usability testing – Being told to moderate other designer’s tests

I want to ask if this is common practice or even a good practice.

On my ux team, we are being told that no one will moderate usability tests for their own projects. We will do all the work and prep for the tests such as figuring out tasks and writing the script but another designer from the team who has no knowledge or involvement on the project will conduct and moderate the tests.

Does this make sense? Their justification is that this will remove bias and stop the moderator from doing things like hinting to users to click that button or things like that. Which I find ridiculous that a moderator would not know to ask leading questions. I think it’s a waste of time to have to learn someone else’s project just to do moderating and never to be involved in that project again. Some people on the team and upper management believe having someone who doesn’t know the project doing the moderating is best practice because this is what they learned from a ux boot camp course.

My team wants proof that other ux teams do not work this way or UXers believe otherwise.

How does your team work? What do you think about this?

We are looking for Graphic Designers! – Crowdsourcing app

We are looking for graphic designers who want to join interesting contests on our creative platform. For now, our app is developed as an MVP but we are improving it weekly.

Projects will be submitted soon.

zignative.com

Buying – Looking for Talented Designers

Hi Everyone,

I own a sign shop in Sydney, Australia, and we are looking for talented designers to join our team.

Things we need assistance with include:
SEMrush

– Redrawing clients logos, and converting them to EPS/PDF files if they only supply Jpegs
– Editing Photos for Social Media
– Designing company promotional items such as brochures, business cards etc
– Helping with the design of the company website and internal job system
– Helping with the designs of clients signs (Corflute Signs, Stickers, Business Cards etc)
– Helping with concepts for Vehicle Signage

We are flexible, and just looking for the right people to join our team. You don’t have to be able
to do all of the above. For example, you may be an expert in redrawing logos, or you may be an expert at designing vehicle graphics. We will consider everyone based on their strengths.

To make the process simple for all parties, I have attached a brief survey.

Looking forward to hearing from you via PM.

Cheers

Jake

 

Needed Lead UX/UI Designers -London

Lead Experience Designer (UX)

As one of Europe’s leading Human-Centred Design teams made up of award-winning and highly skilled researchers, technologists and designers that collaborate to create products and services that make people’s lives better?

Working in partnership with household names across the world to unlock business value through technology, the team support creating thoughts and ideas into visionary, deliverable outcomes that benefit users, consumers and employees.

The teamwork across all industry sectors, tasked with applying and embedding HCD process to a range of big complex problems, at every step, putting people and their needs at the heart of all our solutions.

Each of our specialists is just that they strategize, they discover, they hypothesise, they ideate, they test, they iterate, they deliver and they make a difference.

Do you believe that you can challenge our clients to embrace change, are you a creator, driven to continually push the boundary of what is possible? Whether creating new products or helping a business become more relevant to its customers, you’ll be part of a dynamic team that drives design and build with passion and enthusiasm, on deep foundations of research, collaboration and technical capability.

About you
• You are inspired by a challenge and have a passion for design
• You are creative and adaptive with a keen mind for collaboration
• You are mature with a lid on your ego and have a good sense of humour
• You enjoy working across a broad range of products, domains, sectors and industries

Responsibilities
• Lead design workstreams (managing people and quality of deliverables)
• Project planning, reporting, estimation, and resourcing
• Ideate and create (or oversee) UX deliverables such as personas, journey maps, IA and wireframes
• Create rich high-fidelity compositions incorporating user-experience methodologies
• Create and manage deliverable documentation such as style guides and visual implementation guides
• Coach peers and junior designers for skills advancement and design process education
• Communicate strategies, design and processes with colleagues, clients and stakeholders
• Build and maintain collaborative relationships with clients, peers, and stakeholders
• Define and maintain ownership of process enhancements and toolkits
• Support business development initiatives
• Adhere to and promote KPMG values and our team ethos to “do the right thing, and do it right”
• Adhere to and promote accessibility standards and ethical design principles
•Adhere to and promote Information Security related processes, procedures and role-based responsibilities

Desired Skills and experience
• Significant design-related experience (various industries and B2B experience is a bonus)
• Demonstrable experience of solving complex problems using various design methodologies
• Expertise in a wide range of research techniques and execution of related deliverables
• Expert at executing HCD deliverables, inc. research and design strategies, IA, personas, journey maps, wireframes and designs
• Ability to design and lead workshops with all levels of participants (users to C-levels and execs)
• Strong verbal and written communication skills with the ability to articulate, sell, defend, and receive feedback on work
• Exceptional consulting skills that include leading design-related conversations, surfacing project requirements, building and nurturing good relationship, and fostering environments for open, productive collaboration
• Strong leadership skills, coaching Designers, Analysts, and Development teams on the execution of design-related activities
• Skilled in common design tools; Figma, Sketch, Adobe CC (Photoshop, Illustrator) etc.
• Experience with at least one rapid prototyping tool such as Axure, Invision, Proto.io etc.
• Experience with working in a multi-disciplinary Agile environment (in-house or agency)
• Awareness and interest in current technology and design trends
• Strong self-motivation and teamwork skills, with the ability to build momentum and pivot if needed

terminology – Are Product Designers UX Designers who also do Product Management? If not, what’s the diff between the 3?

I’m having to work with Product Managers for the 1st time and we seem to be in a push pull of who does what and who has the final say on this or that. Someone argued that it’s bc I’m a UX Designer rather than a Product Designer. Every time I read an article about the diff between UX and Product design I don’t quite get the difference…

However, if Product Designers take the responsibility of a Product Manager as well, then I understand the difference. Conducting user research, ideation workshops, designing as well as being responsible for the backlog (I don’t mean contributing, I mean responsible for making sure all the ACs are there etc), writing release notes… Having to attend all those meetings with different areas of the business I honestly don’t know how one would have the time to design and do all that. Only in this case I’d say yeah, I’m quite happy with the title of UX Designer!

