We think about ourselves as problem solvers. From the database to the interface, we're all trying to solve a particular, holistic set of problems for a user. A piece of software is beautiful not because it looks beautiful, but because it works beautifully for it's target users. From color choice, to button consistency, to information flow, we're constantly trying to find the best way to solve interface and experience challenges for our users. For us it's particularly awesome that we get to work with extremely talented software developers, who rarely tell us no if it will make sense to the user.
To us, well architected information design is the key to a successful user interface as well as the user's experience throughout the software. Before our software becomes pretty, we design the information layout and flow. We expect your first priority will be to architect and design the information in our software so that the user can take full advantage of it.
One of the key lessons in Donald Norman's book, The Design of Everyday Things, is that, while a user will often blame him or her self for the difficulty often experienced with various interfaces (physical and virtual), in truth, it's usually the fault of the designer. This is a key principle in our approach software design. While we expect the user to have some basic competence and cultural context, it is our responsibility to create a clear conceptual design and then clearly communicate that design to the user. Our entire software development process begins and ends with our deeply rooted philosophies about designing for humans. We expect you to hold these principles as dear as we do.
Since we're a software development shop, we don't stop our UI/UX design work at the wireframe or comp stage. We're interaction designers and therefore work with the tools that create those interactions. For our UI/UX folks that means being knowledgeable about web and mobile interface technologies as well as being able to build out the HTML, CSS and preferably Javascript necessary to make those interactions work for our users.
This is where we find we can be the most flexible in our criteria. If you can demonstrate you're a great fit in the rest of the areas we care about, we have a ton of room in this aspect. You won't hear us say that you need 5 years of experience in 20 different things. That's something you've probably seen in a hundred different job postings and we think that's short sighted. If you feel like you'd fit in well based on what you've read so far, don't let the number of years you've been doing this keep your from contacting us.
As we've said the technology we use depends on which tool is best for the job but, here's a list of things we use currently. We expect for you to be experienced in some of them and be able to carry a meaningful conversation about the others:
HTML
CSS
Javascript
Mobile and touch screen interfaces
Adobe Suite(Photoshop, Illustrator, After Effects, Adobe XD)
Sketch
Wireframing tools
Prototyping Tools(Flinto, Invision)
Git