UX/UI Design Essentials | Antony Conboy | Skillshare

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UX/UI Design Essentials

teacher avatar Antony Conboy, UX Designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

12 Lessons (1h 15m)
    • 1. Welcome

    • 2. 1. User Experience Design

    • 3. 2. User Interface Essentials

    • 4. 3. The User Centered Design Process

    • 5. 4. Generating Ideas

    • 6. 5. Usability Testing 101

    • 7. 6. Getting a job

    • 8. Why

    • 9. How I Got My Job In UX

    • 10. Responsive Web Design

    • 11. What does a UX Designer do?10

    • 12. Design Thinking

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About This Class

This is an exciting introductory course that will give you a confident understanding of User Experience Design (UX) and User Interface Design (UI). The course will teach you the principles of making great online experiences and you'll learn how to use them to dramatically improve your own websites and apps.

What you will learn:

  • You'll¬†understand¬†the essentials¬†of UX/UI and what the overall design process for a digital product looks like
  • You'll learn¬†how the¬†User Centered Design Process¬†guarantees you design something your users will love¬†!
  • At the end of this essentials course, you'll understand why UX/UI is the¬†fastest growing tech sector.¬†You will also have more confidence when making design related decisions and put your users first.

Meet Your Teacher

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Antony Conboy

UX Designer


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1. Welcome: What's up, guys, welcome to the new and improved UX UI Essentials course for 2020. I'm really happy that you made it here. So if you know a little bit about me, you might've seen me on YouTube or LinkedIn. This course is 100 percent free. So there's no catches that is caused. I don't want any money of you, which is why it gives me pride and freedom to say whatever I want, basically. In this course, I'm not going to tell you to go and buy my 2000 pound course. I'm not going to send you to a university. I'm going to teach you everything you need to know, if you want to get started in UX and UI, I'm going to do my best to teach you all the foundations of knowledge because already thinking like a designer is actually a lot more important than, laying the tools sometimes. So I'm not going to go into great detail about Sketch, Adobe XD, Figma. There's lots of places where you can learn that for free, and there's a lot better teachers than me on Udemy or YouTube about doing the technical things. What this course is all about, it's giving you more confidence basically, as a designer I'm going to teach you how to think, how I think about websites. Because a lot of the time, if you know how to think, I sometimes sketch websites out because I know at the end of the day it's going to turn out amazing because there's a UI language involved. I'm going to teach you all about the process of designing websites. I'm going to teach about your career as a designer, who's on the team, we're going to go into detail about UI design. So we're going to talk about color theory, fonts, how to make a website. We're going to do a website later on, so I'm going to teach you how to building your fast website. There's few hours in here now. So I really think if you dig deep, you can come out with a better design. In the final section, I'm going to give you all my tips about how to get a job. So we're competing with thousands of people now coming on to universities, boot camps. So and a lot of people don't have any experience. So I'm basically going to tell you how to get experience. Basically we're going to go and redesign people's websites. We're going to go and put ourselves out there. This course is nothing to do with being quick or fast. Because at the end of the day, all the things that you'll see on YouTube about doing things quick, about doing things fast, they're all scams. You've got no experience, so this is all about hardwork. You actually are going to get something out of this course. If you apply all the theory at the end, you're going to stand a better chance of going above and beyond. What people would expect. Hopefully you'll be able to get a job and break into the industry. But even if you don't, what you're going to get is a really good basic foundation knowledge. You're going to build your confidence in choosing designs and on the standards that no matter what your job field, you might not even be coming into UX. But I really hope you get something out of it. Each course, I'm trying to put all the texts as a document in there, so bear with me while I work for you but please look at the comments. If you're into it, leave one, build a community. You might make some friends here. So rarely get involved with the community. Dig deeply, leave me comments, I'll try and respond to as many as I can. If you think a lesson sucks, let me know. I really want this to be open and honest. I'm not trying to sell you anything here. So I'm not holding anything from back. I don't mind your criticism. I don't mind if you love something, you tell me it makes my day. I get emails all the time. I've got a podcast, so if you want to ask many questions, add me on LinkedIn, I accept everyone, drop me an email, I'll try and message or get it answered on the podcast. Guys, I hope you enjoyed this. Really from the bottom of my heart I hope you get into the industry and I'm going to try my best to help you out. So enjoy this course and until next time, keep designing. 2. 1. User Experience Design: First of all hi, and welcome to UX/UI Design Essentials. I'm thrilled to be with you on this journey, and it's my absolute pleasure to be introducing one of my passions to you today, user experience and user interface design. In this short essentials course, you will learn the basics of UI/UX design, what everything means, how it fits together, and what the overall design process for a digital product looks like. This course will be taught in very much my own style of quality over quantity, as I highly value your time and I want you to get the most out of this course. Just as a quick introduction, I am Antony Conboy, and I've been in the business for over a decade. Having worked in many world class organizations and running UX UI teams, I've seen a lot of changes and sat on both sides of the interview table many times. My mission is to help you build a solid foundation of knowledge and give you more confidence when making design decisions. Hopefully, this course will help you improve your business, kickstart your career. Just give you an introduction to the subject, so let's get started. User experience design is often referred to in the digital industry as UX for short. Why not UE? I don't know. Maybe the X just sounded cooler. At the moment, there seems to be a lot of confusion as to the difference between UX and UI. Surprisingly, many companies who hire designers don't even know the difference, this is why I wanted to tackle this often confusing subject first. User experience UX, in my opinion is best to be thought of as the beginning of the design cycle. It's where your mission is to understand in detail what problem you're trying to solve for your users. Every business at its core solves a problem and your customers or users come to you because you offer the best solution. To understand this problem there are various techniques a UX designer can us, this is all part of the research phase and the user-centered design process. Don't worry if you haven't heard about this yet as I will explain in detail this method during this course in its own video. All you need to know for now is that at the four-stage cycle that centers around solving actual problems for users and putting their needs first. Once this initial research phase is complete the UX designer now has a deeper understanding of the problem that it's users are trying to solve. Notice how [inaudible] has happened so far, just research techniques such as surveys, customer persona's, and many others. I'm just going to quickly mention here that increasingly there are more and more UX researcher roles coming onto the market so if you really enjoy this part of the process, you're going dig a little deeper. We'll talk about getting into the industry in a later video so you might want to check that out. This all then leads into a conception phase where the UX designer will use this new knowledge to propose solutions to the problem. This can be illustrated as a sketch, a storyboard like they use in the movies or some simple screen designs. The fidelity which is an industry term for the level of detail doesn't really matter at this phase, it's all about generating and invalidating lots of ideas. A great trait to have as a UX designer is the ability to take new