Tools are only as useful as they are usable — so creating excellent user experiences has been core to our mission from the start. And that’s why we couldn’t be more excited to welcome Product Designer Holly Burleson to our growing design C1rew! In her own words: "I'm super thrilled to be joining the exceptional team at C1. I can't wait to work on some incredible things together!" Welcome, Holly! We're so happy to have you aboard!
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I have been looking for analogy in the real world to explain why building tech is so hard. Finally found one in my 2016 Land Rover - which required the entire top of the engine to be taken apart, not once but twice. You might think the hardest part is disassembling the supercharger, but you would be wrong. The hard part are actually the "dependancies" all of the wiring, and coolant hoses that can take two days to unplug, and sort through - and good luck re-assembling things! Software feels the same way - a feature feels simple to build, but the reality is much different. New features require UI/UX work, sprint planning, building, etc - as well as of dependancies that need to be accounted for you haven't thought about. Pictured: 2016 LR4 supercharger with some "dependencies" missing
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Most product teams don’t care about their users And it’s (super) easy to spot those who do: They give a sh*t about navigation As you build product and new features, complexity takes over This impacts the way your users get something done It changes their path — and if your navigation does not reflect the new path, your user will feel lost At worst, they churn That’s why constant iteration on the navigation is needed Here at Contrast, we take a lot of inspiration from games I was talking about that this weekend with Quentin “𝑸” Durantay He told about the superfluid experience he has while playing Zelda You’re playing, you’re learning and understanding The product guides you and at the end you’ve completed a task It feels natural How to get better at building seamless navigation? → Force yourself to think about the experience → Create prototypes for every design → Look at the experience as a whole → Measure the impact on navigation Experiencing the new feature then becomes a new design-problem The scope gets bigger. But when done well it increases adoption. And ultimately keeps your product simple to use
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I have never shared this… My journey of solo-founding designer at my first job. Imagine that—a newbie and the only designer on board. But this has helped me learn so many things: → Juggling multiple hats → Brainstorming features → Working with engineers → Building products from 0 → Thinking from the user's perspective → Understanding the business side of products → Understanding the impact my designs can create → Even, literally calling random users for user research Believe me, these are just a handful of the lessons I've learned. Our team was a close-knit group of 8 remarkable individuals. Working in a small team didn't just enhance my skills—it also shaped my mindset. Building a product initially doesn't need a large team; often, a designer and an engineer will suffice. Here's a little teaser: we are launching tomorrow! (P.S. Working on the startup app at my previous boss's home with his cat)
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🚀 On the Road to Round 2 at 'Reimagine' Hackathon! 🚀 I'm excited to share what we're preparing to submit for Round 2 of the "Reimagine" hackathon organized by Sheryians Coding School. After our success in Round 1 with a refreshed look for ASUS, we're now diving into the world of McLaren to reimagine their digital presence! Our Vision for McLaren: Our team, Debugging Overflowed, is dedicated to crafting a website that captures McLaren's essence of speed and innovation. Here's a glimpse of what we're working on: 🚀 Dynamic and Modern Design: Sleek Aesthetic: We're designing a visually striking and modern look that reflects McLaren's legacy of performance and precision. Innovative Layouts: Utilizing clean lines and bold visuals to highlight McLaren's brand identity. 🌐 Engaging User Experience: Interactive Features: Adding interactive elements like hover effects and animations to make the user experience engaging and immersive. Historical Insights: Featuring a captivating timeline that showcases McLaren's journey and achievements over the years. 📱 Responsive and Inclusive Design: Cross-Device Compatibility: Leveraging CSS Grid and Flexbox to ensure our design is responsive and looks fantastic on any device. Accessibility Focus: Prioritizing inclusivity to create a user-friendly experience for all audiences. 🔍 Key Features We're Excited About: Custom Animations: Implementing smooth animations and transitions to enhance visual appeal and user engagement. Enhanced Navigation: Designing an intuitive navigation system for easy access to content and seamless browsing. Speed Optimization: Ensuring fast loading times for a seamless user experience. Throughout the hackathon, we: 🚀 Worked closely together to generate creative design ideas 🎨 Focused on improving user experience with cutting-edge, user-friendly interfaces 💻 Incorporated state-of-the-art web technologies to bring our concepts to life 🔍 Made sure the design was fluid and responsive on all platforms I'm incredibly proud of our team's tireless work, and this experience has greatly enhanced my skills in collaboration, creative problem-solving, and web development. A heartfelt thanks to my team members Satender Gaur, Aman Rawat, and Kunal Rawat for their dedication and creativity. Wish us luck for Round 2!✨ Experience the live version of our Round 2 submission: https://lnkd.in/gEwpFbCC #sheryians #reimaginebysheryians #round2submission
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When I say: "Focus on quality in your game / product", what comes to mind? For any answer, there's a point of diminishing returns. We can spend an eternal amount of resources on perfecting art assets, beautiful code, or tweaking the UI, but if we aren't asking "How does this improve the experience and is it impactful?", we're walking right into a situation we really don't want to be in. One of the most important things a Product Manager or a Producer can do to ensure we're thinking about quality, as a team, is making sure that what we're working on has a strong link back to the vision and goals of the game / product.
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Very detailed and explains the entire process!
Design Foundations Manager @ Lyft | I create systems that help people build better user experiences.
Lyft Systems Designer Namika Varma-Chang explains her process when working with various products teams to meet their needs. Learn more by reading her article titled ”Embracing the process: Learning to slow down to deliver clarity”.
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We’re in product development phase! Talk about being in the deep end (which is actually the theme of my product), but product development is hard! Where to start, what will work, what ideas to let go of versus push forward… But I am excited after many hours of strategising, planning, a mess of post it notes and concept cards scattered across my living room for weeks on end, colour coding and categorisation, that the main design and development of Seascape of the Self is almost complete. I’m looking forward to the next stage which will be a product demo and some market testing! Looking forward to continue to share updates! #conversationcards #positivepsychology #characterstrenthgs #selfdevelopment #cardgame
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Rise and shine! ☀ It's time for a sunny Saturday edition of #SumoMythbusters - starring Lead Game Designer at Sumo Nottingham, Steve Kirby! Keep reading to discover common misconceptions about #GameDesign 👇 Game designers aren't all-knowing beings! Cross-discipline collaboration with other disciplines is key when it comes to game dev! "Unless you're a solo developer, game development is a team effort." Steve's top tip for budding designers? Failure is okay! 👌 Don't be afraid to fail: this can lead to stagnation of your creativity. "We need to plan for failure in a positive way and give room for it in our projects to unleash the creative potential in our teams and ourselves." Steve's parting advice is to breathe and only worry about the things you can control😌 And remember to improve those collaboration skills! "All disciplines should be involved in idea generation, feature creation, implementation, & testing. All doing our part to make the game." #CareerAdvice #GameDevelopment
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How to prototype faster than your competitors. (From a Co-Dev studio that gets paid to prototype) Prototypes shouldn’t take months. Too many game developers delay: - Development cycles - Market testing - Iteration And miss out on quick market opportunities. Here’s how we speed up your prototyping process: 1. Use modular design. 2. Test early and often. 3. Make adjustments in real-time. Without skipping any step. We test multiple concepts in parallel, speeding up the time it takes to find a winning formula. In 2018 we were close to bankruptcy. We only had 1 big partner. We did not diversify our partners and projects. To survive, we had to prototype fast and effectively. We never made the same mistake again. And now we get contracted to prototype for other studios. Curious! How fast are you prototyping ideas currently?
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Software Engineer @ ConductorOne
1wWelcome to C1 Holly Burleson! 🥳