I started to write an article on how non-designers can get started in interaction design, but quickly realized that Tip 2, “Know where you are on the UX design skills ladder,” is worthy of its own post.
The UX Design Skills Ladder has several constituents:
Here it is:
Level 0—”Everybody”
Level 1—Beginner designers
Level 2—Intermediate designers
Level 3—Advanced designers
Knowing the ladder will help you in a variety of ways:
If you do only one thing: Know your UX Design Skills level and make a plan to get to the next level.
Next week, we’ll look at how non-designers can get started in interaction design.
Prajakta,
Thanks for your feedback. You are right—this item needs some clarification.
Generally, appropriate design feedback starts at a very high level early in the process (because the high-level issues are still easy to change and the details don’t matter yet), then becomes more detailed as you progress (because the details become relevant and high-level issues become difficult to change significantly).
Beginners tend to not make this distinction and treat all issues equally early in the process, or they may focus on details because that’s all they understand. While normally this mistake isn’t a big problem, it can be destructive when that beginner happens to be an executive. In fact, one VP at Microsoft was notorious for latching onto details like wording and fonts, while ignoring the big picture issues that require executive-level attention such as strategy, usability, simplicity, value, and branding. Consequently, the things that really mattered where overlooked. Employees would prepare for these reviews to avoid getting his feedback.
It is certainly true that having an eye for detail and the ability to give actionable feedback about detail are very important skills, so keep it up! My point is simply that more experienced designers focus their feedback on what’s important at the time. A healthy design process isn’t concerned with pixel perfection until the high-level issues have been addressed. Paper prototypes and tools like Balsamiq Mockups are great because they force people to focus on the right issues. By contrast, doing early design work in Photoshop is asking for trouble.
Everett
Thanks for your response. You answered my question. ![]()
I also found your example about VP in Microsoft interesting.
[...] McKay’s blog post outlines the tiers of design skill, from those who think of design in terms of technology and using [...]
[...] Get it? No? No problem: I designed it in Visual Studio myself, and I am a level 0 designer on Everett’s scale. So, there is nothing to get other than terminology on the form [...]
Hi there,
Nice blog. I am transitioning to UX and this post came in handy for evaluating where I stand. I have a question regarding this point you mentioned –
“Offers feedback that is often inappropriately detailed, focused on minor visual details.” for level 0 – Everybody is a designer.
Though I also provide actionable feedback (based on design concepts, heuristics, etc), I have also focused on minor visual details (example: inconsistent use of fonts, buttons, etc) while performing UI testing at work. Why is focusing on minor visual details a sign of non-designer? Not everyone notices these small details. Also, so many good designers have pixel level perfection. Even they must be focusing on minor things. Just curious to know.