Pharah Thunderbird Cosplay: Blizzcon 2016
Long overdue post! This is what I spent 2016 making and wore to Blizzcon2016! See more on my instagram! https://www.instagram.com/optimuschu/
Pictures from Blizzcon!
taylor price
🩵 avery cochrane 🩵
Game of Thrones Daily

Discoholic 🪩
The Stonewall Inn

bliss lane
tumblr dot com

❣ Chile in a Photography ❣

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Noah Kahan
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Not today Justin
Keni

tannertan36
One Nice Bug Per Day
Claire Keane
Mike Driver

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macklin celebrini has autism
Jules of Nature
seen from Bangladesh
seen from Vietnam
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seen from United States
seen from Australia
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Pharah Thunderbird Cosplay: Blizzcon 2016
Long overdue post! This is what I spent 2016 making and wore to Blizzcon2016! See more on my instagram! https://www.instagram.com/optimuschu/
Pictures from Blizzcon!
Blizzcon 2015: Cosplay WIP and Final Pics
I’ve been working on my costumes for Blizzcon! I’m going as my witchdoctor and my boyfriend is going as my gargantuan. Below are some work in progress shots for both costumes. I will update with final pictures
Starmetal Kukuri with light up LEDs inside
Progression of my helm
the gorget
Hip guards
Gargantuan head
Final Costume and pics from blizzcon!
Do you have a hard time delivering design?
Are you a designer on a project, battling a dev / BA team?
Do you feel like your team is moving too fast and you're falling behind?
Does working on design often feel like this?
Or even this?
Do your developers and product owners constantly feel unsatisfied with all those PSDs getting emailed to them?
Well we've got a solution for you! Introducing a NEW more collaborative way to do design!
That's RIGHT! If you learn how to be a bit more technical as a designer, you can create a smoother design process for your agile/lean delivery team! By switching to prototyping and and learning front end code, you can work more closely with developers and product owners.
Just use these tools and processes together:
Agile - a methodology to delivering software
Get-Serve - quick scaffolding prototyping tool
Haml / Sass / JQuery - the essentials of prototyping (you can also use HTML / CSS, but they will slow you down like a Chipotle burrito slows down a person with a food coma.)
Github - where you and developers can store your work
Heroku - where you can deploy your prototype live to a URL
And you can throw away all those thousands of layers of photoshop files and documentation your team doesn't need! This process will give your team the collaboration and tight feedback loops to deliver faster and more iteratively.
All this for an AMAZING PRICE OF... FREE!
That's right folks! All you need is some time and energy, and maybe someone to help show you the ropes to this new way of working. You too can learn how to navigate front end code and create your own prototype!
Don't believe me? Here is an example of how this process can change your conversations.
Before
Designer: So I sent you an email with the PSD attached, version 204 and 205. You can find the revised color set for those buttons in it. 204 is for the brand palette blue and 205 is for a lighter blue. I think the business folks are still deciding on some colors though, so keep on the lookout for PSD version 206!
Developer: Sorry it took me an hour to figure out which layers those assets were on and I had to borrow a computer with photoshop on it. Also I think the color pickers are showing me different hex values on different parts of the button. I will need to spend like 10 days to refactor all the color codes if we try to implement them now. I think I will wait to work on this feature until you've got your colors finalized.
After
Designer: Hey, the hex values for these buttons are an estimate and stated in this variable.sass file in the prototype. Can you stick with using those variables for now so I don't stop you from developing this feature? We are deciding between using the brand palette blue and this lighter blue. I'll work with you later when we've confirmed and we can update the color variables together.
Developer: Cool thanks. I'll just inspect the code you pushed to github and work from that. If you've got new versions, just push those to github as well. Let's look at it together when you're ready!
Is this for real?
Yes.
I recently had the pleasure of successfully pushing for this process on a project in Australia. Due to tighter collaboration with developers and product owners, we were able to do a complete site redesign in 3 months, and implement responsive design in 2 months. Because I could understand the implications of my design as code, I was able to be much more efficient in pushing design concepts to the team.
And the great thing about having a prototype to help facilitate all the conversations, we easily created a living style guide that showed all the UI patterns. This was consistently updated as we made changes to the prototype so no need for extra documentation.
And to all those folks who say that designers who know how to code aren't as great or specialized as designers who spend all their time doing design - I say those are the folks who actually have failed at coding themselves or have never done this design process successfully.
Code is just like photoshop or illustrator. It is merely another tool you can learn to use to create great designs. The difference is, you will be working in a medium that is closer to your actual final product - code!
Someday I will look like this.
Corel Painter + Wacom Tablet
Storyboards Help Pitch Ideas Better
Here's a storyboard I recently worked on for a Social Impact Project at ThoughtWorks. This was for an organization that is building out an idea for bringing mobile technologies to small store/business owners in developing countries. The team already had great ideas for how they wanted to present the storyboard panels. I just helped make prettier pictures.
Initial sketch
After some rounds of feedback/tweaks and drawn in photoshop.
When doing a presentation on a concept / idea to a stakeholder, visuals are a must have. You don't want to give them a boring old power point presentation with a wall of text do you?
UX BA Collaborative Workflow
From my experiences on agile projects, this is what a BA/UX collaborative process looks like during inception and beyond. This by all means is not meant to limit roles and responsibilities, but rather to help clarify what skills a designer and an analyst can bring to the table (and anyone can have any of these skills).
2 column layout with same height regardless of content, header + sticky footer
I've been wrapping my brain around this one for a couple hours, but finally found a solution for:
a 2 column layout of equal height (regardless of how much content you have in each column)
a sticky footer that sticks to the bottom of the viewport when there is not enough content in either columns, and falls nicely after all content if content overflows the viewport.
works in modern browsers and IE8 +
Inspired by http://www.cssstickyfooter.com/
You can see the demo here.
Delivering design for an agile enterprise project in 4 weeks.
Recently I’ve had the awesome opportunity to be staffed as a visual/interaction designer and UI developer on an enterprise level client project.
I only have 4 weeks (2 iterations) to re-skin this web app, help the BA team with standardizing the interaction design, and leave behind reusable artifacts for the dev team.
WTF? only 4 weeks?
I’ve noticed for most enterprise level software, UX gets prioritized to the bottom of the list of what can we afford in this time and with this budget. Also when you are rebuilding legacy systems, anything you build now will be 100000% better than the old system and will impress. So why do we even need design? pppppssshhhhhhhhh.

