Hi, my name is Dionne and I’m a Senior Product Designer. I got my start as a generalist artist in the game industry, working in every aspect of the design pipeline - from concept art, marketing assets, UI/UX, VFX, 3D modeling and managing outsourced art houses. Later, I found my love for ergonomics and was extremely fascinated by human psychology and our everyday interactions with things. That was how I discovered my passion for UI/UX design.
To a consumer, a product can only ever be as good as its design. As a product designer, it's not enough to just create great visuals; the products I build need to be relatable, intuitive and user-centric. I need to be able to communicate these concepts effectively within the organization so that everyone from engineering to leadership understands why good design is critical to success.
My 12+ year career has taken me across several different verticals and spans the entire design pipeline. I've worked on concept art, asset development, marketing collaterals, art direction, user research to high fidelity prototypes. I focus on creating compelling, effective designs and empower my team to do the same. I work to create an atmosphere of collaboration and actively cheerlead my team in exploring new avenues.
Improving team collaboration for remote organizations.
Read moreAn experimental redesign of the virtual office space.
Scaling a B2B on-site monitoring system for improved user experience.
A total design overhaul of the production monitoring system.
Read moreAn demanding (and award winning) project to re-skin and unify a research platform.
Read morePrototyping an AR diagnostic tool for dealerships
Read moreAn AR visualization tool that was spun off of the Car Manual project.
Read moreA microsite business template for pre-sales teams.
A UX case study for an asset prototype for car dealers.
A personal project sparked by going through the pet adoption process.
Read moreA personal project sparked by going through the pet adoption process.
Through my years of experience, I have learned that no project can be approached the same way - All of them have different requirements and needs depending on the over-arching priority. Based on these priorities, I customise an approach that will be optimal and scalable enough to accommodate many different scenarios and edge cases. As there is never a perfect solution to an ever evolving market and human behaviour, I often offer multiple options as my solutions that will lay out both the pros and cons.
I have had exposure to a number of different SaaS verticals. There tend to be two schools of thought when it comes to competitor research; either you think of competitors as a sort of guinea pig that absorbs the risk of being a first mover and identifies potentially lucrative new niches or you use them to identity areas you avoid due to saturation. In both cases, having a comprehensive view of the landscape can only help you make better decisions. During the discovery phase of a product (or my onboarding in the case of an established product) I always do thorough research of the direct and indirect competitors. I map out business canvases to get a better understanding of the industry. I dissect both the product and their competitors’ (marketing, messaging, feature set, etc.) in order to discover their competitive edge and unearth potential veins of opportunities.
Product design is an iterative process, it requires a cycle of experimentation, refinement, feedback and testing which I find aligns better with the typical agile practice. In multi-stakeholder environments it is difficult to account for everyone's voice at once, especially early in the development pipeline. I have found that in most cases it is easier to work with smaller incremental steps that allow each feature to mature independently and maximize the period for input. This reduces the "idea traffic jam" that forms in many waterfall environments where a poorly defined vision is subject to competing priorities and in the end can satisfy none of them.
As humans, we often forget that our perception is limited. We rely heavily on patterns and heuristics to assist us when interacting with our products. When designing large products or scaling existing systems it's critical that we don't lose sight of how users will consume that information. In my teams, I look for a clear hierarchy of navigation, UI and visuals that categorizes features into well-defined buckets and provides a framework for adding capabilities. This approach leads to a much more cost-effective and maintainable product.
Design and Systems thinking plays a huge role in my process. This is where I identify and map out different personas base on the product’s targeted users. I also investigate and define the problem statement that impacts the product and explore different solutions that has been applied. Thereafter, I would ideate several option solutions and propose them with a list of pros and cons. I would often do this by either sketching out concept screens or storyboards, or reuse and composite existing UI assets to quickly convey key user flows and journeys. These solutions are often coupled with my understanding of modern human interaction behaviour and ergonomics that are familiar and easily learned by users. However as a non-expert in some of these specialised topics (i.e. medical, manufacturing supply chain etc..), I always collaborate together with key stakeholders ( engineers and product managers) to formulate realistic implementable solutions base on the given budget and resources.
I’m a firm believer of efficiency in order for the product to beat the market and not need to reinvent the wheel. I often take other people’s learnings and apply them to the product in a logical manner that is supported by research publications and statistical studies that have already been conducted. However, for solutions that are considered new and have not yet been explored extensively, I will prototype sections of the user flow to test ideas with targeted users. This helps me better understand their expecations and give me insights on how they perceive and interact with new features.
No feature can be considered “verified” without proper testing with users. To avoid bias from our own assumptions, I always design user research based on what I would like to uncover and test. These can range from new product ideas to usability tests based on a defined success metric. Each research test is usually customised based on the overarching theme and hypothesis to be verified. I then select test methods based on how well they will expose the desired metric (usability testing, on-site or video observation, survey, A/B testing, user interviews ). These will allow us to validate the value of the feature and help the product iterate based on those learnings.