Joseph Dodd

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PORTFOLIO

What I Have Been Working On

"Where science meets creativity!"

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HEWLETT PACKARD ENTERPRISE

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RAM QUEST

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CACI / TICOMGEO

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WIN REALITY

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DATA VISUALS

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LAUREATE

ABOUT

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My biggest goal in my professional life is to create the possible out of the complex - Whether through my UI/UX, visual design or my traditional art. I have always felt a strong bond with balance, a need to create an emotional journey, and a calling to make life easier for others.

To achieve these goals I earned a Bachelor's of Science through the Art Institute with a heavy focus on User Interface and Visual Design. And I continue that education through the Interactive Design Foundation. In addition to user-centered interface and visual design, I have also honed my skills in narrative user experience, interactive prototyping, effective wire-framing and concepts, traditional art, visual design, illustration, 3D design (modeling, rigging, texturing, lighting and sculpting), as well as, storytelling and game design.

This varied background adds to my strong pool of creative and intuitive design skills. This background has given me skills in interactive design, SaaS and B2B design. I have experience designing for different mediums like desktop, web, and mobile devices through multiple creation programs like the Adobe Creative Suite, Axure RP, InVision, Adobe XD, 3Ds Max, Unity, Unreal, and Visual Code. I am also proficient in HTML, CSS, and JavaScript.

Check out some of my work while you're here, and please consider contacting me if you like what you see. Thank you for stopping by!

SKILLS

skills
  • Designed UI/UX in corporate, and startup environments with experience in managing business objectives, consumer brand communication, conducting and interpreting market research and usability testing, and cross-team collaboration.
  • Through user research and usability testing I was able to help design and create forward thinking user interfaces that helped improve user experience. This aided me in solving UX and visual design challenges with customer and user guidelines in mind.
  • Able to design for multiple platforms (desktop, mobile, web, tablet, etc.).
  • Able to work under pressure and thrive in fast-paced work environment while maintaining high quality results.
  • Solid grounding UI/UX design, traditional art, 2D/3D art and modeling. Versatility to quickly adapt to different art styles. Skilled in creating textures/lighting of various styles realistic to stylized.
  • Bachelor of Science with a heavy emphasis on Design and User Interface.

HOW I WORK

My Core UX Principles

  • Be a Voice for the User!
  • “Why are we building this?”
  • Develop a Plan and a Process
  • Stay Usable, Consistent
  • Understandable & Accessible
  • Focus on MVP, Consider Nice to Haves
  • Study User Patterns
  • Keep User Journey Understandable
  • Visual Grammar & Personality
  • Feedback Matters

My Process

Empathize & Identify
  • Why are we creating this?
  • What problem/need are we solving?
  • Who are the target users?
  • What is the timeline?
Initial Design Meeting
  • Get manager/companies thoughts & directions.
  • Get an idea of branding needs.
  • Get an idea of the timeline expected.
  • Whiteboards are fun!
Research
  • Is there Competition?
    • What works & what fails?
  • Review similar products.
  • Interview potential users.
  • Sketch out ideas
    • Wire-Frames
    • Flow-Charts
    • Features
  • Figure out MVPs & Nice to Haves.
Ideate
  • Give team feedback, results & plan.
  • Receive feedback & whiteboard design thoughts.
  • Decide on best design processes to use
    • Some Examples:
      • Personas
      • Card-Sorting
      • Use-Case Stories
      • Types of User-Testing
      • Flow-Chart Detail Level
      • Prototypes - Static or Interactive
  • Design in digestible chunks.
  • Design low-fidelity flow-chart.
  • Use flow-chart to design low-fidelity wire-frame.
  • Design Meeting for feedback.
Design
  • Create basic prototype based on feedback & wire-frame.
  • Start work on Pattern Library & Style Guide.
  • Design Meeting for design overview & feedback.
  • Get user feedback.
  • Iterate prototype based on feedback.
    • Design, Review, Revise, Repeat
    • Most time of process is spent here.
    • Nail Down MVPs
    • Consider Nice to Haves
    • Finalize Pattern Library & Style Guide
  • Depending on timeline - User Interviews & Testing.
Development
  • Development can start working on "features" framework.
  • Develop in small chunks.
  • Test often.
  • User Interviews & Testing
Finalize
  • QA the heck out of it!
  • Depending on timeline - One more round of User Testing & Interviews.
  • Release product and turn users into promoters!
  • Post-Mortem

CONTACT ME