across all of the portfolios. So they should have show you what your design processes. Unless, of course, you've invented a whole new way of working. What's worth it is to bring that back to your work and reflect that in your work itself. So, for example, the first part off and use that wasa system defined, and that comes when you articulate your problem statement or your goal as we talked about earlier. This is also a great time to talk about your previous version off the cuff. So, for example, was their version one? If yes, why didn't it work on what improvements are you making to it in this next first? So that time old falls under defying part of the design process? The 2nd 1 is, I did. This is a great place to show the work that you did with your team in a sprint, for example, on what you got out of that if you didn't do a sprint, this is a great place to show. Why are friends show higher level thinking show? It's informed by all of the personas, just like we talked about earlier. That they're part of the design process is prototype. This is where you show the final wire frame, which means all these beautiful shots. How did they get to the stage what decisions were. There should be a very visual in interactive section, with very few words describing maybe a feature or two that you want to call up. After all, you are a designer, so you want to learn how to show in your peculiar more than tell the next part of the design process has been. Did you work with an engineering team to build it? If yes, is there really go ahead and short of their ISS? If there isn't? Did your prototype go ahead and make a link to the person? Oftentimes, I've seen designers put up gifts or frame, are links just over the Prozac, or even envision and bring that into their portfolio. The next step in the design process is to test. Did you test this with the end users? If yes, what did you find out where your assumptions. Not right. What did you learn from giving this to the users? I have a phone that when I design, I give something to test A. It almost always breaks apart and bright break apart. I mean, there's always something that cause that that I could have done better write about that in this section on. Finally, don't forget to show your glamour shots. People want to see some really high fidelity wires, especially if you walk this thing through the instinctual visual design and for designing and building. Show that off. In my experience, recruiters have really like seeing wire frames and interactive prototypes, so it will work in your favor to do that. 9. The Essentials: Final Wires: All right, So now we have come down to the final wire frames. Show your high fidelity shots. This is the stuff that you should be most proud of. There's a lot of Marcos online that you can find that you can either pay for or artists have put it for free. This is really the section where you should be putting your best foot forward. So utilize all those resources and really make your work shut. Here are two examples to showcase your work. One, as I said earlier, was, Put a person. Is there a kit? Is there a video? Is there a envision link? Is there a framer link? What can you bring in where the user can maybe just watch your product move around or can actually interact with it and use it? And the second, as I mentioned earlier, is to put your mocks into different devices that you can find online. This will really bring out the work that you did and put it in the context of the device that you designed it for. Here you can also do a couple of call outs. So, for example, if you have a mobile version versus a Web version and a mobile version. It's a great thing to maybe do call out Central how a certain feature involved between the three different states. It's also a great way to show your visual design evolved between wet Mobile well and that. Speaking of that, did your design in IOS and Android. If yes, put those locks up, maybe do a little bit off a call out like you can just do like the line coming from a feature on right of blood on the side about why this feature is a little different. IOS versus Android and how you designed differently for the two different platforms. 10. The Essentials: Identifying Outcomes and Opportunities: Okay, so this section is about identifying areas of opportunity. I'm talking about what you learn. This section is important but often complicate. People want to see what kind of metrics did you drive with your design? You may not always have an answer to this, but you can talk to this section based on the work that you've done. So if you've got good data, definitely show that off. If you don't have good data, that's fine, too. You can talk about what metric it is that you wanted to move and how it moved if it moved in a positive direction. Talk about that and talk about what attributes to the success of that positive, positive direction. If it didn't move in the positive direction, talk about what you learned out of that. And if you don't have data to show, that's perfectly fine, too. It happens very often that you might leave an internship or job before your product was validating or before the metrics really came out and you might not have access to that data . Regardless, you could talk about what you could have done better. You can also talk about how you were planning on testing what metrics you were testing and how the test was set. Pretty, this section is important because what it does is it kind of puts a bull on. Your final design is not important to just show the final work, but then talk about why the final work was good or how it is that you're gonna figure out if that work is good on by good. I mean, how does that tie into your problem? Statement. So does your design meet your goals that you set out to initially accomplish? Does your data show that it meets the goals? Doesn't do a good job of being of service to the users who were designing for whether users you interview before you began designing. This is a great section to talk about all of that, pull