Tanya is a head of product with over a decade of UX and creative direction experience. Her passion is to make sure her clients have the tools to elevate their brands while delivering products that deliver efficacy and delight. By integrating human-centered design thinking with practical execution she meets business needs, impacts strategy, and places quality of experience in the forefront of the product planning and execution oversight process.
Advocated for and enabled a human-centered approach to product planning efforts; concerning business strategy.
Spearheaded a revised value proposition and identified viable markets and opportunities to focus on via data analysis, competitive research, and ethnographic user studies.
Designed successfully partner white-label applications that leveraged the core business applications and could be executed with minimal customization and extra development time.
Introduced a user-centric design thinking process into the company culture that had a cross-departmental reach and positively impacted engagement metrics and user satisfaction.
Introduced a need for leadership to be aware of competitive markets and to learn from successful, innovative, companies that leveraged user co-creation and a specialized understanding of user mental models and behaviors.
Gained a deep experience of identifying user and business problems, proposing solutions amongst a dynamic cross-disciplinary team of experts, and prioritizing development and feedback loops for continuous refinement.
Technologies: InVision, Principle, Sketch 3, Google Office
UI Visual Designer
2006 - PRESENT
Developed brand strategy, style guides, marketing, and interface design systems.
Created illustrations for marketing, branding, and product initiatives.
Offered design and design strategy consulting services to clients lacking in-house creative design resources.
Provided logo design, style guide creation and expansion, and print and interactive design services on short term and long term projects.
Kept up to date with current and upcoming design trends and technology.
Recent studies have found that in the U.S., 75 percent of children younger than eight have access to a smartphone or tablet, as do 36 percent of kids under the age of one. Although video games and apps have always carried the stigma of being detrimental to youth development, science has proven that some products can actually enhance a child's cognitive strength. This presents a great opportunity and responsibility to digital designers and developers to influence tomorrow's generations in a positive way.
In this guide, Toptal Designer Tanya Unger breaks down the differences and similarities between designing for kids and designing for adults. Then she presents a proven framework and offers some additional tips.
Certificates in Graphic Design, 3D Max, Flash, and Freehand