Sometimes there will be an in house designer, or a contractor/agency who makes a bunch of PSD files and throws them at the dev team. Or the BA’s have written a 300 page long BRD (business requirement document) and throws those at the devs. And this is why when these methods ultimately fail, clients bring in an organization like ThoughtWorks to actually deliver software. But how design fits into all of this can still be hard to grasp.
So one day, months down the road, your client says “oh yea! we need some UI clean up because we want to show this app at a road show. Let’s bring someone in.” What clients fail to understand though is that even the best developers sometimes don’t know how to do UI development well, and they end up paying a lot of tech debt.

And in the case that you actually want to deliver software, you don’t really want a pure visual designer. You want an experience designer who can do visual design, interaction design, and code. That is the right fit for an agile team. Especially one that only wants a designer for 2 iterations.
Keeping in mind that I have only 4 weeks to pitch design ideas, help the team implement them, and help them continue designing long after I’m gone, here’s the process I’ve been following:
Design in the browser. Not in photoshop/illustrator. This will impress the clients more when they see you open a prototype in a browser. Also enterprise app = IE support (yuck), you can help yourself not go crazy with those gradients and drop shadows if you are designing in the browser.
Leave behind high fidelity styleguides / artifacts as checked in code in the codebase so the dev team can use those to continue building out the app after you are gone. Leave behind low fidelity mockups of interaction standards for BAs.
Know how to use git. seriously. you will have so much street cred with your dev team. Know how to fix UI Tests you will inevitably break. Also more street cred.
Know how to write stories, or at least understand the structure of a story. This will make the process a lot faster when working with BAs on interaction design. They will be talking in acceptance criteria and spec flows.
Iteratively design (every week) > check in with product owners to get feedback > make changes to your designs/prototypes > check in code > rinse and repeat.
Don’t be perfect on designs. Ask your team what color they think works here, or what icon is appropriate for this piece of content. You won’t get all the context of the app you are building for in 4 weeks so you will need all the help you can get. Also this is not your baby.
DO NOT LET YOUR PRODUCT OWNERS DESIGN unless they are a designer themselves. Suggest designs and guide them. Allow them to choose between options.
Keep a list of UI tweaks and fixes to hand over to the team. Prioritize and estimate them. These will be incorporated in future user stories to be fixed. This list of UI enhancements cannot be considered stories in the agile sense. Talk with the BAs on how they plan on implementing your suggestions.
Find one BA, and one dev to knowledge transfer and to take ownership of the design when you’re gone. Because if you leave with all your design knowledge, you are setting the team up for failure.
Most importantly, be patient and humble. I’ve seen designers offend entire teams because they don’t have those two skills, and then the team gets the idea that all designers are difficult to work with.
4 Week Process:
Week 1: onboard like hell. get your environment set up. look at the codebase. mood boards for the web - I like using style tiles but in html/css form.
Week 2: specific page prototypes - high fidelity visual design, implement designs in the codebase / check in code.
Week 3: heuristic review of interaction designs across the existing app. make low fidelity interaction guidelines. continue implementing designs in codebase.
Week 4: pair and onboard members of the team who will take ownership of design going forward. wrap up design standard artifacts. check in last bits of code.
Pretty easy stuff.