information and listen to the opinions from colleagues. You really are the facilitator as well as the designer and your role is to help others from the wider team be involved in the design process, it's all about collaboration and you'll have a much stronger result at the end. The next phase is to take the chosen design and turn it into a really basic layout, at this stage should all be about the content and the simple design removes any discussions about any specific color, images, or font. This design will then be tested with users using various strategies and refined over and over again until the design meets the user's expectations. Once the UX designer is happy then the wire frame can be passed over to the UI designer, will be talking all about this stage in the next video. Of course, there are many other tasks for UX designer and every company is different. I hope I've given you a brief understanding of what a UX designer is and an example of what a UX designer might do day-to-day. So in summary, user experience design at its core is all about solving problems for your users. It is the process of enhancing user satisfaction with the product by improving the usability, accessibility, and pleasure provided in the interaction with the product. You want to put your audience at the center of your world and design a solution that meets their expectations, as a designer you'll be working with others to propose solutions to these problems and testing them with actual people to see if they work. I'm going to leave you with a great saying which I think sums up UX perfectly. It's a Japanese concept called Kaizen, which means constant improvement for the better. It's what's made the Japanese car industry so amazing and I think should be our approach and everything we design. I truly think it's better to get something out there in front of your customers and look to constantly improve upon feedback rather than wait for something you think is perfect before releasing. When you look to improve every element of your design, all the small changes you make, no matter how insignificant they may seem compound over time creating dramatic results. This will delight your users and in turn shed positive lay onto your business, it's a win-win situation. Now that UX has given us some solid foundations is time to apply the finesse, a touch of quality. A flat design will come to lay before our very eyes. The next video is where things get really exciting. See you there. 3. 2. User Interface Essentials: This is the section where things start to get interesting. Our ideas spring into life before our very eyes, as if by magic transformed from a frog into the prince. Powerful visual design cannot be underestimated. The famous designer, Dieter Rams, of the Braun Company puts it nicely, "Good design is making something intelligible and memorable. Great design is making something memorable and meaningful." User interface design, UI for short, in essence, is designing visual interfaces for machines and software that like Dieter put so eloquently, are memorable and meaningful. Once the wire-frames had been handed over, the UI designer can start adding emotion using breathtaking images, vibrant colors, and exciting fonts, for example. A UI designer will use tools such as Sketch to create rich designs that are realistic as possible. Here is where all the conversations about visual identity happen. In the digital industry, there are many companies where a designer will perform both roles, but there are also many designers who are specialists in this area. A UI designer will normally have a background in an art subject like graphic design, and some experience in a visual design field, and the best place to make detailed decisions on important visual aspects of the project. A great UI design can make or break a great wire-frame. If the imagery is not right for the style or does not match the content, then the website will not be as effective. UX and UI need to work in sync. A choice of color on a button can sometimes double click-through rate. Imagine being able to double your customers by changing a single color. A powerful image choice can dramatically increase emotion and create a feeling of connection with your audience. When paired together properly, they can supercharge your business or product. Increasingly over the past few years, especially in large companies, design languages are becoming more and more popular, and consistent UI is being recognized as vital to customers perceptions of the brand. A design language is a universal set of standards, usually stored on an internal website, where visual elements such as typography, icons, color schemes, and many more can be referenced by the different designers throughout the business. Believe it or not, many large organizations with several products still have vastly different visual identities across them. Even the same website can differ dramatically from section to section. A UI design language is at the heart of bringing consistency to this chaos. This will not only benefit the business, but customers, whether they know it or not, will feel at ease with this visual consistency. With a design language in place for 80 percent of the design, UI designers are now free to focus on every last detail. Time is now spent on things that really matter to customers that in the past had been neglected. Small design elements like animations can be added to increase understanding and a hint to expected behaviors. The whole experience has a precision that dramatically increases the overall customer experience. UI design is also providing vital help to a wide range of users. Millions of people have disabilities that affect them online and it's essential that the web provide equal opportunities and access. By really crafting the digital products we create, and taking the time to provide accessibility features such as larger fonts, accessible colors, and enabling high contrast mode, we can really add value to people's lives using design. It's vital that UX and UI both work together. They are two sides of a hole, which is the user-centered design process. This is the formula on which great digital experience is based. If you follow the process and complete the tasks along the way, you're guaranteed to produce a brilliant product that puts the user at the heart of what you create. This is what we'll discuss in the next lecture. See you there. 4. 3. The User Centered Design Process: The user centered design process, UCD is a project approach that puts the user of the site at the center of its design and development. This guarantees that the site will be easy to use and focuses the designer on providing a better experience for real customers needs. There are four stages that include many different tools and techniques to help you along the way. The main idea of UCD is to achieve a greater understanding of the problem by including the customer in the design process early and empowering you with various research techniques. Using this information, you can propose a solution that is simple to use and understand, and have the security that any problems with the design are fixed along the way through constant testing. The first phase of the UCD is a research and analysis section. This is where we try to really understand who you're designing for. I would argue that this is the most important piece of the whole design process because there are various activities here that can really help you during the rest of the project. Creating personas can bring to life to your users and help you understand their tasks better. You can really include some detailed descriptions here using any data that you've gathered in your customers. I really like the profiles at the website YouGov and that's today.yougov.com/profileslite. L-I-T-E. Here, you can type in any brand, person or thing in the system compiles a profile from their store data on over 150,000 accounts to give you a great description of your user. It's worth a try, is the free data is really good. Asking users questions through surveys can gather some useful information too. It's really useful when customers just tell you their expectations. SurveyMonkey is my goal tool for surveys as they have a great feature where you can select certain demographics and the system will send out your survey and get results for your desired number of participants. This comes at a fee, but it's well worth it if you work in a company and don't have any current customers to send a survey to. Another important task during the research phase is to perform interviews with colleagues and stakeholders on the project. This is really to make sure you're meeting all the business requirements, and that everyone feels like they're part of the design process from the beginning. I found this as a great thing to do at the start of the project, to integrate myself