Download - Adapting to Change
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- ADAPTING TO CHANGE ANTHONY ARMENDARIZ @MANTWAN
- To improve is to change. To be perfect is to change OFTEN. WINSTON CHURCHILL
- HELLO MY NAME IS ANTHONY A.K.A @MANTWAN
- EXPERIENCE DIRECTOR (I help internal teams and client partners think outside of the box to create innovative and delightful user experiences.)
- 1996 ARTIST MULTIMEDIA DESIGNER FRONT-END DEVELOPER WEB DESIGNER INTERACTIVE ADVERTISING VISUAL DESIGN LEAD CREATIVE DIRECTOR VP OF UX & DESIGN PRODUCT DESIGNER 3 TIMES FREELANCE DESIGNER 2 TIMES AGENCY OWNER 2014 EXPERIENCE DIRECTOR
- OVER 18 YEARS, IVE BEEN 14 TYPES OF DESIGNER THATS ONE EVERY 1.2 YEARS
- 60 40 SELF EMPLOYMENT VS. EMPLOYMENT
- 75 25 DESIGNER VS. MANAGER
- REINVENTED MYSELF CONSTANTLY
- TO CHANGE OUR PERSONAL LIVES WE STARTED AN AGENCY TOGETHER
- I HIRED MYSELF OUT OF A JOB (And Im learning to adapt to that change.)
- There was a time when Apple couldnt be taken seriously and then there was a time when they UNKNOWN made the rest of the world demand only the highest quality design products and experiences. This is when we finally had a seat at the table.
- DAMN, IT FEELS GOOD TO BE A GANGSTA
- EVERYONE WANTS WHAT WE CREATE. (AND THEIR ADDICTED)
- THERES A TALENT WAR GOING ON.
- MOMS BASEMENT
- THE TOOLS WE CREATED CREATED MORE OF US.
- As a designer, youre constantly trying to improve. In this industry, if you are standing JOE WILLIAMS @STUDIOROHAN still, youre falling behind.
- A STORY OF CHANGE OUR ROOTS
- THE MACINTOSH 1984
- Anyone with a computer regardless if they had any experience or not could produce design. MY DAD - ISRAEL ARMENDARIZ I felt the quality was inferior and that it lacked the artistic touch. In my case I decided I would find find a new career rather than compete with rapid work.
- ANTIQUE SITES 1995-2000
- FLASH 1999
- WEB 1.0 (K10K.NET) 1999
- TAKING YOUR TALENT TO THE WEB by JEFFREY ZELDMAN 2001
- FLASHWEB BASED PRODUCTS 2001
- A MATURE WEB 2005-NOW
- WEB 2.0 2006
- WE CREATED AN INDUSTRY FULL OF DESIGN SPECIALTIES THAT DIDNT EXIST BEFORE.
- AT THE SAME TIMETHIS IS WHAT MOBILE LOOKED LIKE
- AND DESIGNING FOR IT WAS HORRIBLE.
- AND THEN CAME THE IPHONE.
- LIKE GOOGLE GLASSES, IT WAS A BIT SILLY AT FIRST BUT IT CHANGED OUR PERCEPTION.
- BUT NOW MOBILE WEB MATTERED
- APP LEAFLETS
- THEY WERE DESIGNED BY DEVELOPERS. SOUND FAMILIAR?
