As a product designer and design manager, I've worked on major products of IT companies with half a million customer base in different countries. Plus 75% to conversion, designer-to-developer ratio halved, and more numbers in my resume.
UX/UI for Acronis True Image, Acronis Rescue Media, Acronis Monitoring and more.
As the senior product designer, I was responsible for the Acronis’ flagship product – True Image for Windows, for 4 releases. One of my first tasks was to refresh the interface. It looked nice already and there was no aesthetic reason to change it. So I came at it from a different angle: I identified problems with consistency, visual hierarchy, terminology, accessibility, and other things that complicate the user experience. Fixing these issues became the meaningful goal of the redesign. Among other things, I made layout flexible to maximize usability across screen resolutions and languages. Subsequently, I designed all new True Image features.
During my work, I established close ties with the localization, R&D, QA, and technical support departments, which was a novelty for our design department. I have also drafted several documents that facilitate understanding between colleagues from different professions. I believe that I have made a significant contribution to improving the processes and atmosphere within the company.
I am proud to have introduced the practice of user testing at Acronis: not only did I create interactive prototypes and implement user testing myself, but I also engaged a research company for wider coverage of audience.
Later, I led the development of small products not only as a designer, but also as a product manager, setting tasks for other departments and controlling the result.
Research, data-driven design, mentoring, management, culture.
At Open Investments, I was involved not only in design and research, but also in product philosophy, goal setting and planning, and introduced the practice of documenting the history of decision making.
The design decisions I made increased conversion by 75% in the main product I was responsible for. This was possible thanks to the culture of experimentation that I shared and supported together with the talented PM and PO.
I took prototyping in the company to a new level - first by pushing the boundaries of Figma, then by using the new ProtoPie tool. Thanks to detailed prototypes, the understanding between designers and programmers improved. Developers trusted me so much that they invited me to discuss the code and look for better solutions together.
I consider my greatest contribution to be creating a comfortable, trusting and safe working environment not only inside but also outside the design department. High culture is the first word that comes to mind when I talk about working at Open Investments. Special thanks for this to our design director.
As I said goodbye to Open Investments, I received an endless amount of warmth, gratitude and best wishes. Colleagues said they would be happy to see me in the role of design director or product owner.
Open Investments showreel
Research, ideas generation, product design, planning, management.
I joined the company at the very beginning of mobile app development, so I was able to build efficient processes. In the design department, I introduced the practice of morning briefings and took it upon myself to review mockups before sending them out for development. I also established a practice of short on-demand calls with developers to make product decisions quickly. We were on the same page with PO, so I informed him about the decisions already made and discussed the future of the product. So, PO was able to offload some of the management and focus on the business goals and product vision. I was also involved in setting goals for designers and developers, team building and hiring.
Working on design tasks, I studied market research, formed hypotheses in collaboration with an analyst, experimented with new interface ideas, supervised designers, created interactive prototypes, and conducted user testing. I also compiled a glossary of terms, trained marketing copywriters on UI text, created an interactive UI Kit and described component behavior, and conducted product reviews.
Working at Ingos Investments taught me how to plan the entire development process and how to manage a mixed team.
Ingos Investments showreel
Information architecture, product design, research, illustrations.
Yandex hired me for 2 months because of my experience in data visualisation to develop a new feature for their B2B product. I accomplished my task in 1 month. Together with PM, inspired by user-centered design, we developed and tested the key feature of Yandex's new analytics tool. Details
When designing Pigeon Post app, I used the revolutionary Fuse tool, which provided incredible prototyping capabilities, such as geolocation, map integration, and data binding. Thanks to my coding experience, I was able to deliver detailed ready-to-develop prototypes to programmers. Details
TaskMe.es is a Spanish job search service for which I designed the tone of voice, glossary of terms, UX, wireframes, prototypes, and also was involved in informational architecture design. Details
Bilarm is the hardware and software system for vehicle control. I studied the technical documentation, designed informational architecture and user interface, and drew illustrations. Details
The new hardware. With strong software and media support.
Interest in retro computers is steadily growing among gamers, collectors and historians.
Until now, one treasure has remained hidden – the Soviet БК 0010 with its unique architecture, processor, and instruction set that can’t be found in any Western or Japanese home computer.
To make БК 0010 and its game library known and desired by collectors, I decided to equip this machine with handy gamepads and advanced sound capabilities. To accomplish this goal, I formed and coordinated a team that developed a new hardware product, as well as software.
While leading the project, I was also responsible for research, pricing, components, logistics, task management, programming, visual design, and public relations.
As a result, our team shipped JOYVOX – a successful product that has become the new standard for retro video game championships, museums of computer history, etc. Thanks to JOYVOX, БК 0010 became the true gaming platform. Very soon enthusiasts started to develop new games and hardware compatible with our product. Immediately afterward, БК 0010 selling price increased several times, indicating collectors' interest. Now БК 0010 platform is included in the program of European computer art festivals as a creative and gaming platform.
Interaction design in education and video game industry.
I founded a company aimed at creating sound atmospheres, effects and music for multimedia products. We have completed hundreds of complex projects for major game studios and publishers in Russia, as well as for foreign companies, never inflating the team size beyond seven employees.
We have always managed to convince our partners that sound should be designed early in the development phase, because sound decisions influence the rest of the interaction design and also help to choose the technologies.
The SandS company was a pioneer of interactive sound. We developed unique adaptive sound systems for several projects, and later presented them at the video game developers conference and in publications. We participated in the development and testing of the popular BASS library, requesting new features to use in our games. We also convinced Skale Tracker developers to release their library for video games, and were the first to use it. The SunVox library was another of our innovations. Thanks to our passion for technical innovation and optimization, we have raised the size/quality ratio of game music to a level never seen before, every time.
At the SandS, I was responsible for communications, legal documents and technical specifications, technology, production, additional musicians recording, deadline and quality control, organization and management.
SandS web site