Simon helps companies design digital products people want to use
Simon has created and helped launch multiple world class
products for the past 10+ years. Highlights include:
Worked with companies like Lego, Bosch, PokerStars and
Cirque Du Soleil to help create VR/AR and mobile
experiences that users want to use.
Helped strategize, innovate, design, prototype and launch the
best-selling console title of 2016, EA Sports FIFA 17.
Co-founded a company to teach kids about 21st century skills
through technology and sold the intellectual property to Tricon
Films & Television, now Sonar Entertainment.
Worked with Storypanda to design and launch from the ground up one
of the top 10 mobile educational products of 2012. His work was
featured in the Apple App Store.
Helped create and launch several social game titles including
one of the fastest growing games on Facebook – 1.6M MAUs in 5 months,
He is a Design teacher at Vancouver Film School.
Graduated with honors from the Digital Design program at
Vancouver Film School where he specialized in interaction design.
He also holds an Entrepreneurial Management Degree.
Simon's methodologies have been put to the test with some of the biggest companies in the world and with great success. He mixes user centered design, technology and business processes to help companies put their users first, create products people want to use and achieve planned ROI.
Simon uses a data driven and users first approach to product design so teams can make objective and fast decisions. This increases teams' effectiveness.
"Everyone who has completed a triathlon has trained hard and prepared harder"
– Discovery Phase
The Discovery Phase is also called Warmup. A lot of companies skip this phase. But athletes wouldn't do triathlons without proper training and stretching. That's a recipe for disaster. The same happens with teams creating digital products.Teams need to warmup and understand what they are about to commit to before going into triathlons. Teams need to align on the same goals, understand the problems they need to solve, how to reduce risks, scale the product and test if their customers want their product. This phase should take 1 to 2 weeks.
01 project Goals + Main KPI
Imagine everyone on the team including key stakeholders understands and agrees with the main goals of the product. Clear goals increase effectiveness through out the project.
Teams need to know how the product works and behaves before committing to any work. Storyboards increase communication and allow for cost effective iterations.
03 Prototype & user test
Imagine knowing exactly what users want or would like to see before without writting thousands of lines of code. Effective user testing is done with small groups.
– Main Product Iteration V1 –
– Business Model
Proposition Design Phase
A business model and a value proposition is the equivalent of a person having a birth certificate and job title. Teams and users need to know exactly what job the product does, who are its parents, where does it live and how is it going to make money.
01 Users Insights
Learning what jobs users are trying to do and understanding their obstacles allows teams to build products users actually want and need.
02 Value proposition
Imagine knowing exactly how the product is going to create value to users and all the stake holders are in agreement.
03 Business Model & User Test
Creating a business model allows teams and users to realize how the product is actually going to make money and if it's worth building.
– Main Product Iteration V2 –
– UX & Design Phase
In this phase the triathlon is about to start. The coach reviews the plan with the athlete, talks about the competitor's strengths/weaknesses and fits a couple of more focused training sessions in. The uniforms are designed. Everyone is ready to go.
01 Focused Research
Allowing teams to know what competitors are doing and the best way to improve or differentiate the product opens communication and gets the team inspired.
04 Wireframes & Prototypes
Imagine seeing the entire product and knowing how it works without writing a lot of code. This outcome allows teams to start testing the core product with users.
02 User Flows & user Tests
Designing the flows and testing them is the equivalent to creating blueprints for a new home and showing them to the buyers to see if they like it.
05 ARt Direction
So the product can differentiate from it's competitors, tell a great story and delight users. This outcome allows companies to zig when everyone else zags.
03 Feature List
Having a feature list allows teams to do proper estimations and truly understand the scope of the entire project. With this outcome teams can fully plan the project.
06 Mockups & Prototypes
Designing the product mockups and prototypes is as close as it gets to the real deal. This outcome allows teams to still iterate relatively cheaply.
– Main Product Iteration V3 –
Development & Launch Phase
Simon has worked with some of the biggest development teams in the world, bridging the gap between designers and programers. He will help oversee the entire development of the project, acting as a product owner. Simon will make sure the project stays on track and on budget.
01 Demo Builds
Having demo builds every 1 or 2 weeks facilitates communication and sets expectations for all the stakeholders in the project. Iterations happen often through this outcome.
02 Key User Tests
Working backwards from key user tests helps teams plan in advance to merge all their code and be on the same page. The tests also provide feedback to iterate.
03 Post LAunch Support and tests
Patching or delivering new features after launch is part of the digital product cycle. Imagine having help that will be there when needed. Iterations happen often through this outcome.
– Work Samples
Simon has deep knowledge in the following industries
Technology / Games / Enterprise Software / Toys
Contact Simon to request case studies of his work at firstname.lastname@example.org