UX Design by Daniel Salomon

My goal? To understand and represent my users’ needs in my organisation and make sure that our software fits those needs.

How? By talking to users, conducting research, analyzing data, creating accurate personas, mapping the user’s journeys and ultimately create, prototype and validate beautiful & effortless designs.

Design methodology

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User research

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Usability testing

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Figma (design & prototyping)

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AI prototyping

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Atomic design system management

Design methodology ✳︎ User research ✳︎ Usability testing ✳︎ Figma (design & prototyping) ✳︎ AI prototyping ✳︎ Atomic design system management

CashWeb mobile app

A modern way to interact with a complex SaaS bookkeeping product, designed for users with specific persona’s.

  1. Full redesign based of an outdated existing app, based on user research and a new design system.

  2. Design validated through extensive unmoderated usability testing and a pre-launch pilot with ca. 50 users over the course of 3 weeks.

  3. Thousands of active users on Android & iOS (smartphone & tablet).

  4. Roadmap of improvements and additions based on user feedback & Firebase user analytics data

Some defining features…

Main features are grouped into 4 home page tabs that matches the expected user personas.

The main user flows of the app were designed as multi-step processes, with one clear task per step.

A floating action button allows the user to start the most important flows from every home page.

Overviews with only key information, predetermined tabs to filter and easily accessible search & sort elements.

CashHero

A complete redesign of a complex, outdated SaaS bookkeeping & accountancy product.

Achievements

  • Introducing UX design to a 40-year old software company, integrating UX into the agile workflow and convincing stakeholders of the value of UX design and user research.

  • Creating and managing an atomic web & mobile design system in Figma.

  • Forming a test panel of dedicated users and conducting various research methods: card soring, surveys and 1-on-1 interviews. Usability testing (moderated & unmoderated via Maze) played a key part in this project to ensure our designs would be adopted by our users.

Viewing a contact of your company. Essential information and call-to-action button in a fixed container. Focus on financial insight widgets. Information and settings found in different tabs.

Allowing users to intuitively edit the lay-out of an invoice using WYSIWYG and auto-save.

In-line notifications enable accountants to manage the administrations of their existing clients and accept new clients

Engaging with users

A major driver behind the design of CashHero was organizing ‘user days’ in which we facilitated creative group workshops to explore our users’ needs, gathered feedback on designs and presented the applied results of past research.

Not just digital

A few projects from my time as a Industrial Design Engineer student

EvAnt Matchmaker

A nature-inspired improvement of the trade fair matchmaking process

My master's graduation project has lead to the design of the EvAnt Matchmaker. This design can best be described as a self-organizing system of communication in which trade fair visitors receive subtle suggestions on which stands to visit, based on the opinions of previous like-minded visitors. It has been inspired by the pheromone-based communication used by ants in their foraging behaviour.


Ambulance Drone 2.0

Designing for speed of flight and speed of use in stressful situations.

In this project of the Integrated Product Design masters, the goal was to improve the speed and usability of the ambulance drone. We increased usability with a design in which stressed users were presented with one instruction at a time to help them use an AED correctly and quickly in life-threatening situations.

Flight speed was increased is in three ways: an aerodynamic design of the shell, optimized components, and a 70 degree rotation of the drone's body relative to its arms. This last feature had an extra benefit: after the drone has landed, it raises the front of the body (which contains the user interface) upwards: away from the dangerous propellers. It also presents the interface to the user, making it clear where the interaction should begin.


Louise

A dependent social robot in an art museum context

This conceptual social robot, Louise, uses her artificial companionship to trigger people into actively thinking about the way art is made, and therefore more interactively participating in the museum for which she was designed. She presents herself as an autonomous being who wants to enjoy a certain piece of art but who is hindered by her inability to see. Her heightened sense of touch allows visitors to help her by drawing the painting on the back of her head., much like the game in which children guess the object which is drawn on their back.