into the team and make everyone else feel valued. Once we have a deeper insight into the problems our users are facing, we can get going on the ideation phase of the project. This is where we can really have some fun and get creative, but before we can actually start sketching page designs, it's really important that we take a look holistically at the entire journey that the customer has to go on using our product or service. Most of the time, we're designing within a system and it's essential to have an understanding of how everything fits together. When we understand the machine, we can design the individual parts with greater precision. Stories have defined our world. They've been with us since early human history and can convey a message that touches our soul. To tell your user story, we're going to use a process called customer journey mapping. This is a technique where we illustrate the entire process we're designing for. How you illustrate this is up to you. It could be simple text or it can be a wonderful color illustration. I find that the bigger the better. When I was working in a global company, we had a large industrial printer and I had the customer journey map printed off about ten foot long and stuck up on the wall in the office. This is a really great way to get the whole team involved. Just watch the printing bill. Probably, the most important asset of a truly great website is findability. You create brilliant content and you want your users to find it. Unfortunately, this doesn't always happen. Honestly, getting a solid navigation structure and information architecture is the best return for your investment and you can get on a website. A great description I heard of information architecture is the art and science of organizing and labeling websites. One technique I'm going to briefly mention here is called a tree test. You can find a great version of this tool online over at optimalworkshop.com/treejack; T-R-E-E J-A-C-K. I've used this as several large companies and this technique has made the biggest impact I've seen on websites. The reason is that it suddenly unleashes all your brilliant content. In essence, a tree test is an examination of the structure of your website. You said a number of questions and participants try to find where they think the answer would be in your navigation structure. The brilliant thing about this tool is that you can test your most important pages at they do not perform well. The tool tells you where the users think that pages should be. This is unbelievably important because it's simple to change where the page is in the structure and suddenly your page is now discoverable. If you're starting from scratch, then a card sort is the way to go for organizing your website and a card sorting workshop, participants are asked to organize physical cards with page names on them into groups and give them category labels. If you do this with a couple of users, you'll start to see patterns emerge. A general consensus will form and the structure will become apparent. This can be tested with more users in a tree test. Your job as a designer is to be a facilitator, gather users expectations and deliver on what they expect. The importance of this cannot be understated. Now that we feel connected to our customer, have an idea of the overall journey and have a decent content structure in place, we can start to design. You probably thought we'd never get around to actually designing. Well, this is all in the next video. See you there and don't forget your pencil. 5. 4. Generating Ideas: Welcome to my favorite part of the user-centered design process, the ideation phase. This is where you can go wild with your ideas, explore every possibility, and let your imagination run free. This really is a creative extravaganza and you can tell I'm excited just talking about it. The best way to start this process is to get the whole team involved by holding an ideation workshop. This really is the perfect way to get everyone up to speed on all your research findings. I truly believe it's crucial to have UX and UI be the center of the larger project team. Because we're designers, we can craft great ideas from around the team into something visual in a way which will be hard for others to do. Since everyone in the team has a different skill set, having us all in one room can create a great positive atmosphere. It's something really fun and it stands out from all the other dole meetings that you have to sit through. Innovation isn't simple and putting together a wonderful workshop requires some preparation. The main objective here is to focus the team's attention on solving a problem and having the research to set the scene really helps. It's amazing what can come out of these workshops and one role is to not dismiss any idea. If you were designing a tool, for example, you could walk through the user journey, examine some personas, and then discuss the problem you're trying to solve. A first step at design can be a time challenge. I found this works really well at warming up the atmosphere and getting the team into a creative mood. The first session will never be the best, but having everyone explain their ideas and share with the team their thought process can really get the ball moving. Having further time rounds will help keep producing better ideas. By the end of the workshop, you can put all the ideas up on the wall and have the team vote for their favorite using little stickers or something. If you work in a larger company, this can be extended to a vote of the wider team. At the end, you should have a great starting point and something the team feels that they designed together and I found this is invaluable in having a wonderful working relationship with your teammates. Another great tool I use all the time are paper prototypes. Remember when school was fun and you can get quite creative with paper and pens. Consider this a throwback to the good old days. When you start designs directly on a computer you can get quite attached. Don't think it's just you, I do this myself all the time. When we work with pen and paper, it's quite easy to throw a design away or change something very quickly. I'm not sure if this uses the creative right side of your brain more than inputting on a computer but it certainly seems to give me more inspiration when designing. The beauty of this style is that everyone can see it's not real. I've seen stakeholders sometimes get critical of a sketch on a computer just because it looks nice and they think it's a finalized design. When paper is used everyone pitches in and to be honest, it's just more fun. You can even go as far as adding some interactivity and be creative with multiple layers of paper. The next step in the design process I'm going to talk about is the detailed design phase. Having something solid to work on from paper is the best possible starting point. Don't worry if your sketch looks terrible, mine certainly wouldn't pass any art class, but it's the ideas we're worried about. Rest assured and knowing that any design, even the ones in the back of a napkin, will look great once UI gets their hands on it. For some reason people think UX designers sit around and make wireframes all day. Hopefully now you know, you access everything else in the wireframe, it's just the final output. Let me tell you a little industry secret. A wireframe is possibly the easiest thing to make in the world on a computer. The reason is that you can download for free or a very small fee online, a whole set of components already made in any tool of your choice. I'll show you how to do this in the full foundation course. One of the reasons why wireframes look very simple is due to the fact that we want to remove all the design discussions from this part of the process. It's best to get the content and structure solid before adding in the detail. It also helps when testing that the users concentrate on the content and not the visual elements. I think it's also good to keep reminding people that this is a work in progress and any feedback is valuable at this stage. One consideration when choosing a tool to create wireframes is interactivity. Some tools connect with prototyping systems easily and others are a nightmare. If you haven't already, check out my UX/UI toolkit, which you can download it in the first section of this course, it will save you so much time in researching and just let you get on with the cool stuff. Before we move on to the next section, I just want to mention, if you're interested in learning more about paper prototypes, wireframes and other design tools then checkout my premium course: UX/UI Design Fundamentals. Here you'll learn everything about all of these tools in detail. I'll walk you through how to plan and host a brilliant workshop for generating great ideas. You can find out more at antony-conboy.teachable.com/courses. In the next lesson, we're going to move on to validating our designs by testing them with real users. If you've ever sat in on a user test, you'll know how exciting this can be seeing actual people use what you've created. Have some fun designing and I'll see you in the next lesson. 