- DIGITAL DESIGN AGENCIES ARE COMPLETELY DISRUPTED THE PARADIGM SHIFT
- WE GENERALLY SPECIALIZED AND THOUGHT THAT WE WOULD BE OKAY THE PROBLEM WEB DESIGNERS MOBILE DESIGNERS &
- At times of change, the LEARNERS are the ones who will inherit the world, while the KNOWERS will be beautifully prepared for a world which no longer exists. ERIC HOFFER
- POUR ONE OUT FOR THE HOMIES
- GOODBYE WEB MASTER
- HASTA LA VISTA PRINT DESIGNER
- CIAO FLASH DUDE
- ADIOS INFORMATION ARCHITECT
- SAYONARA WEB DESIGNER
- PEACE OUT MOBILE DESIGNER
- HELLO PRODUCT DESIGNER
- INDUSTRIAL DESIGN BRANDING SOCIAL MEDIA ANALOG DESIGN MARKETING & ADVERTISING DIGITAL PRODUCTS
- DIGITAL ECOSYSTEMS
- IT DOESNT WORK. THE WATERFALL PROCESS
- Proposal Contract Kick-Off Meeting Project Brief Project Schedule Strategy Project Brief DISCOVERY User Personas FVA Requirements Wireframes Prototype DEFINE Moodboards Conceptual Design Visual Design Style Guide DESIGN Front-End Code Engineering Testing & QA Release Support DEVELOP WATER FALL PROCESS EXAMPLE DURATION 6 Mos. with a Creative Director, Information Architect/Interaction Designer, Visual Designer, Developer
- SURE, AGILE IS A BUZZ WORD. BUT IT WORKS. AGILE/LEAN PROCSS
- MVP or Subset of Features (every 2 Weeks) AVERAGE DURATION: 6 Mos. ! TEAM: Product Owner/Client Product Designer Developer Requirements Design Develop & Release User Test THE AGILE PROCESS EXAMPLE
- PRODUCT DESIGN SKILLZ VISUAL DESIGN HEAVY 10% 20% 70% INTERACTION HEAVY 10% 70% 20% PM HEAVY 75% 20% 5% AN EVEN SPLIT 33% 33% 33%
- Hire a Product Designer who knows iOS, Android, Windows, and great at UX but is also HE WHO WILL NOT BE NAMED a talented illustrator.
- WILSON MINER WHEN WE BUILD If the environment is always changing, then we need to be always learning.
- future predictionsLETS TAKE A GLIMPSE INTO THE FUTURE
- THEYRE EVERYWHERE. (OBVIOUSLY)
- MOVIE IRON MAN
- MOVIE HER
- If the project you worked on hit the market and no body wanted it, nobody used it, DAVID COLE would you blame yourself? If the answer is no then I think you do not have enough authority. If youre blaming others for the outcomes in your work, its time to demand more.
- THE HALF-PIPE EFFECT PAST MOBILEWEB PRODUCT DESIGN FUTURE
- THEN NOW
- EMBRACING CHANGE
- LEARN TO SELF MANAGE AND SUPPORT YOUR TEAM 1
- REACQUAINT YOURSELF WITH SOUND, ANIMATION & MOTION GRAPHICS. (AND 3D IF YOURE BRAVE ENOUGH) 2
- 3 ITS ALWAYS ABOUT WHAT THE USER WANTS AND NEEDS. NOT YOU.
- 4 DEVELOP T-SHAPED SKILLS
- BREADTH OF KNOWLEDGE DEPTHOFEXPERTISE
- 5 GOOD OR BAD, A UX IS A RESULT OF WHAT YOU AND YOUR TEAM CREATES. ITS NOT A ROLE.
- EMBRACE AGILE 6
- 5 LEARN MOBILE ALREADY 7
- KNOWING IOS ISNT EVEN HALF OF THE BATTLE 8
- ITS NOT JUST ABOUT HOW IT LOOKS AND FEELS. DESIGN IS HOW IT WORKS. 9 STEVE JOBS
- THE PROBLEM ISNT SOLVED UNTIL IT CAN BE DEMONSTRATED. 10
- PHOTOSHOP IS NOT THE CANVAS. THE TECHNOLOGY IS. 11 MATTHEW ARMENDARIZ
- SHOULD DESIGNERS CODE?
- UNDERSTANDING TECHNOLOGY (OUR CANVAS) WILL HELP US CREATE BETTER WORKS OF ART
- LEARN TO SELL YOUR WORK AND ESTIMATE ON THE SPOT. 12
- LEAD, FOLLOW, AND GET OUT OF THE WAY 13
- OR MAYBE YOU ALREADY KNOW THIS AND I AM THE ONE WHO NEEDS TO CHANGE. 14
- RICHARD TIRENDI If youre the smartest person in the room, you might be in the wrong room.
- THANK YOU & LETS KEEP IN TOUCH WWW.FUNSIZE.CO ! " # [email protected] @MANTWAN @FUNSIZE