Up until this point I’ve been staffed more on the UX/BA side and it’s really interesting to see the difference in approach when I’m not immersed in iteration planning and writing stories. I’m definitely going under the radar of the team tracking velocity, capturing what I’m doing on the card wall, and even participating in standup. I put up my own little story wall with stickies so there is transparency. But it’s amazing when a team trusts you enough to let you do whatever the hell you want. You have to earn that trust though by speaking both the developer language and the business analyst’s language.
Sacrifices will be made.

Waiting for winter to be over...
Pairing the Agile UXD to the traditional BA-Dev-QA Agile Triforce.
TL;DR Being a UX Designer is complicated.
Being a UX Designer on an agile software development team is akin to a drunken mechanical bullride at that western theme bar. Ok maybe not. But I think I'm qualified to ride one.
For one thing, we have so many different skillsets that it's always really hard to know exactly how to staff us on projects without first knowing what each designer does.
That being said, from my experience on agile software development projects (at least at ThoughtWorks) I've seen the following patterns:
UXD teams are staffed to counterbalance our skillsets - as being more on the business side with BAs, or more on the dev side as Visual Designers/UI Devs or as researchers. HOORAY PAIRING! or TRYING! (what happens when three people pair)
As projects progress and we go into delivery mode, we tend to get more and more specialized in our roles and division of responsibilities. Good things and bad things can come out of this.
Good thing: Divide and conquer allows us to get work done faster. I can focus on IA and ID in story writing while you focus on UI dev / implementation of visual design.
Bad thing: You become too siphoned from your team mates and could end up having no idea what the other person is doing.
Most of my experience at ThoughtWorks has been with small agile teams where I play UX/BA and I am paired another UX/UI Dev or a researcher.
What the hell is a UX/BA?
I joined ThoughtWorks 2 years ago initially as a Business Analyst (because we didn't have a UXD practice yet) and I received the BA training at our awesome JC program in India. As BAs we learned how to:
understand business goals
capture features/requirements
discover user scenarios / acceptance criteria
write stories
plan iterations
prioritize/negotiate stories with clients and our dev team
Afterwards I was staffed as UXD on projects and leveled up my skills in:
product design
interaction design
information architecture
user research
visual design
UI dev
In understanding both sides of the roles, I have been staffed as the UX/BA. This did not necessarily mean doing the work of two people, but moreso helping make the collaboration easier on teams. However I have found the UX + BA process more streamlined when you are able to be both UX and BA. For example, I can understand how to prioritize and vertically slice features into stories, which helps me strategically think about how to design for these clusters of stories in each iteration rather than get overwhelmed and try to design the entire app in one go. There is a time and place for high level design visioning, and it is not at the story level.
UX and BAs have much in common, especially in the realm of product design, business analysis, IA, and ID. But oftentimes we butt heads if we don't understand how the other works.
I asked some of my colleagues for their experiences in pairing with UXDs/BAs. Here's some examples of how these pieces could fail to fit together:
When the UXD is trying to ideate and design features in wireframes, the BA says "that's extra scope", "these wires don't match up with what our stories define as requirements", or "you've forgotten to design for xyz scenarios".
When the BA gives UXD a story to design for, the UXD says "there's way too many acceptance criteria in here", "how does this fit into my design?", or "there's weird scenarios in there that we don't need to design for".
UXD not being able to deal with a BA's backlog
BA not being able to deal with the uncertainty and oftentimes lack of deep analysis on a UXD's sketch to code process
UXD and BA not agreeing on how to assign value to a story for it to get prioritized
The list can go on. I'd like to hear your experiences here.
I believe that these failures are not a failure on our agile process, but rather a failure in communication and knowledge gaps. The more BAs and UXDs reach out to each other and learn about each other's processes/skills, the more empathetic we can be and help each other find a middle ground when it comes to differences in our workflows.
One easy trick to start with - talk to your BA / UXD prior to the start of a project about your curiosity in what they do and discuss their processes.