6. 5. Usability Testing 101: Usability testing has never been easier. There are so many ways now to see real people speaking their thoughts as they use your website, mobile apps, prototypes, and more. Only just a few years ago, this was reserved for the big boys with state of the art, in-house, user testing facilities. I can't speak highly enough for user testing as actually observing someone using your product is irreplaceable, even if things don't go how you hoped. The goal of user testing is to get your digital product or service in front of a customer as early as possible. You then ask the participant to perform specific tasks and observe real-world usage. This can be as simple as opening a menu or if you are designing a form, you could observe the whole flow. If you've ever seen a police interrogation facility on TV, then you'll immediately picture a room with double-sided glass, a team of officers listening in on one side and the interrogation officer on the other. While most user testing facilities used to be a bit like this, apart from the fact that the room was a little nicer and the interviewee was actually allowed to leave. Luckily today, there are ways for users to perform test from their own home, and I believe that this natural environment for the user makes for a better result, no constant worrying about what's going on behind the big glass wall. Let's take a look at a few techniques you can use now. Probably the first test you'll perform, even before starting any design, is card sort. We briefly mentioned this in an earlier video and I just want to give a bit more information here. If you head over to optimalworkshop.com/optimalsort, you can find a really simple to use online tool. Card sorting is a quick and easy way to design an information architecture and menu structure for a website. You can use card sorting to find out how people think your content should be organized and get the insights you need to make informed decisions. With card sorting, there are advantages to using an online tool and performing the task in person, if you have the time. Online, you get many more participants in quantitative data that really gives you a solid idea of how you're doing. Performing the task in person gives you an insight into your users thought process, emotions, and gives you some real detailed feedback that you can't get online. The next type of user testing you may choose to use is a really quick and easy split test. Head over to usabilityhub.com/preference-test to check out this great online tool. A split test, A/B test, and preference test are all just names for the same thing, a head-to-head duel between two designs. In this test, users perform a simple vote between two options and review the results as a percentage. This is really great if you're choosing between two logos, a couple of images, or a pair of design variations. This will just give you a lot more confidence in your choice. If you're after a more detailed test, then head over to usertesting.com. This is a bit like the creepy room test, just a lot more comfortable. Here you can again ask participants to perform tasks, but this time, you are sent a video feed. The best thing about using this website is that the results are back in one hour and the pricing compared to an in-house facility is a fraction of the cost. Usertesting.com has access to over one million testers, so finding a fit for your target demographic won't be a problem. During the design process, we always seem to think about desktop users and sometimes, we leave the mobile design a little behind. With mobile now leading, desktop and tablet combined, in market share worldwide, we need to be thinking mobile first. When testing any design, make sure you include both versions and even a tablet version if you have the time and budget. User testing should be an iterative process and not the end of the road. I've been in a full day of testing before where we update the prototype after each session to incorporate any important feedback we received. Please don't leave user testing until you have a pixel perfect design. I know it's a little scary to get feedback and we want everything to be perfect, but I want you to remember, that's not the point of user testing. This is probably the only test in life you want to fail, otherwise, you wasted your time and money. Get designs in front of users as early and as rough as possible. This is the only way you won't become attached to your designs and feel quite offended when 10 people start picking your baby apart. There are a host of other techniques we haven't had time to touch upon in this section, but I hope this is giving you an idea of what's possible. If you're interested in learning much more about user testing or getting to know the other tests in detail, then check out our premium course. It's only available for a limited time and you can do this over at antony-conboy.teachable.com/courses. In the next video coming out, we're taking a look at getting your first job in the UI/UX industry and how to stand out above the crowd. See you there. 7. 6. Getting a job: Now, this is a lesson close to my heart. I can honestly say that the proudest moments of my career had been mentoring junior designers. The feeling of nausea when seeing your website finally go live, hearing someone give you a rave review or even the proud moment of showing your friends and family your latest project, nothing comes close to the feeling of helping someone else. That's the main reason why I'm putting this course together, to help you. One of the catalysts for this course is that over the past few years, the industry has been through an explosive growth stage and there's more and more competition right now for junior roles. It's harder than ever to get your career started. If you come to this course because this is you or you're thinking about starting a career in UX/UI, then you've come to the right place. What we're going to look at now is a few techniques to help you stand out from the crowd. Attached to this lesson is a document that I put together with a not so subtle title of how to make your portfolio stand out. Make sure you download this. It's straight to the point and gives you a few tips to make sure you're maximizing your potential and standing out to clients when job hunting. I've been hiring designers for over a decade and I've seen lots of good and bad examples of portfolios and let's get this straight. Your portfolio is the most important asset as a designer you possess so it needs to be right. When researching for this course, I found out some cool things about the industry that after 10 years, I didn't even know. Simple things like the terminology you use is important, 63 percent of hiring managers use the job title UX/UI designer. That's how the name of this course came about. I'm pretty sure over the years I've heard at least 20 different job titles ranging from web designer, UX developer, information architect, and many more. Just to make it simple, if you're just starting out, stick to UX/UI unless you're a specialist in either one. I've even been a senior digital application designer in my time. So let's just make things easy for everyone. When starting now as a junior designer, I was very keen on getting an internship. Luckily, I managed to get one designing magazines. Well, more like getting the coffee of British Vogue. But this kick-started my career and lead to other internships around the company and eventually a job in Wired magazine. This is a great way to stand out from the crowd and no matter what anyone says, it's always an advantage to be inside the company when applying for a job. Now, when it comes to your application and interview process, your portfolio will be the main talking point. In this industry, it's more important than your CV and really conveys what type of a designer you are and even brings your personality across because UX/UI is quite an interactive discipline, it's really important to show that you are a great team member and willing to go above and beyond the call of duty. Design is a passion to so many, and this is your chance to shine. I always advise people who don't have much experience with large clients to let their imaginations free with a concept project. If you spend the time to give yourself a task of reimagining a large brand, tell a story, and really showcase your skills, then this more than makes up for any lack of experience inhouse. It's important to remember that your portfolio isn't a huge dump of all your work. It's a platform to shine and tell stories