Where does content and visual grammar come from?

This week what I need to focus on is the design of my portfolio as next week we will have a critique for our portfolio – we must have 3 pages done (especially the home page and case studies).

I need to create a high resolution mock-up; which is an image/prototype of how my website will look. It should look like the real thing whilst only being an image. I will most likely use Figma for this as it is the software I am most comfortable with.

Where does content come from?

  • Client:  A client can sometimes give the designers in any form; however, it may not always be in the right format, so it is up to us then to fix or suggest changes.
  • Self-generated: eg our portfolio. Blogs, design, branding,
  • Third party sites: eg Wikipedia,
  • User Generated content: eg YouTube, it creates the content for the user. Things that people make and then share. Social media in general. We are all basically content creator now. Instagram – we don’t realize it but within one post the amount of content offered is massive! Not only does it have the initial content but also ways to interact with it eg comment, like, tag …

Content has (or should have) a purpose

What is the acceptance criteria? Eg can people find my content or in my case can people find my portfolio in my website?

The acceptance criteria/ condition for satisfaction defines the criteria that must be met to suit the requirements of the user.

The 3 C’c: Card – conversation – confirmation.

Content curation

This is the process of sorting through the vast amounts of content on the web and presenting it in a meaningful and organized way around a specific thing.

Doing this is a must as we are living in an era of oversaturation of content and having someone that can sort through that is vital. Think fake news and how negatively impactful they can be when they are not called out.

Good content should be appropriate, useful, user centered, clear, consistent, concise and supported.

It is important to get good sources of information to better inform your design decisions.

Here are some great sources of content

This is a great resource for good UX content. I have actually read a few of the articles and learnt some tricks from them.

I really struggled with coding last year so this is a good resource, although there is so much information out there on coding that I was not short of information – it was kind of overwhelming actually. So the way the website was layout made it easy to find content. Now that is good content curation!

The great thing about this magazine is that it is centered towards UX designers so the content there is very relevant information here for me – this could be something I could bring up in interviews.

This is a great example for self-generated content.

Apart from being extremely beautiful and effective it is incredibly engaging – something I must strive for my portfolio website to be.


This is something as a designer that I could do, send a newsletter each month, it doesn’t have to be ground breaking work, it can be useful content, an update on your work – this can help grow your audience. This would actually be a great idea for when I am doing placement?

User and job stories

User story is a way of pinning down what you need to do. It helps you identify the users needs to better design around their wants and needs.

An example of how this would work, would go as follows:

As a [person in a particular role]

I want to [perform an action or find something]

After conducting some more research on user stories and job stories I found that Sarah Winters explanation was the most helpful.

According to Winters user stories and job stories are ways of capturing what a user wants to do. They are often written on little cards and stuck up on the wall so that the whole team can understand the user’s perspective.

User stories can look at follows:

As a [person in a particular role] I want to [perform an action or find something out] So that [I can achieve my goal of…]

User stories are great if you have a number of different audiences who might all want to consume your content. But there’s an alternative to user stories that might be better if you only have one audience, and that’s job stories.

User stories are a great way of figuring out what the different user categories are. These should NOT be specific as they restrict creativity.

After some more research I found a very interesting article by Alan Klement on ‘Replacing The User Story With The Job Story’ – his idea is that we design problem in a Job, focusing on the triggering event or situation, the motivation and goal, and the intended outcome: When _____ , I want to _____ , so I can _____ .

Job stories always start with:

When [there’s a particular situation] I want to [perform an action or find something out] So I can [achieve my goal of…]

Here is an example:

How would you design a fracking website? Maybe talk to home-owners, community groups, geologist people that work in this industry. It could have a scientific area with raw data as it would interest a geologist

Job stories are all about context and causality.

Here is an example he provided on his website that really helped me understand how to best use these  design tools.

1 – User Story:

As a moderator, I want to create a new game by entering a name and an optional description, so that I can start inviting estimators.

2- Job Story:

When I’m ready to have estimators bid on my game, I want to create a game in a format estimators can understand, so that the estimators can find my game and know what they are about to bid on.

Task 01:

Create 2 user job stories

Remember it is not about the designer but about the user.

Eg When [ ] I want to [ ] So I can [ ]


As an employer I want to assess a student’s potential

As an organization I would like to easily find the contact details so I can show my interest in hiring them.

When I want to find out more about interaction design

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