Mind you: I work on a very complex B2B SaaS product, not a shoe shop… I think that might influence the answers…

What UI/UX Designers do in office besides designing?

First of all, I apologize if the question is off-topic. I am struggling and couldn’t find the right platform nor reading materials on this topic.

How can UI/UX Designer stay inspired, motivated and active during the peak and off-peak season?

Peak Season

As a sole UI/UX designer, I am usually very busy, especially during the early and mid-phase of the product design timeline. However, towards the end; development stage (this could take months), there seems not much a designer can do besides the UI/UX quality check on the staging environment for the new product, updating styleguide and other design documents. I am also spending time learning and reading to improve UI/UX knowledge daily.

Off-peak Season

I also have the same issue about the designer duties when there is no new products in production. While the developers deal bug fixing on a day-to-day basis, I’m not sure what can a designer do daily during the off-peak season. I even offer help to the marketing team for any design works.

Again, I apologized if this type of question is not suitable here. I am hoping if others who have experienced this have advice or insights to share.

Thank you in advance.

The biggest problm 4 breaking into the market 4 entrylevel UX designers is the lack of experience. Employees’re looking for a good portfolio

What if a UX portfolio review mentoring session collects tips for improvement and then turn into a library then recommends suggestions for similar case studies or portfolios. How does it feel? Would you use that kind of platform as a UX designer?

Looking for website layout designers

I'm currently looking for decent to very good website layout designers (modern looking websites)

Do PM me your portfolio and your rates if possible, thanks.

dungeons and dragons – Have any of the designers of D&D explained why Strength increases Hit Chance?

The original reason was to differentiate the Fighting Man from the other classes as a combat specialist

The original Strength bonus to hit, solely available to Fighting Men (what we now call Fighters/Martials) was not introduced until the Greyhawk Supplement to OD&D (1 Feb 1975, TSR).

In the first combat system, the only original bonus “+ to hit” was for Dexterity for missile fire. (Unless you had a magic weapon, for example.)

Page 11, Men and Magic, TSR 1974: +1 to hit with missiles with Dexterity
above 12 (my note: 13 Dex or greater yielded +1 to hit with missiles).

Strength above 13 gave a Fighting Man an experience point bonuses of 5%; Strength above 15 gave a 10% XP bonus, but neither gave a bonus to hit nor to damage. A Strength based bonus to hit was at best indirect — with more Strength you’d get to a higher level sooner. A second level fighter hit AC 2 on a 17, and 4th level fighter (Hero) was the next table up and hit AC 2 on a 15, a 7th level hit AC 2 with a 12, etc. (Page 19, Men and Magic, “to hit” per the table.)

  • Note: the Holmes “blue book” kept this approach. (Page 6, D&D; TSR, 1977)1.

This changed in the first OD&D supplement: Greyhawk (the most common addendum / correction / update to OD&D).

Greyhawk page 4 (devs = Gary Gygax / Rob Kuntz):

Other character types may engage in hand-to-hand combat, but only
true fighting men
are able to use their Strength and Dexterity to
utmost advantage.”

With that point in mind, we proceed to page 7 of Greyhawk:

“Strength also aids the fighting man in his ability to both score a
hit upon an adversary, and damage it.”

“Fighters of exceptional strength are now far more formidable
opponents …”

Then on page 8 of Greyhawk, we note that only Fighting Men

” … with a dexterity of greater than 14 can use their unusual manual
dexterity to attempt to dodge or parry opponents attacks.”

Summed up: only the martial characters could, via their profession, take advantage of their Strength to land an effective / telling blow and use their Dexterity to avoid getting hit. Anyone else could be strong, but would not get the advantage of “+ to hit.” Anyone else could be agile, but since they weren’t professional fighters, the Dex based armor class advantage didn’t accrue to them.

Simple Answer to “Why?”

To make Fighters more formidable opponents. (Fighters tended to be melee specialists / tanks from the beginning.)

Commentary: it was understood during the play tests that went on where D&D first grew that the problem of the Linear Fighter and Quadratic Mage (as we call it now) was looming.

But that approach didn’t last very long.

This restriction to Fighting Men of the Strength benefit to hit, and to damage, was lifted in the 1e AD&D PHB. The “Why” on that is another matter, given the speed at which the game was growing.

  • BECMI applied a less complex version of that same bonus for high scores in abilities, per page B7 of Basic D&D, Moldvay (Mentzer), TSR, 1980. Str bonus for hit and damage was +1, +2, +3 for 13-15, 16-17, 18 respectively. Similar bonuses were applied to other attributes. That score-to-bonus relationship can still be found in 5e, for all attributes, albeit with a few refinements.

While only Fighting Men and their sub-classes could benefit from Extraordinary Strength (18 Str Fighters rolled percentile dice 01-00 for additional benefits) in AD&D 1e, the stronger-than-average Cleric would do a bit more damage when he whacked someone with a mace. The AD&D 1e system formed the backbone of what we play to this day, for all of the variations that have come to pass. (As did BECMI, which took a similar approach.)

The “+ to hit” and “+ damage” based on stat ability is rooted in making the martial character stand out in combat. This makes a lot of sense, when you begin to apply real world comparisons between people who really know how to fight (professionals) versus anyone else.


1 Of passing interest, but off topic for this answer, the cover of the book says “The Original Adult Fantasy Role Playing Game for 3 or more players.”