of each project, explain your thought process, and bring the hiring manager into your world for a few minutes. If you can achieve this thing, you'll stand out. Not all of your work needs to be in there. It should be tailored and time should be taken and treated with respect. Make sure that you have an online version as well as a PDF for offline viewing as many managers still print out your portfolio. The main thing that managers are looking for nowadays is that you have a great understanding of UX tools. With so many on the market, it's not vital that you're an expert in each one, but that you have a solid understanding of the main ones. Sketch seems to be the industry standard at the moment, so make sure you're up to speed on this and don't worry if you're not. If you check out our premium course UX/UI design fundamentals, we cover this in detail and you'll be a pro in no time. You can find this over at antony-conboy.teachable.com/courses. When searching for jobs, make sure that your LinkedIn profile is up to date. This is where most of the industry hangs out and there are lots of specialists recruiters out there looking for UX/UI designers to place with their clients. When you start to grow into your career, you'll start to receive job offers through LinkedIn. Make sure if you haven't got a profile you sign up now, it's free, and don't forget to add me as a connection. Just search for Antony Conboy and drop me a message, and make sure you sign up for the main job boards. I always find that indeed.com has lots of UX/UI opportunities and check out LinkedIn jobs as well. Uxhop.com is a specialist UX/UI job site that I also run, so make sure you check that out and sign up for free, no pressure. Make sure you add fellow UX designers on LinkedIn and drop them a line about internships. You can always try your luck contacting the head of design departments or the founder of small agencies, and there you'll probably do more than getting coffee anyway. In the final video, we're going to look at the next steps you should take on your UX/UI journey. See you there. 8. Why: Hey guys, I hope everyone's having a nice day. Just a quick video, I've had a lot of questions recently, so I give my full course away for free. If you want to learn how to be a UX/UI designer, wanting to learn all the basics, check it out school.antonyconboy.com and it's 100 percent free. There's no catch, there's no marketing email, there's no notifications, there's no newsletter. There's no paid course at the end and you don't need to pay a penny, I cover all the costs for everything. A lot of people were asking me like, why are there and what the catchers? This is just a quick video to explain why I do that and why actually the philosophy helps in life as well. The biggest thing I've learned in my career is, or in life in general. The things that make people happy, if you really studied, given things away and spread enjoy so on Christmas when you give someone a gift, it means a lot more interference pattern again, something yourself. I really truly think 99 percent of things on the Internet are drawn from an entirely selfish point of view. In the end, they're goin to lose because out of all your audience, if you charged for stuff, only like 10 percent of people are going to pay for it in the end. Then out of those 10 percent, 50 percent of them are going to think you're full of rubbish because you've just after the money. That leaves you with 5 percent at the end of the people you're trying to reach. If you're not going in this for the money, then what's the point? If you want to impact people's lives and help get people on the Indian that's going to pay off and who knows what shape or formula? But it's not really about that, it's about all the comments that you get. I get emails everyday people say now, the course inspired them to do stuff. I'm just given this brief overview is maybe to think about it. If you want to do something, just think about making something, put it out for free and you're not going to get monetary value out of it, but who knows? Where does getting laid off in life? It's going to make you feel happy. Guys have a nice day until next time. Keep design and if you want to learn some more about UX & UI for free, no strings attached. Check it out. School.antonyconboy.com. Peace. 9. How I Got My Job In UX: What's up guys? Just a quick video today. I just want to give you a little bit of advice in your career. A lot of people ask me how did I get in the UX. I just want to share a little short story about how I ended up with my job in UX and how maybe you can too follow the same path. But it's really all about perseverance. I studied graphic design in university and from there my first job was in Wired magazine in the UK. Then I moved on to Vogue magazine within the same company. These were making iPad apps. When the iPad came up they took their magazine and they made it digital. How I got my job there wasn't actually down to my degree at all, it was down to medium work experience. Work experience if you don't know it's like an internship you go there it's unpaid. You do two, three, four weeks there. Then normally you go in there get some experienced and move on. But I was super lucky because I had a teacher in college who had made a connection in the magazines and they chose one student to go. I know I'm super lucky to get in there. But what getting in there been chose to do work experience taught me was actually these people are very accessible. Leaders send them an email on LinkedIn or something. Maybe some of them won't respond here but some of them will and these people are. If you try different techniques to contact people be respectful, sending email, sending the message, have a look in a way you want to work for and find out who's working there. Maybe just give them a call or something, there's ways to contact these people. What it taught me was it's all perseverance. I went in there I was only meant to do two weeks, I went in there I did two weeks. I lived in a hostel while I was there. Any money I had I spent all on accommodation such as hotels and hostel, I had no money, I didn't get paid. I had zero money at the end of it. But what I had was connections, when I was in Vogue, I made the connection at someone in Ferrari magazine. It was in the same building, I just went down and went to start talking to the people there. I managed to window myself more experience there. I then got some work experience at GQ magazine which is next door, I went there, I then got some work experience back in Ferrari magazine. I went back three summers for six weeks at a time working at different magazines for free. All at the hope, there was no job promised. I was just sticking around the building, sniffing around to see if there's an opportunity coming up and everybody knew me in the building. They didn't even know probably what the gray I was doing or even care, I was just there. I was making the tea, I was first one in every morning, last one to leave. I was in the library every day, learn about the magazines. I made friends with the people who run the business because I went and talked to them and just send them an email and said, "Can I come in at five minutes with rubber chat." At the end of my third year a week before graduation Conde Nast decided that they were going to do some iPad magazines and wired, I was meant to be going there for work experience. This was like my party like twentieth week of work experience classified at the time. But as I went there, I turned up they had this brief to make an iPad app that some money to hire people. Literally, luckily for my university degree I was working on an iPhone app and they knew me. I didn't even interview the job, I just literally got the job because they knew me. I've been around and I was the only person they knew that I'd ever made enough. I was super, super lucky to get that job but I wouldn't have got it if I was just coming from university and apply. I wouldn't have a chances like two, three thousand people every year. The moral of the story is hustle, don't want money straight away in your career actually not like there's no point what you need is experience. A lot of people say, how do you get experience? If you are lucky, I know a lot of people aren't lucky enough. But if you are lucky enough to live near a big city go and figure out one's culture, try and get work experience. Even if you live far away and you're online, maybe just try sending some emails. If someone send me an email saying could they make something for me like offer something with no expectation in return. You might be able to like offer someone something for free making something for them that offers them value that they can use and you can use that in your portfolio. It's all about thinking of clever ways to get to give someone something of value. You'd be able to use that in your portfolio. If you can't get that job offer something for free just do a couple of different things, you never know where it's going to end up. Guys I just wish you the best of luck and until next time keep designing and keep on trying. 