JC – UX/UI – Visual Designer

About me

I’m a Web Application Developer, I’m dedicated to build and design web and mobile applications, with passion and balance between creativity and usability, with about 3 years of experience in UX/UI and about 4 years of experience in Visual Design.

Experienced working with Agile Methodologies, Design Systems and A/B testing, with notions of UX Writing and Digital Marketing.

I was born in Granada(Spain), where I currently live for the convenience of working remotely.

About me

I’m a Web Application Developer, I’m dedicated to build and design web and mobile applications, with passion and balance between creativity and usability, with about 3 years of experience in UX/UI and about 4 years of experience in Visual Design.

Experienced working with Agile Methodologies, Design Systems and A/B testing, with notions of UX Writing and Digital Marketing.

I was born in Granada(Spain), where I currently live for the convenience of working remotely.

Work Experience

I recently worked at Garaje de Ideas, with the position of UX/UI for Santander Bank project(CRO Lab).

Previously I was in a start-up, RoleAdvisor, an employment platform for young people, working as a UX/UI Designer and Web Designer.

During all this time I have also worked as a Freelance in all kinds of on/off projects.

Hard Skills

User Experience & User Interface

Figma, Sketch, Adobe XD, Adobe Indesign.

Visual Design

Adobe Photoshop, Adobe Illustrator.

Front-end & Back-end

HTML, CSS, Javascript, Java, PHP, SQL.

Other web tools

Wordpress, Webflow, Zeplin, Axure, Invision, Trello, Slack.

Soft Skills

Creativity
Attention to detail
Problem solving
Proactive, curious, organized
Teamwork
Pressure tolerance
Adaptability to change

Experience with

Agile Methodologies
Design Systems
Digital Marketing
UX Writing
Atomic Design
User Research
A/B Testing

Creativity, Color Management, Content optimization, Funnel Improvement.

My time: Music, Video Games, Soccer, Series.

function mylife(){ }

function mylife(){ }

1900

*A little bit of history

1900

*A little bit of history

Born in the same year as the fall of the Berlin Wall, the end of the Cold War, the invention of the Web, the first Nirvana album and the first version of the Heuristic Principles, one of the most significant contributions to the world of digital product design.

Defined by Jakob Nielsen

and Rolf Molich.

Defined by Jakob Nielsen and Rolf Molich.

They are generic guidelines, good practices that can be applied to interface design to evaluate its usability, the 10 commandments.

The 10 commandments

The basis

of everything.

#1: Visibility of system status

The system should always keep the user informed about what is going on through appropriate feedback and in a reasonable time.

I know what is going on!

#2: Relationship between the system and the real world

The system must speak the same language as the users, with words, phrases and concepts that are familiar to the users rather than using system-specific terms (jargon).

I know what you are talking about!

#3: User control and freedom

It is common for users to choose system functions by mistake and thus need an "emergency exit" to return to the previous state.
The ability to do and undo must be supported.

Oops, let me get out of here!

#4: Consistency and standards

Users should not have to wonder if different words, situations or actions mean the same thing. The conventions of the system itself should be followed.

Looks familiar, makes sense to me!

#5: Error prevention

It is better to create a design that prevents users from making errors than to create good error messages.
We should either eliminate error-prone conditions or present users with confirmation options before they perform certain actions.

Good thing I didn't do that!

#6: Recognizing instead of remembering

We must minimize the memory load on the user by making objects, actions and options visible. The user should not have to recall information from one part of the dialog to another. Instructions for using the system should be visible or easily retrievable.

I see it, I get it!

#7: Flexibility and efficiency of use

The system must accommodate both inexperienced and experienced users. It should provide simple options for new users and allow experienced users to use accelerators and/or customize frequent actions.

Let me do more with less!

#8: Aesthetic and minimalist design

Dialogs should not contain irrelevant or rarely needed information. Each additional unit of information in a dialog competes with the relevant units of information and diminishes their relative visibility.

Looks good, works great!

#9: Help users recognize, diagnose and recover from errors

Error messages should be expressed in simple language (no codes), and accurately indicate the problem and suggest a solution.

I know what went wrong and how to fix it!

#10: Help and documentation

Although it is best if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search for, focused on the user's task, list specific steps to be performed, and not be overly lengthy.

Okay, I need help!

The 10 commandments

The basis

of everything.

#1: Visibility of system status

The system should always keep the user informed about what is going on through appropriate feedback and in a reasonable time.

I know what is going on!

#2: Relationship between the system and the real world

The system must speak the same language as the users, with words, phrases and concepts that are familiar to the users rather than using system-specific terms (jargon).

I know what you are talking about!

#3: User control and freedom

It is common for users to choose system functions by mistake and thus need an "emergency exit" to return to the previous state.
The ability to do and undo must be supported.

Oops, let me get out of here!

#4: Consistency and standards

Users should not have to wonder if different words, situations or actions mean the same thing. The conventions of the system itself should be followed.

Looks familiar, makes sense to me!

#5: Error prevention

It is better to create a design that prevents users from making errors than to create good error messages.
We should either eliminate error-prone conditions or present users with confirmation options before they perform certain actions.

Good thing I didn't do that!

#6: Recognizing instead of remembering

We must minimize the memory load on the user by making objects, actions and options visible. The user should not have to recall information from one part of the dialog to another. Instructions for using the system should be visible or easily retrievable.

I see it, I get it!

#7: Flexibility and efficiency of use

The system must accommodate both inexperienced and experienced users. It should provide simple options for new users and allow experienced users to use accelerators and/or customize frequent actions.

Let me do more with less!

#8: Aesthetic and minimalist design

Dialogs should not contain irrelevant or rarely needed information. Each additional unit of information in a dialog competes with the relevant units of information and diminishes their relative visibility.

Looks good, works great!

#9: Help users recognize, diagnose and recover from errors

Error messages should be expressed in simple language (no codes), and accurately indicate the problem and suggest a solution.

I know what went wrong and how to fix it!

#10: Help and documentation

Although it is best if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search for, focused on the user's task, list specific steps to be performed, and not be overly lengthy.

Okay, I need help!

Location 37.16054370371395, -3.601153871164671

Granada, Spain

Location 37.16054370371395, -3.601153871164671

Granada, Spain

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