Growing up in Essen, Germany, I started my career as
an intern at a TV production company in Cologne
after high-school. Using the computer not only to
consume, but to create and working in a creative
environment had a strong impression on me.
I moved to Cologne permanently and started a
2 year apprenticeship as a Design-Technical
Assistant
to build a foundation of skills as a designer.
Consisting of three main subjects, Graphic-, Motion-
and Interaction Design, I found myself in deep
fascination for the latter. From the Web Design
Lessons to basics in Frontend Development, in the
course of the two years, I started leaning more and
more into that direction. A teacher introduced me to
the
Arduino Platform
between the classes, and whenever I got bored, I
spend my time creating visual
experiments in the processing language. I
used
the two opportunities to choose courses
from the computer science apprenticeship program to
create an iOS App, where I learned to respect the
Objective C Language
and admire the Apple
Human
Interface Guidelines, and one year later do a
Javascript
Project, which made JS my programming language of
choice ever since.
After I completed the apprenticeship, I moved to
Berlin to work as a Front-End Intern at
digital agency Die Taikonauten. Even
though I consider the short time there as
the most insightful so far, since I learned a lot
from the environment and more experienced
programmers, I found my creative enthusiasm
unsatisfied after a while. Talking to a former
coworker from another company I tried to formulate
my targeted discipline from a term I saw frequently
in articles that covered topics of my interest:
Interface Design. I was hoping to find something
like my apprenticeship for my studies, something
that offered at least part of the courses to cover
the design of interactive systems. He told me about
the
bachelor programme in Potsdam with an exclusive
focus on Interface Design, flexible course topics every semester and project
focused course structure.
Studying there for some years, my fascination and
joy for the subject is still as strong as when I
started. The modular course structure of my studies
allowed me to choose from an ever-changing field of
topics, here's an excerpt of the courses I chose to
give you an idea of my focus:
- Basics Interface
- Designing Programms
- Digital Typography
- Entrepreneurship- & Management-Lab
- Generative Design
- Human Computer Interaction
- Lean UX
- Musical Interfaces
- Physical Interaction Design
- RE: UI UX
- UX & IX For Autonomous Driving
- Visual Interface Design
Interface Design, by definition, is the
communication between human and machine. Both sides
have their very own strengths and deficites that
have to be taken into account when designing an
Human-Computer Interface. Thus my focus lies on
expanding knowledge in Psychology and Technology to
be aware of the constraints. Yet, knowing about the
constraints really opens up the playing-field to
begin with. Within the playing-field it isn't about
constraints anymore, it's about synergy. Strength of
the one supports weaknesses of the other and vice
versa.
There are three important components in my design
process: Situations, Sampling and Feedback.
Situations:
Good design is fulfilling a need of a user. On quest
to find that human need for certain groups of
people, I found myself struggling with one decision:
Do I focus a specific need, that might anticipate a
obvious solution that solves a symptom, but not the
underlying cause? Or do I focus on the general need,
that is so vague, that it didn't give enough hints
on potential solutions? I found my answer to these
questions in the
Jobs-To-Be-Done framework: Instead of focusing
on a
specific persona of a
user, it focuses on the need a user has in a
specific situation. To observe and imagine a certain
situation is easier than trying to get into the skin
of a certain persona that was made up, and pretend
to think how they think. Situation based analysis is
my cornerstone for determining the problem, that a
design is about to solve.
Sampling:
I'm a huge fan of sampling. In my spare time, I find
joy in digging through stacks of old vinyl records
and make something new out of it. A little sidenote:
The machines that I use to for it,
SP-12,
MPC-3000
and
S900
are doing something, that I try to achieve with
almost every interface that I'm constructing: They
manage to disappear in the process. From a certain
point on, I don't feel my hands interacting with a
machine anymore. It's my brain interacting with the
music. Making an interface invisible is not about
reducing the elements on the machine, or in the
application: It's about minimising the conscious
thought I have to put into the interaction. But what
role does sampling play in my design process?
Building on existing conventions is crucial to
create usable interfaces. But with sampling I don't
mean just the use of Guidelines and Design Patterns,
rather taking something from a different area like
architecture, art, nature and other design
disciplines to use it in another context to solve a
problem.
Everything is a remix.
Feedback:
Getting usable feedback and evaluating it correctly
might be the most challenging aspect of
human centred
design
to me. There are many external factors that can blur
feedback to the point that it becomes insufficient
or in the worst case misleading. Still, feedback
remains the most important aspect. Getting an idea
out as quickly by drawing and iterating rough
wireframes and creating click-prototypes generates a
constant stream of feedback which is indispensable
for my workflow. Turns out my own brain is the most
biased of them all.
Labor leads to love, so I started to
keep my
drafts lo-fi for as long
as possible in a project, to keep attachment and
visceral details on a low. The less visceral
attributes my designs featured, the better I was
able to evaluate critical design decisions with team
members, clients, fellow students and especially
myself. I admire people, that can give constructive
feedback based on rough prototypes.
Of course these thoughts are heavily influenced by
people that inspired me over the years, from
lectures to authors and pioneers of the
(interaction) design field. I borrowed heavily from
their knowledge, so I want to name a few:
Frank Rausch
&
Timm Kekeritz,
Boris Müller,
Don Norman,
Steve Krug,
Bill Moggridge,
Jeff Gothelf,
Jake Knapp,
Nir Eyal,
Clayton Christensen,
JJ Garrett
and of course many others that I want to thank for
sharing their knowledge.
Over the past 10+ years, I’ve had the pleasure of
working with amazing teams in companies of all
sizes, from engineering offices and startups with a
handfull of people, scale-ups and midsize market
companies, NGOs, to DAX listed companies with 50k+
employees.
My focus lays on solving complex software
requirements with simple to use interfaces and
optimizing for a satisfying user experience. My core
services are UI Design, Design Systems, UX Research
and Data Visualisation.
I'm always interested to learn about any UI/UX
challenges, so if you could see a fit with my
skillset,
I'd love to hear from you.