What if we don't have a BA for the UXD to pair with? A.K.A. Who are those "pesky" QAs?
When there are no BAs, I have had success pairing with QAs to write stories with. (Again these are small agile projects where I doubled up as BA). QAs are amazing creatures. They are the beautiful magical unicorns of the Forbidden Forest! Ok maybe not, but have you ever met a fire juggling unicycling QA who will write stories with you like no tomorrow and write you a fully automated test suite at the same time? I have. I was fortunate to pair with Robin on my last project, who wrote a great blog post about his experience in doing BA work as a QA.
ok so this picture isn't actually of Robin. I have no pictures of Robin. So I stole one off t3h googles. But this is what Robin basically looks like. Every day. Minus the weird 90s tie dye outfits.
We constantly paired on analysis for our stories. Robin helped me think of all the possible scenarios (things only a QA would think of! Those crazy magical unicorns.) and gave great input on interaction design for each scenario, especially for error handling and validation.
We had a sweet checklist for each story before moving them to "Ready for Dev"
Descriptive Title
Acceptance Criteria
Error Case Descriptions
Links
Inputs & Outputs
UI Screenshots / Mockups
Styling
UX/BA/QA/Dev input
One caveat. If you are a UXD and you find yourself in a situation like this where you get to pair with a QA (or a BA), don't be shy in pushing back and saying no to designing for every scenario that a QA or BA will think of. Some scenarios may not be high priority and it's ok to design for them later in a separate story.
OK great! Now how do I pair with Devs?
A good starting point in pairing with devs is learn to write some code. If you are the UXD who is responsible for making sure design gets implemented, you need to learn some HTML/CSS and even HAML/SASS (then you can impress those devs with the shiny new toys). Otherwise you will have to take some time out of your day to sit with the devs after they have developed most of the functionality of a story. Work with them on the UI polish by telling them what you want, and watch them code and update the view on their localhost.
Even when I play UX/BA on a project, it has been helpful to know code for deskchecks with a dev pair. If I see that the design is a bit off, I can sit down with them and spend 10 minutes to tweak the CSS. It's even more helpful when I understand the client's existing SASS architecture and just tell the devs which classes to use in their HTML so they can easily pick up existing styles for elements on their page. How much time you can save there if you just learn some code?
Thiiiiiiiiiiiiiiiis much!
But I already have someone on our team who can handle the UI Dev work! A.K.A. why don't our developers know CSS?
If you have someone who's great at implementing visual design on your team, great! Maybe they are a dev who knows front end, or maybe they are another UXD who can code. The challenge in pairing now becomes really to keep them in the loop on the prioritization of stories in your pipeline. Getting their input in interaction and visual design is easy. Making sure they don't get swallowed by the dev team and become just a dev monkey is harder.
Set expectations for your dev team that they are responsible for writing good markup and CSS, or at least learn. You'd be surprised at some of the knowledge gaps your brilliant developers might have when it comes to front end work. Your UXD pair who can code should not be the bottleneck to your entire dev team on UI cleanup. Also this takes your pair away from you when it comes time to work on interaction/visual design. And we all know what happens when you don't pair.
Monday Night Doodles
Three Magic Words - Minimum Viable Product. Also Research.
The thoughts and opinions expressed below are purely my own and not of ThoughtWorks (my lovely employer).
THE MVP
Congratulations! You've won! Here's your prize, your beautiful magnificent Minimum Viable Product! What? What's that you say? It's not actually what you wanted? Oh I'll just take this back then... Oh... oh you want to keep it? Your users like it? Well ok, here you go.
The MVP. I've heard this word tossed around so much on client projects but what does it really mean? The consultancy answer is - well, it depends.
It depends on what the client defines as success for that MVP. It depends on if you are building a completely new product or building on top of an existing product. What is the minimum set of features that will make your product viable (e.g. usable and produce business value) that you can then test and refine after release? What will make your product owner's boss(es) say "great job!"?