that in and really sum it all up. 11. How to Continuously Improve: all right, So finally, remember that your portfolio piece is a work in progress. I don't think I've met a single designer who's ever happy with their portfolio to keep improving. You could do a handful of things if he was a platform that allows you looking metrics. Go back and track that. What pages? Air users visiting very off. Is there a drop? All. So, for example, if you have four different projects, outline our producers interacting with your 1st 2 and then there's a drop off in the 3rd 1 What is the percent of just drop off? What's causing that drop off? Are your users getting fatigued because your portfolio pieces air too long? How can you keep them engage so deep into some of those metrics and see what you can do? Just make your portfolio better. Your portfolio is an ongoing project with your end user, so the entire design process should apply here, right, which means we're gonna be in a constant state of testing and iterating as you analyze data . Also, look at some things, not getting much attention. Is there a reason why do you think you could make it better? Do you think you could tell your story better? Do you think you could make more make your visuals more compelling to bring the users into that product, especially, is a piece that you're particularly proud of? Maybe you should move it ahead in the queue. Try out a couple of different things as he hoped that he sends a performing. Another thing is feedback. Constantly seek feedback from your peers and your mentors. If you're planning a job that you really want and you don't get it, don't hesitate to reach out and ask what you could do. Better. Feedback is so important, especially when it comes to your portfolio, as designers were constantly improving our scale and our craft and that feedback really helps us continue to move on the right direction, especially if it comes from a future employer. It also helps you know exactly what that employers looking for versus another employer, because feedback will differ from person to person. So, really, my advice here is don't stop working on your portfolio. Any time you feel like you could do something better or you feel like you've improved a certain foreign, your craft go back and add that to the peace. One thing I see designers doing all the time is keeping on improving, therefore, failures 12. Final Thoughts: thank you so much for hanging out with me and learn how to make a good part of design portfolio. I really hope you guys have taken away all the key elements that contribute to building a successful portfolio piece to recap we talked about first the about me section on how you didn't topple over about yourself. I talk about skills that time to making your better design. Second, we talked about your piece in your work outside of product design that makes you a better part of designer. So whether that's in restriction photography, what happened? Third, we talked about some high level things like highlighting your best work and making sure your portfolio is CIS. Ain't on that. It could be right by your viewers in 5 to 10 minutes, and they walk away knowing exactly what you're about and what kind of thinker you are. And the fourth thing waas Essentials. The first element was identifying who your team. It's so writing down all your team members and writing down what role you played with that . This is to help your users focus their question toward your work and better understand what it is that you brought into this product. The second was a policy to buy a problem statement that decides what your problem is, who you're solving it for and any constraints that you have be that resource saying or the platform you're designing it off or what happened. The third thing was end. Users remember you don't want to spend too much time talking about your and users ultimately and users a recorded because they inform the work that you do. So Is there a way that you've been solved that data in a really wonderful way to make it super digestible like, for example, bringing that into your wire friends and talking about how the work that you did or the wire framed they did was informed by the users you were designed before this process. So rather than showing your design process, which is probably the same for everybody using that process to outline the work in your portfolio, the 15 was testing and validation. The next thing was final wipers. So what's the best way to showcase your work? Isn't an interactive prototype, is it? A gift? Isn't just some mocks using templates, you found out line the next very important thing was identifying outcomes. Here it is. So did you take this product to test? If yes. How did it perform? What metrics went up? What metrics went down? Why did they go down or what are you gonna do better when you design the next version of this product? And the last thing that we talked about was continuously improving. Use any kind of analytics platform that your web hosting platform offers. Look at the data. Get what people are really interacting in with pocket where the drop office and see what you can do. Better get some feedback and keep iterating on your portfolio. As you become a better designer will find that you want to go back and rework some of your stuff. And that's probably five, after all, designed as a process. So why shouldn't perform GOP? I hope this class has been helpful and metal, but you put together a portfolio I would love for you guys to take some time, take a step back. Look at all these essentials that we talked about and take sometimes a wire frame of peace that either of you have done in the past that one of you work or maybe a piece that you haven't put into Powerful Yulia. Put that on paper, seal all of these pieces, fall in place and then put it up in a digital format. I would love for you guys either share a link or share screenshots. I'm really show off that piece so that you can get some good feedback and keep Iterating like we talked about these. Yeah.