10. Responsive Web Design: Hey, what's up guys. In today's episode, it's all about responsive web design. I'm going to put five minutes on the clock, it's quite a complex thing to explain in a couple of minutes but I'm going to do my best. Responsive web design, it's a fluid design, it's like water. You pour water in a glass and it fits any shape or form and that's the whole theory behind responsive web design. Its probably been all around, I remember starting it maybe 7, 8, 9 years ago now. It's been around for a long time and basically it comes from people using different devices. The iPod came out, tablet was a different size when that got popular. You have desktop which is large and then you got tablet, and then you got all the variety of mobile screens in between. What happened was when the first iPhones came out and all these devices started getting popular around like 2008, 2009, 2010. When you loaded websites on them, basically they took the whole desktop and they shrink it down to this tiniest eyes. That's basically where apps came from. You had unique looking for your design things for the devices. But when you run on to the internet, you get like pinch and zoom and navigate your way around there. It was a very terrible experience. We use CSS to style a website. That stands for cascading style sheets, and that is the look and feel of the website. What people did is they put a little bit of code in the CSS. Basically, it had the look to see what dimensions you page was and then it added something called a break point. It said, if this screen is 7, 6, 8 wide pixels, which is iPad, then display this and it will be a different better code. Then it would say if it's 368, which was iPhone, display this and it was another bit of code. What you started doing was you'd have normally 3 different break points, desktop, tablet or mobile. But depending on how fancy you got, you can add a few more inserts, it's totally custom what you can do. People started out in these breakpoints in, and then what that allowed them to do was say for mobile, change the text size from 50-30 points. Using the same website, you could really make your web designs look great. It just involved a lot of testing with a lot of work to do for the designers, but it paid off in the end. It like an art form during responsive web design. There's a lot of tools but you can get help here. Like I've been designing my own websites in web press and all the themes on there responsive. Pretty much every website in the world is responsive now, and you can actually can go in there, you can choose your different text sizes for the different screen sizes so that's all good. I'm going to talk about a couple of companies doing this is so long ago, I know a couple of things that are really hard in responsive web design. There are certain things which are easy. Listen, a lot of people will tell you, design mobile first because that's the way iPhones go in. I'm saying do whatever you want because people have told me that for years. It's probably cool but I design desktop first, I find it easier to design the big screens and then go smaller. But that's just because maybe I'm just a bit more old school, I have been doing that for 10 years [inaudible]. But how I normally design a website is, I design stuff in boxes most of the time. I'll design my desktop site, and then when you design stuff in boxes, just basically stuck them when you get down to smaller sizes. Four boxes in a row on desktop with them become on mobile four boxes stacked vertically, or you could even introduce it as a carousel, or you could do a few of the things. I don't really like to do interactive elements like carousels, just because when I was working for the BBC, basically, their homepage was at like a billion views a year was just one carousel. I know that 99.9 percent of people click on the first one and then nobody views the rest so we will see the data on such large scales. They got rid of that out on the page now, and it's just a long score on page. Now, I know that gets more eyeballs on the different contents. So I don't hide anything when I design, I stuck it all. I stuck the boxes, and it's pretty straightforward, it doesn't take that long to take a page and make a mobile version. Where they out perform us, there's a few things that I've found incredibly difficult. First one is tables. If you're designing a data breach site, like it could be whatever like a calculator for bank, or you're working for doing car loans, or you're doing something mathematical, or you're comparing two things side-by-side. Then you find that data-rich is super hard to do on mobile and you just need to change the way the table is displayed. So you've got, oh, five minutes is over. I'm going to need at least three minutes on this. When you say you have 10 columns in a table and you take it down to mobile, but it doesn't fit, it doesn't work, and those columns might become horizontal rows, or there's lots of good examples online for how responsive tables are done. Just take a look. By now all the people have done it, but I remember when I was doing them for a bank, I found them super difficult. Just because there's so much data you got to cram in and maybe through clever ways to do but think about it when you doing for tables. The other thing which everyone gets wrong, and I've got wrong lots of times is text over image. Normally, at the top of a website, you'll have a thing of the hero, which is normally an image with some text over and bottom. It's normally the main call to action for a website. It's fine and if it's an image normally you can controller like in a magazine it'll be fine. But when you scale down to mobile, what happens is the actual image ratio changes. So the crop on the image might go from landscape, it might go to portrait because phones are like this. Then what will happen is your text will wrap and your text logo tall. But then the portrait crop of the image is totally different than the landscape crop. The text might not be readable over different portions of the image. This is something that everyone gets wrong. The only way around, I think, which is nice, is putting some filter on the image. I normally put like a black filter. If you got black tension with the white filter, but I normally put a black filter may be 50 percent. Yes, it makes the image look a bit taller. That's the one thing, but it's the only way I can figure out to get around that without putting the text in the box. I don't like putting text in a box unless you're really clever with your image choice and you choose something which is like an abstract image. If you had something which was just a picture of the say, 10, it looks the same and white text will be readable over it at every scale. There's two ways to do, either be really clever with the image choice, choose something plane like the sky, say, a view of a mountain, or something where you can check the crop on all sizes, or put a black background over it, and you can choose whatever you want them. Let's say they were the two main things. Then obviously, as you get into mobile design, the pages get very very long. Along with responsive design is also like, it's adaptive content, we call it. Is every bit of content on your desktop necessary on a mobile? Some things might not be. I've certainly done things on my own site where it hadn't like the page title on mobile to bring everything up. I want to bring things into view. Think about unaware pressure you can do adaptive content. If you do in like a costume website, you can say, "Okay, we don't actually need the home mobile." Really have to think about the actual content that you need a mobile and even think about changing headlines. Sometimes I've had a longer headline on a desktop because I think it looks fine. But then when it got down to mobile, it's a such a complex topic to talk about, but the headline stacks and goes really really tall. Think about adaptive content along with this. There's lots of great resources you can use to check this out. All them on programs do responsive design. Think of them, Adobe XD you covered. You can just use a different output, three different sizes. That's fine. Then all the magic will happen in development when developers take that and then make the website real. You've got that, but you've also got over resources where you can check if a website is responsive. Vest after striking browser and you'll say old content stuff that stuck and start to flow. That's one. Then you can also google responsive web test, and there's websites out there where you can put a URL in and it will break it down on different devices. But to me, nothing is as important as you're checking on the device. Because a lot of the time it will look different on desktop browser than it will in an actual phone. Just because of the way like Safari might display on your phone. I don't really worry about tablet anymore because I know that [inaudible] since my viewers go on tablet. Tablet really just looks a bit like the desktop version. Well, there's not that much difference. Normally, also I've three boxes across [inaudible] , but I always check it and make sure. But definitely check text over image, check tables, have fun design, make you a check on the display. It's super excited, it's fun. Until next time, keep designing responsively. 