About

Dee Sadler

I've been in the UX world for a long time and have done everything from visual design and interaction to user research, usability testing, hiring and managing teams, and mentoring of teams and individuals.

I'm a certified instructor who taught web and print applications, has facilitated dozens of Design Thinking workshops, ran UX user groups, and has spoken at many conferences and even ran my own conference. I recently spoke at Harvard Extension school and a webinar for Trinity who help out UX Bootcampers. I love being active in our community.

I have experience in UX for consumer-side mobile, financial applications, B2B applications, Ad agencies, telecommunications, web sites, and healthcare applications (serving consumers and medical professionals).

I've managed large and small teams.

My Process

idea

Experience Strategy

Before a product is made, before an Epic is created, I help business understand who the users are, what their needs are and what direction the product should go.

This accomplished through market research, demographics, analysis, lean model canvases and other methods. It is essential to understand for whom we are building something for, and what they really need. In agile, this is the Investment level.

strategy

Hypothesize and Research

Once we have a direction, you have to fill in the gaps on what you know about the user. Get to know their needs and pain points.

Do you already have demographics, some competitive research done? User segments? Any interviews needed? Do we have access to the actual users, or what the client thinks are the users?

At this point, there are many, many points where UX and Product and Engineering can do many Design Thinking activities, brainstorm, affinity map, journey map, do some pre-mortems to figure out where we might need to pivot before any actual work has been done.

Design Plan

Make a plan

Design Plans, also known as briefs, are an essential part of the UX process. They are done with the stakeholders, and lets everyone know who is doing what and when.

Part of a plan is also a timeline, and a description of methods used, any deliverables and who are the approvers of those deliverables. What user research needs to be done, what interaction , visual design, and any hand-offs. Of course all of this can be done in an Agile fashion.

Prototype

What are we building?

While getting to the point where we are ready to prototype is very important, getting to the point even with low-fidelity wires to be able to have something to show users in a usability test is the brought together in something they can click through.

Creating an IA,user stories, coming up with a good flow, both user and task flow, are all important to do before we even create the first wireframe. It also allows both Product and Engineering to become part of the process.

Everything is based off the user research. The synthesis between the user researcher and the interaction designer will make or break a product.

validate

Validate

Usability testing doesn't happen just once. It happens throughout the process and varying fidelities and needs. You might need to just see if they "get it", or if they can accomplish a task. Everything up through validating is just an assumption. Hopefully an informed assumption, but validating a design gives us the data we need to know we are going in the right direction.

It isn't about the number of clicks or how much a user scrolls; those are just a perception of something that doesn't flow or make sense to them. It’s important to remember that perceptions make someone keep or throw away a bit of software. This is the part of UX that influences the ROI. We can actually prove that we can help to lower development costs — only if we are allowed to go beyond design, and do the research and the testing.

design system

Design Systems

Once we have a Style Guide and know what out interaction design patterns we have, it is time to add to the Design System. A library of interactions, UX principals, and on down to components, designing in a modular fashion is what allows uses to understand how to use the product.

I view Design Systems, including a style guide, principals, interaction design patterns and code included along with a Setch library file, Figma or whatever as necessary, and not a nice to have part of UX.

Clients

Testimonials