
As a seasoned UI/UX designer, I am deeply committed to refining user experiences through a blend of captivating design aesthetics and innovative problem-solving methods. With a passion for creating seamless interactions, I bring a wealth of expertise in translating complex ideas into intuitive and visually engaging interfaces. My proficiency lies in understanding user behaviour, employing UI/UX best practices, and fostering collaboration for impactful design solutions.
I'm on a mission to enhance digital experiences, fueled by a passion for creating interfaces that go beyond meeting user expectations. My strength lies in paying attention to the finer details and adopting a strategic design approach. Ready to contribute to your team's success, I aim to deliver UI/UX solutions that truly connect with users on a deeper level.
UI/UX Designer
SixSailsFigma

Adobe XD
Adobe Illustrator
Adobe Photoshop

Sketch

Notion

Canva

SketchUp

InVision

Adobe InDesign

Adobe InVision
Adobe Creative Cloud
Balsamiq

Zeplin

Adobe Illustrator

Adobe AfterEffects

Principle

Webflow

FigJam

Adobe Illustrator

Adobe Photoshop

Webflow
Okay, so first of all, my name is Shethil, and I am a UX designer with 2 years of experience. And currently, I'm looking for a job change for better opportunities in my career. I'm looking for far greater growth in my career, both as a person and in terms of the tools and other valuable experiences that can help me boost my career. So I started my career at CNET, where I joined as a trainee and later got hired as a full-time employee. And, currently, I've been working at CNET for 6 years. We are making a Mototopia app from scratch, where I solo-handily handle the process of creating the app, including the design system and other invaluable components. And I've also created user personas and other valuable research, which has helped me enhance my work on the Mototopia app. So right now, I'm doing that. And I've worked on 10+ projects, including Ultimate Years, a website for one of the largest waterproof speaker selling companies in the USA. And we revamped that website for our client. The result was that the users were also very happy, and we got a positive result from our clients as well. The main problem with the Ultimate Years website was that users were not able to buy speakers easily. The user experience was not very good. So what we did was some research on that. And later, we helped users to easily achieve their target, which was to buy speakers.
Responsive design for emails. I think one of the challenges is creating a layout that works perfectly with different screen sizes and showing the elements on the screens in a very important way. Since computer screens are much wider than mobile screens, we have to adjust some elements to make it look good on the mobile screen. For that, I think one of the main things we can do is first justify the elements that are important and determine what things we need to show on the screen. We should first examine what are the important things for the user to show above the fold, what are the main important things and actions that users need to take to achieve their target. For responsive design, I think the best approach is to first examine what are the main tasks that a user needs to complete. According to that, we just need to show these things in different screen sizes. The challenge we encounter is that sometimes there are more elements to show on wider screens, but we have to adjust some of these elements on mobile screens. We need to prioritize some elements that may be crucial on the website but need to be adjusted on mobile screens. That may be a challenge for us.
As a UI UX designer, I think feedbacks are far more important than anything else because feedback gives us a boost on results, overall. That is this working for them or is this not working? Because feedback can be positive or negative. And so, I personally keep feedback as one of the important things that I do in my design process. First, I ask users or clients if this is good for them? If the feedback is positive, then I'll go with the design. If they think this design is not good, as they know, they don't like this design or they give me negative feedback. Then I'll try to make them understand why I created this design. And if they still don't like the design, then I'll try to redesign the screens or elements or anything they don't like. I'll make it far more better than before. So I use it to make sure it's suitable for clients as well as for me. As for the design process, I think the main process I follow is research. After that, I come up with a solution and a best approach for designs. Then I'll show it to clients. If they don't like it, I'll iterate it again. I'll do some additional research too. And then, I'll show it to clients again. And if they still don't like it, then I'll try to make it far more better as long as the users want, because users are the main focus.
