Hi, I'm Alexis

Thank you

UX

Management

Design

Game Design

Prototyping

Methodology

Storytelling

I'm a UX student that's interested in a lot of things, from philosophy to neurosciences.

 

I've prepared for you a list of my main skills, so you can have a grasp of my profile

For reading until there, if you're interested I'd be glad to connect with you !

student, as of now

"An order given is half of the work done"

- Some old lady in a TV show

"Design is not just what it looks and feels like. Design is how it works"

- Steve Jobs

"Fun is just another word for learning"

- Raph Koster

"If you feel like you're going to crash in a wall, the best option is to go in it as fast as possible"

- Me

"If it's ready; test it. If it's not, test it anyway"

 - Unknown source

"A good project is worth nothing if nobody hears about it"

- Unknown source

UX can be meaningless, it's not up to 1 person to "do UX". It must be a collective effort from a team, getting in the shoes of the users and solving their problems.

 

I always try to explain my methodology, to answer the "why"s from everyone because in the end what matters is that everyone feels involved and motivated.

 

I don't think UX is a magical way to a good design, but I do believe that the iterative process with users allows for earlier detection of design flaws, and avoid huge time losses on the long run.

 

 

Main skills : User research, usability tests, user journeys, ergonomy, ethnography

It's hard to talk about management without falling in the "LinkedIn inspirationnal post" hole. I do believe a good manager changes the face of a project, makes it more livable for the people working on it and can turn a huge deadline to a doable milestone.

 

I think the hardest part of managing is keeping everybody motivated, making everyone feel listened to and that their advice matters. When managing, those are the points I focus the most on, because I think they are the key points to people doing their best.

 

 

Main skills: zetetic, planning management, communication, profile assessing

 

 

When I talk about design (and I think I'm not alone in this one); people tend to think I create furniture. I usually answer to that by saying that design is about solving problems.

 

I discovered the world of design when I was still doing video games, and I quickly liked it because it felt to me like becoming a designer would allow me to shape the world of tomorrow.

 

A product design teacher once said is that a UX designer is a "whatever designer". Well I think that it's quite accurate, I like to work in different fields, for now I've tackled automotive, healthcare, new technologies and education; and I'd like to open up to even more things. That's what I like about design: it allows me to stay curious about everything.

 

Main skills: interviews, workshop, creativity facilitation, analysis, technical development, prototyping

 

 

Fun fact: when I used to talk about game design people used to think I create virtual furniture.

 

Game Design is about teaching in a fundamental way. When you play a game, you have to learn how it works, what you can and can't do, what is happening etc... In video games, those things can be very abstract, and the work of the game designer becomes to teach those notions without the player even noticing.

 

The theory of Flow by Jenovah Chen is what I believe makes designing game so incredible. Finding the balance between everything you'd like the player to experience and their perception of the game is a very hard task that requires a lot of testing, but it's worth when you see them have fun in it.

 

Main skills: Ergonomy, cognitive behaviors, world design, storytelling, HLC, playtesting, monetization

 

 

When working, due to my game design past, I tend to have a very iterative approach. I think it's allright to go in one direction and to realize it wasn't maybe the best one as fast as possible.

 

I always favor going back and forth between designing, prototyping and getting feedbacks to make sure I'm going in the right direction.

 

In groups, I try to bring in new approaches to work, for example, I made an app to adapt a game design tool (the design lenses) to the "classic" design field.

 

Main processes: Google's sprint, agile process, creativity tools (hats, role play, lenses), quick prototyping, feedbacks

I both love and hate prototyping. You feel great because you're finally shaping your ideas, it's the moment in a project where you can see what you've done until now. But it also means you now have to show it to people, and there is no way to know how it's going to go.

 

But despite that, as I stated earlier, I truly believe prototyping your ideas is the only way to know their worth.

 

It doesn't matter the quality of your prototype, you're always going to be able to gather insightful feedbacks from showing it, at least more than if you tried to judge by yourself.

 

Main skills: VR, Programming, Wireframing, Card sorting, Crafting, Electronics

In each and every project I work on, I try to create either a Process or a Trailer video. I think it's very important to communicate on what you're doing, especially in the UX field.

 

One image is worth a thousand words, and a short video will create empathy for your project, as well as informing more effectively than with just a speech.

 

For this reason, when looking at my project, you'll most likely see at least one video (the usual exceptions being short projects where the deadlines don't allow for it)

 

Main skills: Video editing, scripting, motion design, recording, storyboarding

 

Contact me