Who I am.
There he goes. One of God’s own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
– Fear and Loathing in Las Vegas
Hi, I’m Adam. I think different, I do things different, I speak plainly, and I’m a bit of a weirdo, but I’ve been told I’m good at what I do. To me, design is one big problem-solving-strategy-game, and I really enjoy strategy games. Developing creative solutions to problems, while managing resources and timelines, is what I do for fun, and if I can get a paycheck, even better.
I come to the table with a critical mind, and tactful reasoning. I’m quick to find problems, and not reserved about pointing out flaws, if it means we can address them in an efficient and timely manner. I don’t like wasting time, I like solving problems.
What I do.
In my experience leading design teams, I’ve become an advocate for the designers I work with. By understanding both how development teams operate, as well as design methodologies, I’ve effectively brought both together. The result is teams of designers who work well alongside development, and developers that actually like working with design.
Sounds like a miracle, I know.
Think, then do. It doesn’t sound revolutionary, because it isn’t. To most people, thinking before acting is just common sense, but in practice it’s difficult to implement. I consider the design problem solving process itself as the most powerful part of design, and it’s a lot more than just making pretty pictures. By using a process which is rooted in research and understanding, you can often find problems in products, and solve them, before they make it into the wild for customers to deal with.
I’ve come across many teams bursting with incredible talent, but without a clear vision or process to bring their skills, or a product, to bear. By establishing and maintaining a methodology, the design teams I’ve worked with have been able to produce work at predictable and manageable rates, while maintaining an exceptionally high standard of design. I’ve brought teams from barely keeping up with development, to working months ahead, and more collaboratively than ever.