11. What does a UX Designer do?10: What's up guys, today's episode is super-simple, but sometimes some of the simplest things that are most important and it's what is a UX designer and what do they I do? I'm going to pull five minutes on the clock. I think it's a little bit detailed, I'll try and crop as much information here as possible for you. UX designers work in a wide range of companies and there's different job titles as well. I'm going to talk about UX designers specifically. But there is also product designers and there is UI designers. They all focus on different parts of basically creates digital products. For UX designer, normally it's the larger companies who hire specifically UX designers and that's just because they have bigger budgets. The websites can be quite small, but they could have a lot of designers. You can focus more on specific things and that's a good thing because it allows you to really hone in on improving things. But essentially what a UX designers job is? Is to improve the digital product for customers and that improves the business because you're helping people along the way and you're also increasing revenue because you're improving things like how many times they might purchase a product from you. That's what UX designer job is and there are different processes that we can go about improving things. The first thing we'll talk about is the UX design process. Whenever you create a digital product, you want to put it through something called the UX design process and that is essentially a way of creating something that is what people want and help solve problems. There is four stages in there. A UX designer can pop in and out of different stages. Sometimes I like smaller companies like startups. You might work on different projects at the same time. You might be in one stage of one and another stage of another. Also depending on you, you might like to focus on different parts depending on your skills and you know what, that's perfectly fine, we not all sheep, we not all the same. Embrace who you are and let's have a look at these different stages. The first one is research. Some company don't do much research. Some companies do. Normally there's two different types of job role you really going into. Sometimes you'll be working on an existing website and sometimes you'll be creating something called a greenfield project which is a project from scratch and different types of research really. Most of the time you probably go into a company which already has a product and the research that you'll be doing there, really is talking to existing customers and it's pretty better. Sometimes going into a company that has a product or service already in place because it's a little bit easier to talk to people who already use it. The real hard work is building software from the ground up. Well, if you first go into a company the first thing, maybe depending on what they put you on. But if they are quite new to UX. Maybe you might have a little say in this, but I'd really try and talk to some customers and you know what it could be online surveys, if you don't have access to them in real life, nothing's better than getting them into the office, even creating a schedule. You get to yeah, like two customers in every Friday or something try to make this a party of your routine and then you can figure out what you're going to talk to them about or maybe show them new stuff. But get different people, talk to them. But the real point of the research phase is to understand the problem that the website is trying to solve and the UX designer needs to understand that problem. They can basically create the simplest solution for that problem. That's the job of the UX designer. There's different techniques you can use, like we said before, there is surveys, there's interviews, there's talking to customers one on one. But once you understand the problem you're trying to solve and also, this could be looking at analytics as well, which is something that a lot of people don't do. But also if you've got some spare time as a designer, this is actually where your value might come in. Get Google Analytics installed. Make sure you get access to it and start looking at the analytics at the websites and understand. Maybe you might identify a problem that you can solve really simply by changing a little bit of design on the website. I'd class that as part of the research phase. But talking to customers, identifying their problems and also identifying things in the actual problems that the website built and you're only know that by looking at analytics. As I get Google Analytics installed, maybe incorporate that. Like a lot of people in company won't ask you to do this stuff. But I really believe as part of a UX designer, your job is to understand fully how the website works and a lot of people maybe don't really know that much about metrics or don't understand how powerful is, but I'll really advice to understand how powerful metrics are and maybe take a look at them. But anyway, that's part of the research phase and there's lots more jobs coming available. You might not be UX designing, you might be a UX researcher and it's so easy and it's so interesting. It's something that I didn't really appreciate until later in my career. But it's something that you can definitely get stuck into and go that route. Maybe for larger companies with bigger budgets, they might focus more on UX researchers and maybe people from, time is done. I will have to keep going. I'm going to put another three minutes. Maybe people from a more scientific background might be interested in going into this. But anyway, that's the research phase and that's part of what a UX designer does. Then there's also the design part and that's split up into two. The first part of being a UX designer is it's like low fidelity mockups. Once you know what your task is to make, you can then make a digital version of that. I always say it's best to sketch first because you can get free lots of ideas. Nine of them out of 10 will probably be rubbish. Let's be honest. Certainly happens like that after me. Through those ones so I chose the good one. Then you can work with people to make sure it solves the problem. You can do this or you can do this on a computer if you want. I certainly , used to love doing stuff on their computer, but then it's just quicker to do on paper and you don't need to. I'm trying to save you some time. But then when you have something that solves the problem you want and this could be a problem on your website or it could be a bigger problem. This could be the journey of how a user signs up for websites or something. Once you've worked through that, make sure you work through that first before putting detailed designing, because it just quicker to change. But once you've got something that meets the criteria that you need, you can do two things. You can put a wireframe together, which is a basically a design with no, it's just Times New Roman and some squares. There's no images or anything like that. That's basically so you can really, actually think about what you're doing and don't think about design. You could go that way. Lots of people do that way. Lots of people also work with companies which have a design language and not something like the design won't change. The buttons will be the same, the fonts to be the same, the colors will be the same. Even things down to like, the images and backgrounds would be the same. You could actually, I just know populous areas where you can skip that phase and actually make it in the UI language if it's easier and it's already built and it's not going to change. You could actually make your page like that. It's personal preference at the end of the day. But that's also the job of the UI designer. Some companies have UX UI designers. Some companies have UI designers, the person who posted the visual detail and like I said, like the design language, the fonts and colors. Sometimes this is one job role. Product designer could be one job role. Normally the smaller companies you'll do more. But that's also exciting because you get to