A MVP is a set of features that represent the solution to some hypotheses of user needs, market opportunity, and business needs. Ideally, the features that the client wants to build for MVP are really just the minimum ones that complement a few user journeys. Ideally these have been validated by user research and perhaps some initial prototype testing. If they have not, then do NOT start development. Unless your client has all the time and budget in the world, then by god do whatever the hell you want.
Oh and one last thing, the MVP will never actually be what your clients say they want at the beginning of a project. It is only through the research, analysis, design, developement, and testing cycles that we will widdle away the excess pounds. What does this mean for the agile software development methodology? Estimating stories and creating a story backlog at the beginning of a project (especially to budget for that project) is preeeeeetty useless.
THE STORIES
Story writing is a great way to capture requirements while building software. The problem with story writing is that it makes you forget. It makes your team forget that these features are hypotheses.
Stories are valuable as documentation to delegate tasks to your dev team. But at that level, when you are thinking about how interaction design translates into acceptance criteria, who's validating the original hypotheses in all that paperwork?
Sometimes a few features sneak into your development cycle without having had their hypotheses validated. Some stories turn out to be crappy stand ins or risk mitigations for actual valuable features that the client thinks is too expensive to build. You as a BA and/or UXD need to keep track of these and protect the client's MVP by always tying each story back to a hypothesis and asking is this really valuable for business.
I don't believe the traditional way of writing stories is enough. "As a User, I want to be able to add items to my shopping cart so that I can keep track of my items" does not say anything about the real hypothesis and value behind what we are building. They are just words that our developers don't read when they have their heads swimming in acceptance criteria. And I find that many times we make these words up as we are writing the stories.
THE PRODUCT OWNER
Every product owner will now and then have a moment, a defining moment during the middle of your development cycle when they really really REALLY REALLY want a particular feature or set of features built for their product. And it is your job, as a valuable team member of this software building project, to say "Well, have you validated this with research or testing?" Don't be a BA monkey and just capture requirements, and then ask your product owner to prioritize these stories. Do some wire framing/prototyping to test these features. Send out a survey to users! Anything! Show your product owner that you care about building software that is actually valuable.
What do you do when your product owner says "No we have not done any research, but we can research/test this as part of the MVP"? As a delivery team, it is not enough to just agree and build it. It is our responsibility to document/track these risks and then help our client come up with a testing plan to validate these decisions after the product MVP launches.
The challenge I've been battling recently is how to balance/cope with all the business constraints that funnel last minute decision making into feature designs that may or may not be huge risks for the success of a MVP. We are still chipping away at the constraints in order to provide the best user experience. I just hope that we can chip away enough so that our client can be successful post MVP.
Sunday Doodles
Coloring in Corel Painter.
It's nice to take a break from writing code.
Surprise...Stylesheets!
Since discovering the magic of forks and pull requests, I've found a fun way to help with UI cleanup on the internets. Here's one I did recently for the JS Cover landing page.
http://tntim96.github.com/JSCover/
Before:
After:
In working with this, I discovered a fun gem, Haml-server which gives you a fast and easy way to get a server up and running in the project folder.
A Doctor Who Halloween
I made a Weeping Angel Costume for Halloween. Here's some pics of the process.
For those of you who don't watch the show, weeping angels are scary BAMFs.
Below are some pics from my costume making.
I sculpted the mask from paper clay on top of just a normal paper mache mask I got from Michaels.
Then painting...
I made the wings out of some styrofoam boards
The hair was made of yarn and I just found a grey dress from Target that I was able to spray some paint over. The cleavage cut on that dress was convenient as I could use it to hide my wing attachments through when I wore the dress backwards.
Here's some (blurry) pics of me and the Doctor. Hopefully he will put up his pictures of the awesome Tardis he made soon.
Best of all I could reuse the costume as wall art.
Snap Logo for ThoughtWorks Studios
Here's a fun thing I got to work on recently.
Original Logo:
Sketches:
First pass:
After some feedback...
Final Logo:
To match the other TW Product Logos.