So the typical process for designing an email template can be, it should be easy for users to access their email. And the main task for the email template should be that users should be able to send emails easily, in the sense that they don't need to do too much work to send emails or any files to other users. We need to make it as easy as possible for them. We should reduce the number of clicks for the user so that if they see a note, the main action is on just a CTA on the main screen, so that if they click on that CTA, they can easily send emails to clients or anyone they want. For this process, I think we should first approach the user and ask how they want this process to begin. We should also understand users' needs better by creating users' journeys from start to end, and identify typical problems they face. I personally think this is one of the best approaches to understand users. Like, what are the problems they're facing, and how can we form solutions. I also take real-life feedbacks from users. If you ask about the typical process for designing an email template, I can say that it can be difficult as well as easy. If we are going to understand users, then we need to ask the users what they want and what kind of problems they're facing, and we should resolve those problems for them.
So I think I imagine the success of our design after it has been planned and implemented is based on user feedbacks. You know, the targeted user feedbacks that, like, if I created that design, I think it will be perfect for me. But is it perfect for users? So we need to know whether it's perfect for users or not. For that, we need to take real-life feedbacks from users. And for that week, I think the best approach should be to ask users directly about these solutions that we are creating for them. Is it beneficial for them or not? So if according to their feedback, we can just increase our user experience in our app. I think the best success for a design is when a user likes or dislikes it. And also, if our client is happy with that. Because the client is the one who is paying for me to recreate their design, so their happiness is also important for me. So I think these two users and clients are the main measurements if our design is successful or not. And not every design is perfect. I know. Because it's an iterative process. We do it again and again and again. We just improve it further and further. So there's no saying that there is a perfect design, but it can be a good design for our clients and users too. So that's what I think.
So, as a time when we were redesigning Ultimate Ears, there were some components missing on their website. You know? They were missing some banners and crucial cities that could be an important part of their business. So, first of all, we used a new approach. You don't know? As for me, it was a new approach to create a user journey. You know, we created a user journey from start to end to understand the problems they were facing. And during that user journey, we found that users were having problems clicking CTAs because of improper placement, and they were also missing advertisement banners that users could see to showcase the products they were selling. So, we had retail users, and we also asked real-life users. The client gave us an approach to interview some of his friends or acquaintances, and we used that. We interviewed them, and we found that they thought the products were good, but their website wasn't very user-friendly. Of course, they were having problems with the process of buying speakers. You know? And this is one of the best features of a website. So, if a user is having problems buying speakers, then what's the use of that website? So, we asked users to create user journeys and came up with some problems and solutions to improve them. That's what was new for me during that time.
So I use Adobe Illustrator in making illustrations for my design. I have also created some illustrations in my current design, as where I take some illustrations from here and here and then combine them to make proper illustrations that justify the screen that I can give you an example that there was an event section where I had to see some cars at an event. So what I did is I took different casts from different illustrators and different stages and all from different illustrators. And I just combined them and created a prop illustration for that screen to easily show that they have an email screen because, you know, Illustrator helps users to easily scan screens that this screen is for the email section. So I have experience in Adobe Illustrator. And as for logos, I personally haven't created any logos for any company. On a personal basis, I have experimented with some logos, but I can't say that I have done any logo redesign for any official company. And I think I would like to do that too because it can be a new experience for me and as well as new learning for me too.
Figma is one of my best tools that I use. So, even from the beginning of my career, I started using Figma. And I use Figma to collaborate with my team. We share the same email IDs with Figma, and as a developer, I also use it. There is also a new mode for developers where I can check out their spaces or different elements. So, it is one of the best features that Figma has introduced currently. So, what we've done is I've created screens, and we have created a different page for our team. I create screens and collaborate with the team on the screens that I have created. Do they need any additional requirements? Or is this okay with that? So, if they think that this design is okay with them, then we agree with that. And we just pass it through to the developers. In Figma, there's a developer mode that easily shows developers what the spacing, what the roundness, or any code that is displayed on the screen. They can also copy that too. I think Figma is one of the best tools for a designer because it is easy to use. It has some of the quite new features that they introduce right now, like variables. We can also create a design system in there. So, there will be consistency for all designers that this is the design system that we are using, so there will be no inconsistency in our design. I think Figma is.