Engineering & Pioneering Delightful User Experiences for next-gen SaaS startups, businesses and individuals.
Get high quality Enterprise UX Centered Digital Product Design for your users, customers or stakeholder partners.
I have spoke at multiple Design Conferences from large scale to small meetups or digital podcasts, book a session or a workshop.
UX adds more value to your Digital Product, my mission is to give your users the solutions that they will love and interact with.
Interested to see how User Experience (UX) adds value? Schedule a free consultation to learn everything you need.
Ux4web is a wholly owned subsidiary
personal brand of Dotnik Studio owned by the Director of Product Design (UX Leader, Influencer &
Mentor) at Dotnik Studio Private Limited, Mr. Chaman Sharma.
UX or User Experience in my own words is all about gathering and analysing data to find out the
pain points of the user's interaction with the product and working on those pain points to convert
those pain points to gain points and deliver a delightful experience.
Our Signature UX Audit Research Process is industry verified and high quality approach method
(developed in-house) to find out pain points of using a product while pointing out effective ways in
which we can overcome them and make them a gain point for the users, period.
There is just one simple question do user research at all the stages of your product lifecycle
but if you have low budget then do the UX Research at the early stage and save some money for
supplementary research later in the future.
It's very important to understand the differences between both Qualitative and Quantitative Research methods before choosing and using the one as per the perfect fit for the respective use case scenario.
Quantitative Research is an UX Research method that is conducted to carry out a gathering of data that is measurable in simple terms. It gives you some exact values like conversion of goals, KPIs and OKRs calculations, A/B Testing. Observation, Analytics data, etc. Analysis and comparison of the same data helps you in concluding to better results and to determine performance of one over the another. We can also say that Quantitative research is also something like Behavioral research technique which observes and finds outs user behaviours bys using so called "Quant methods" where we try to answer exact values of like how many and how much.
Qualitative Research is an UX Research method that is conducted to explore the user's mindset, reasons and vision behind user actions. These goals can not be defined in any defined number of data henceforth these are quality dependent and called Qualitative technique of UX Research. We try to answer questions such as why's and how's of a problem and then coming to a solution using these metrics. Generally, this method is used to measure the attitudes and beliefs of the user so sometimes also called Attitudinal Research. User groups, user interviews, personas creation are some of the methods used in this research process.
Ideally, you'll need to use both the research methods throughout your process but you need to know the basic differences and the time of each method when it is required to be conducted.
UX Audit, Research, and Design process are carried out to simply remove the gap between what
users want and what they need. Providing them with what they need along with great interaction
design, visual UI design results in a delightful experience.
This means more benefits and profits adding up to the product, improving numbers of conversions from users to customers i.e. more customer acquisition, and alas definitely more beneficial to the users because they are going to love it which resulted in an earlier metric that included more conversion. So, in short, humanizing the digital experiences and user needs is what results in great user experiences.
Design without data, analytics and observations of research is just about beautification. When
talking about Enterprise UX Products, research is the starting point of any UX Design Process. Good
user research is the key in designing delightful user experiences.
Finding the right UX Speaker is a key to delivering great content for your viewers during
Design Conferences, design meetups or even during small talks or podcasts. Assess all the qualities
of the speaker by having a video call before hiring him/her for your Design Conference.
Creating a good UX portfolio is very critical and very crucial to add some value to your online presence. UX Design Portfolio not only showcases the visual design elements instead it required the entire demonstration of the process that you used during your research and design to carry out.
Designing a kickass Case Study for your UX portfolio required each part of the process to be highlighted during your presentation, every minute details of the project matters which majorly includes giving the context and explaining the challenge, describing how you solved the problem (since Product Design is all about solving a problem, you need to define this here), show the results and numbers that you achieved, summarize by concluding what you've gained and learned while doing the project. A beautiful presentation matters too, design goog high quality mockups to showcase your visual designs and keep the entire case study go in sync with the identity that you choose for the project so everything looks good in place.
There are few online no-code portfolio builder and dedicated UX case study builders which focusses entirely on making your ux design portfolio go online and live in the wild with no efforts at all.
Growing in the community or in your career is all about finding the right mentor at the right
time. I, here at ux4web provide on-demand mentorship on request to interested mentees and
candidates. Also, I provide corporate UX trainings to companies and startups.
Jakob Nielsen's 10 general principles for interaction design. They are called "heuristics" because they are broad rules of thumb and not specific usability guidelines.
1: Visibility of system status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
2: Match between system and the real world
The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
3: User control and freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
4: Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
5: Error prevention
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
6: Recognition rather than recall
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
7: Flexibility and efficiency of use
Accelerators — unseen by the novice user — may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
8: Aesthetic and minimalist design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
9: Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
10: Help and documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
Designing is like taking a bucket of responsilities over your head and getting used to every terms in this field is very crucial by clearing doubts about some jargons and getting you out of deep water. See below few terms that you need to know, a full page coming soon.