Companies I've worked with

AOL
Apple
BMW
British Gas
Cisco
Ericsson
facebook
Google
HomeGoods
HP
Intel
Mattel
Nissan
PayPal
P&G
Pirelli
RedBull
Sony

Things they've said about me

Victor is an excellent UX practitioner. He takes a very pragmatic approach to UX design and is very focused on making sure his design solutions are user-centered. He is also very good at brainstorming and coming up with multiple solutions for complicated UX problems.

Kris Kepler

Managed Victor at Razorfish for Intel

[Victor is] one of the more well-rounded UX designers I've worked with, possessing a keen eye for detail and understanding of the technical nuances he's designing for. I would highly recommend him for any UX-focused agency or in-house role.

Ben Hewett

Directed Victor at Apple Retail Experiences

[Victor] was always helpful and available to answer questions, patient and extremely knowledgeable. From collaborating with him I learned a lot about e-commerce and UX processes and thinking. He's analytical, detail-oriented and has great design aesthetics.

Karen Felzener

Worked with Victor at Apple Retail Experiences

Things I've thought

Poor-Design Coefficient

Sometimes it’s very difficult to know if a digital product/service is well designed: one has to both have the context of the intended user, and be able to use it as intended by the task to be fulfilled. However, it is quite easy to know when some digital products/services are somehow poorly...

Product and Conflict

Conflict tends to arise when individuals/roles/teams/orgs are trying to achieve goals that point to different directions. The best way to avoid, manage, and solve conflict (and the one exercise that helps teams the most with the least effort) is to get those individuals/roles/teams/orgs aligned on...

Design is communicating ideas

The word design comes from Latin designo, same origin as designate: “To mark out and make known; to point out; to indicate; to show; to distinguish by marks or description”. It is about communicating an idea, not just composing it....

Thoughts

Every (design) experience, one (design) experience

Victor Zambrano

Designing for any interactive medium is like writing a story. You choose your characters (target audience), try to describe them the best you can (personas), then imagine them doing many things around your product/service (user journeys), in many different orders and flows, living the product one task at a time.

That’s most probably why it is called “User Experience Design”. I agree with the “user experience” part as there are users to whom experiences happen, but the “design” bit might show as pretentious. If “designing” is taken as “defining”, some might argue one cannot design (ergo “define”) an experience, as each and every visitor will surely have a different one; their perceptions, mental models and inputs being different and therefore results, outputs and recollections equally so, in fact creating a unique, highly personal “experience” for each individual, and surely not necessarily the one the designers envisioned.

Still, you can “design an experience”. You just won’t priorly know which one you’re designing, or if people will get to live the experience you envisioned. But certainly you can design an experience as a coherent process that concatenates different steps/screens into discernible flows, so that users can find them, follow them, traverse them and hopefully end up achieving their tasks and goals.

Yes, you can design an experience as much as a writer can write a story. It will never be the same story for each reader, so true. But they all can share the starting, the episodes, the characters, the ending, and somehow then bits of that experience. Every single reader will have a story of their own. They will also have some thread that will unite their individual stories into one main path.

The biggest challenge for User Experience Designers is to go beyond a series of screens concatenated by a series of well-placed buttons, and make sure our products and services propose a trail, a path for the user/customer to achieve their goals and fulfill their tasks.

You could call it “Task Achievement Design”, or “Goal Fulfilling Design”, or “Journey Design”. I guess many call it “User Experience Design”. It is beyond the name and part of the role to do good design for those users to have their own great experiences, every one of them.

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