Husband.

Designer.

Bernese mountain dog owner.

Avid soap-boxer, baseball watcher, & scotch sipper.

Doodler, tech-reader, pen hoarder.

Design Program Usage

sketch

For UI design, I use Sketch

principle app

For prototyping, I use Principle.

webflow

For web design, I use Webflow

The right tools make all of the difference, and I've become very proficient at these 3 in particular. I regularly post templates and tutorials for all of these on Dribbble, Medium, and their own respective forums. If you'd love to talk more about them with me, feel free to click that chat button. I'd love to help out where I can.

My Design Process

Step 1: Target your users, understand their needs, desires, hopes, frustrations, aspirations, shoe size. Pretty much understand whatever you can, so that you build what they need and are able to empathize with them.

Step 2: Sketch, draw, doodle, and sketch. I should buy stock in post-it notes.

Step 3: Talk to your users, understand them more, run through the scenarios, map out affinity maps, understand constraints.

Step 4: More sketching. Get all of those bad ideas out.

Step 5: More talking. This is where you should understand if you're solving the right problems in the right way. Also, you're starting to talk to developers about how you could build it.

Step 6: Enter the pixels. Start designing really low-fidelity prototypes, or start mapping out user flows. Don't get too hasty and start being pixel perfect. All of this can change.

Step 7: Test your prototype with users. Understand where your tests work, and where they don't.

Step 8: Back to the pixels. No way your tests went perfectly on the first, second, or third round. If they did, you might have done them wrong. Embrace the shortcomings, and throw out bad ideas.

Step 9: Final testing. You should now understand how people will interact with your app, and try to simulate scenarios as close to real world as possible. Test out stress cases, edge cases, error codes, network drops. Test them all, and make sure your user can figure out how to solve problems if and when they arise.

Step 10: Hand off to developers. Provide clear documentation, and work with them to understand how your design will react to different screen sizes, orientations, languages, accessibility standards. Draw a ton of arrows.

Step 11: Launch. Gather feedback. Get ideas for the next release.

Step 12: Repeat.

Platform Familiarity

Over the last 3 years I've been spending a lot of time understanding the constraints of the web, different frameworks, writing some html and css, and designing desktop and web apps. I've become pretty familiar with newer technologies, and even prototype web-apps in html.

I'm most well-versed in designing for iOS, having been a part of an iPad and mobile applications. Apple's HCI standards are bookmarked in my browser, and while I use Android for my personal device, I always count down the days to the next Apple keynote.

Android is my Jam. Material design is, in my opinion, one of the greatest designs systems ever devised. I love designing for Android as I see great potential for awesome apps that can have impact across the world. There's really so much to love about this platform... if only they would use a uniform pixel density...

Experience

Lead UX Designer

Intradiem October 2015 - Present

CEO, Owner, Supreme Potentate

Tomjohn Design LLC May 2012 - Present

Designer

Intradiem July 2014 - September 2015

Production Designer

Triple Crown Products May 2012 - June 2014

Student

Concordia University Wisconsin August 2008 - May 2012

My Work

Want to work on a project with me? Just want to chat?

Let's grab a cup of joe, go over the details, and get to work.
Contact Me ⇗