impact a business a lot more. But yeah, then you put it like that and then the next important thing for UX designer. That's the design part of your job, you got your research, your design and then also like just as important as the testing part. This is how you prove that the thing actually works. Again, customers enter into the lab, a few places I've worked up unlucky where they have like an actual room setup so you can bring them in and talk to them and you can record your sessions and stuff. This is normally the bigger companies where they have more budget. But it's also like such, man, I'm going over time today. I'm just going to stop this now. I don't even know what time is anyway. Probably trying to make it a more concise, so don't go like this, but this is a super important lesson. But yeah, you get customers in. You talk to them and you test what you doing. Parts of the design facial, make a prototype and you can do that in Adobe, in Figma sketch envision all of these different tools. Make the prototype, actually observe people using it, because I've follow-up designs of an amazing before yeah, we'll get big headed when we design something and then to see people use it and turn into shreds effectively is interesting. If you are humble enough, you'll be able to change the design. If you're quick enough, you can change it and test it again with more people on the same day. You can think on your feet, because you will see the same thing coming up again and you might be like, ''No one can see that button because it's blue on a blue background. It'll be obvious when you see people using it. You might think it looks nice, but then you'll just notice people not being able to use your product. Be humble. Accept the changes and then at the end of the day, once you testing is done and that could be in person online, million different ways. You have something that you can release and you know how is going to perform because you know you have tested it and you've seem people use it you know it going to perform well. There we go, research, design, test it and then once it's done and released. Look your analytics and go back into the research phase. Because this the most exciting part. Because you can actually change like I said, we adapt on the fly when we were doing testing. You can also do that when it's released. 12. Design Thinking: What's up guys? In this video, we're going to talk about design thinking and why it's the most valuable skill you have, not just as a designer but as a person in the world. I'm going to [inaudible] five minutes on the clock because this is very important. If you don't watch any videos again on UX UI design online, this video could help change the course of your career or could help change the course of your business because the way we need to look at things is you're typing [inaudible] online. In 99 percent of the videos about how to use Adobe Extreme, how to use figure, and how to sketch all these programs. You could be the best person by using all these digital programs in the world. You can spend a year learning them but it doesn't make you a designer. It just makes you a good practitioner. Because you need to know what you're going to design, you need to know why things are done. It's like I've been using now [inaudible] before, have been a painter. Basically, I want to be a painter and I spend all my time learning how the paint brush works, all the brush tools, all the different colors. I have the best paint set in the world, but I still can't paint because I'm not Leonardo da Vinci because he understood how to think, which is what this is about. Design thinking to me is whenever you're faced with a challenge or you're faced with this in our business world or at life you can even apply this to any of them. Is you have a problem and your skill as a designer is to think the easiest way to solve that problem. That might not be cool because a lot of people like to do flashy things, like to do animations, like to do things that look nice. But rarely that's why sometimes in the world you can see something go viral and will be very bad quality or you're watching from the 60s and will be more popular than a 2020 movie with 10 times the budget and 10 times the production quality. Because we care about story and we care about the questions being solved in the easiest way possible. I'll give you example, so you've got a website and your website is a portfolio and the whole point that that website is for someone to give you a call and book some film [inaudible] to chat about. If that call to action is not front and center on your website, it's now repeated for hours, there's no constant link to, then what's the point in the website? A lot of people forget when they design [inaudible] what the actual pointers. If the point is the book calls or capture e-mails, first of all, you need to measure where you are going to do and you need to have an idea of what success looks like, and then you need to test. You need to test five different variations of doing the same thing but as long as you know what you measuring, you know what you want to happen, then you can just keep out every day until that happens. That's the best way to approach any design. It's not about whether you're the best designer in the world, but if you are be the best technical designer, whether you know the most colors, that stuff doesn't matter. What matters is solving the problem in the most simple way possible, and you know what the [inaudible] thing is here, it might not even be the solution that you got at the moment. The best way to solve something for you might not be a website, it might be an e-mail. It could be an e-mail which making two minutes, it could be a push notification, it could be a 15 second TikTok, because you first started designing something for the iPad. Like I started designing magazines for the iPad. The people just aren't there anymore, the people have moved to TikTok or they have moved to Linked-in or they have moved to YouTube. The problem you're trying to solve is how to get to as many people as possible, then you have to rethink about the thing that you're actually doing. That's not part of design thinking, design thinking is you've got a problem, what's the simplest way possible to solve that problem? It might be not the coolest thing, but it might be the sensiblest thing, if you want to send an email or something. But as long as you know what you want people to do and you have good intentions, then sometimes the simplest thing is better than spending six months on redesigning something which is all flashy, which is got video, which is got animations, belts, and thinking about all the edge cases, all the error messages, all things that designers we love to think about all that. A lot of people seem to care more about little things than big things. I think maybe because it's easier. Sometimes it's quite hard to look at the big picture or maybe it's a bit simplistic. It's like the way children look at things. Like you've got to think what is the point in what I'm designing, and then choose the easiest way to do that. I think that if you approach your whole business like that, if you approach life like that, then you can have a good time. Because if you choose the easiest thing, then you can test more things because you might probably not be right on everything and certainly not [inaudible] choose easy things. Then if it doesn't work, I'll make another one, I'll make another one. It's consistency over time. Having a plan to do the same thing over and over again until you succeed. Then it's understanding what you want to happen and measuring that because if you don't understand what you want, if you don't measure success, and then if you don't have a plan to execute it, then you're not going to be able to succeed and in pretty much any fun in life. Design thinking to me is having a deep goat inside feeling and about what the question is. You want to solve because what's the point in making something if you're not solving something. Then measure it. Know where you want it to look like success, and then have a consistent plan all the way to get there. There's probably 1,000 videos on design thinking amongst. Probably just you need to make if you might not agree, let me know what you think in the comments. But maybe it's the simplest way to look at the world that is, think, know the problem, measure it, and solve it. Hope that works, hope that helps you as a designer. Don't worry too much about the technical skills. They'll come over time. But if you can start thinking like this for everything you put out, every piece of content, everything you design, then you all are going to have results. You are going measure them and you are going to be able to prove whether hypothesis works. It's a scientific way to look in the world. Until next time guys, keep designing.