JRWH.com

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Hello. I'm Jack Howell,
a User Experience Designer based in New York City. Since 1997, I've worked with clients such as Razorfish, LEGO, The Associated Press, Prudential and Brooks Brothers to craft smart, worthwhile and usable digital experiences. I'm happiest when working with smart teams on challenging projects.

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Hello (at) jrwh.com | (646) 734-0714

My Process:

Every project is different and requires its own process. Over the years I have tried many different ways of tackling projects and I now have six basic phases that I go through on every project.

Observing

Seeing how people actually use applications and devices is invaluable. I'll listen to users, walk factory floors, take courses - whatever it takes - to get a working knowledge of the product/service/industry I am working with.

Output: Personas, Business Objectives, User Scenarios

observe

Sketching

Getting a free flow of ideas early on is essential to the creative process. Brainstorming ideas on whiteboards is a simple cheap way to capture a large amount of ideas in a short amount of time.

Sketching is best done with a team made up of people with different points of view from among an organization.

Output: Experience Principles, Scenarios, Concept Models

Conceptualizing

Before any design starts I immerse myself in the problem at hand. Knowing what something IS NOT is sometimes as important as what it IS. Clearly defining what you are aiming to build is essential to a successful project. Describing a concept with metaphors can help teams to find new and interesting solutions to the problem at hand.

Output: Concept Models,

Prototyping

When developing an interactive application it is important to develop a "working" version as soon as possible. The fidelity of these prototypes are just as high as they need to be to illustrate the idea. I use a broad assortment of tools to explore ideas, from sticky notes to working touch screen applications, to quickly flesh out ideas. In this phase, failure is as important as success.

Output: Low to High Fidelity Prototypes

prototype

Documenting

Once a project has reached the right level of maturity I translate the work into detailed schematics that document and describe the functionality of the project. These documents serve as project reference and as blueprints for technical development.

Documentation aids in the creative process by catching inconsistencies and forcing you to test the conceptual model agains multiple scenarios.

Output: Wireframes, Story Boards, Site Maps, User Flows

Analyzing

Once a project goes live it is important to watch how users are using the product. If the pathways that users follow are unexpected or against business goals you can look to this data to identify which features need to be reworked with minor tweeks or possible overhauls. Fixes can be made in an almost instant time once a problem is identified.

A/B tests are a great way of finding which designs will yield the best return.

Resume

Core Competencies

  • User Experience Team Lead
  • Rapid Prototyping
  • Information Architecture
  • Product Development
  • User Research
  • Interaction Pattern Development
  • Taxonomy Authoring

Technical Ability

Ajax, Visio, Flash, Photoshop, Fireworks, HTML, XML, Omnigraffle, InDesign, CSS, OOP, jQuery, Processing

Work History

Since leaving agency life I have been working on incredibly interesting projects with mainly small companies and startups. I look for projects that are like nothing I've done before, I've designed a full operating system for an in-production tablet, redesigned an English learning App that has become the #1 app in many foreign app stores, and more. I am currently looking for my next adventure. If you have a complicated, interesting or scary UX project coming up please get in touch and maybe I can be the one to help you gain success.

Razorfish | Senior Information Architect 2007 – September 2010

Focused on new new and emerging platforms such as iPhone, Android, Surface and physical computing

Created compelling digital experiences in a variety of platforms

Gathered user insights through interviews, observation and research

Created rapid prototypes in an iterative fashion to prove and/or disprove assumptions

 

RichFX | Experience & Creative Director 2005 –2007

Lead the creative and UX development for e-Commerce with The Advanced Development Group

Lead the research and development of online personalization applications

Clients included Brooks Brothers, Wal-Mart, Disney, Burberry, and JC Penny

 

The Associated Press | Information Graphics Designer 2003 - 2005

Crafted news information graphics and applications for syndication

Developed data-driven applications to display instant election results and Olympic scores

 

LEGO Direct | Online Game Developer 2001 - 2003

Developed games and features for the children’s market

Brought smiles to the faces of children worldwide

 

APB Multimedia | Creative Director 1999 - 2001

Oversaw all creative and production services and staff for editorial site and applications

Crafted news and multimedia features with a focus on crime, justice and safety

 

Thoughtbubble Productions | Features Producer 1997 –1999

Produced broadband multimedia features for media companies including IFC, Bravo and AMC

Purchase College, B.F.A. Multimedia Design, 1997

Samples:

The work I produce takes many forms, wireframes, prototypes, sketches, presentations, etc... The fidelity of this work is just enough to get the concepts across to my team mates. For context on any or all of these projects please reach out to me.

Applications

Other

 

*Flash required

Samples and references available upon request

JRWH.com