
| 03 WORK |
i design therefore i'm marc.
WHAT I DO (view my resume).
Like most children, I was born curious. However, I am the child of an artist and a scientist. My childhood was a mix of encouraged creativity and undisciplined abandon with test tubes and table saws, both of which I have the scars to prove it.
That foolhardy passion followed me throughout my life. |A| I've studied the science of people, creativity, and programming, all of which fed my childhood curiosity and have led me to what I do today - I make things better than what existed before. |B| I work with people (users, customers, clients, and colleagues) to help them understand their needs and how they can make thier thing better than what existed before.
|C| Most recently, my roles were to empower and manage the people who created those things; however, I've rediscovered the joy of curiosity, the creating process and it's methods, and ever-evolving techniques of designing. |D| I've worked in start-up (early, mid, and late stages), consulatancies, agencies, and larger corporations holding roles of illustrator, front-end developer, information architect, ux designer, consultant, design lead, ux director, design director, head of design, and founder.
| 04 WORK |
design; process and a methodolgy.
HOW I DO IT.
Design is the act of creating with intention and purpose. Purpose should be rooted in real-world problems of human (including dogs and cats in my case) experiences.
|A| Critical to Design is a Co-creation mindset enabeling cross-disciplinary collaboration. |B| Design is messy. Solving problems requires rigor. Understanding which design methods to apply to these problems and the techniques needed to deliver solutions can feel like both an art and a science. Ultimately, something gets made and people use it, hopefully it addresses their problems - and even if it does, it can always be better.
|C| There have been many design methods published over the years, but only a handful of them recognize the truthful chaos of Design; Design Thinking, The Double Diamond, Lean UX, Design Sprint, The Pinball Machine, The Helix, etc. |D| In each of these methodologies, there are three common themes; 1. Get smart about a problem, 2. Make something to help with that problem, 3. Give that something to people to use.
1. Get smart.
2. Make something.
1. Get it hands.
|E| As an experienced designer, I am agile. I observe the business, including its culture, technology, and how its people work and want to work, as well as the expectations of the delivery process. I then suggest a methodology specifically designed for this system.
| 05 WORK |
shared problems, similar solutions, unique experiences.
WHAT I'VE DONE.
|A| INDUSTRIES: Healthcare, Health and Wellness, Health-tec, Pharma, Finance, Fin-tech, Media, Publishing, Education. |B| COMPANIES: