My name is Mo Agca, a 25-year-old interface designer. In the past, I have mostly worked as a Medior Interaction Designer, with additional tasks as a User Experience Designer Visual Designer on the side. I consider myself an all-round designer who understands design principles of various roles as a designer in a project. I enjoy practising a variety of roles as it keeps the work exciting and helps me grow even more as a designer.
Check out my CV here
Wireframes & flows
The early design phase allows me to spot potential problems early on, and give me a sense of the potential user experience. Wireframes and flows (flowcharts, sitemaps) are not only the visual representation of the functional elements of a product but also the base of the user experience. In any of format of projects, I prefer to work close-knit with programmers and make an interaction documentation in Confluence or InDesign to fall back on when in doubt.
Used apps: Sketch, Omnigraffle, Confluence, inDesign.
User research is something (especially large) clients do not want to spend much time on, while it actually helps estimate the success of a product at an early stage. I believe it is an essential part of the design process as we are designing for the customer, not ourselves. I tend to make simple clickable prototypes in a few minutes and test their logic around the environment for quick feedback. User research is mostly seen as time-consuming and expensive, but in the long run, it is the opposite of those things.
Used prototyping apps: inVision, Keynote.
I consider myself an interface designer, as I enjoy the role of a interaction and visual designer. During a project, the two disciplines should work together in the entire design process instead of just in their own phases. When finishing an interaction design and passing it to a visual designer, there might be unexpected visual design problems that have to be solved in the interaction design. This starts a back and forth iteration war between the two designers which is time-consuming, and stress-increasing. The ultimate scenario would be to involve both designers in the whole design phase and create a mutual solution which is less prone to change in the future.
Used apps: Sketch, and when required → Illustrator, Photoshop.
Prototyping & animation
Making designs tangible with prototypes or animations help me understand the flow of a product, and if the interactions feel right. I prefer to make a quick prototype in the early design phase to spot design complications in order to save time in a later phase (for e.g. development). Depending on the project, I enjoy making high fidelity prototypes when testing with real users to give them the total experience and vision of what’s in the client's mind, including animations. Animations can not only be implemented as delight but are also improving the user experience as our eyes naturally pay attention to moving objects.
Used apps: Principle, inVision, Keynote.