Until a few years ago my primary contribution was as an individual contributor. My role has since grown to include building, leading, and directing UX teams while helping define software platforms that shape the products that follow. From those experiences certain questions surfaced over and over again informing how to optimize the creative process, keep a cross-functional team motivated and deliver amazing products.
From that, somthing emerged. Here is some of what I discovered. View the thinking
Before & After
The impact of my contributions can be immediately understood by looking at what I call the "Before & After". These are short, single-screen, design exercises achieved in under 10 hours, incorporating the 4 key disciplines of the UX Diamond. The "Before" image is the state of a software experience as it was; The "After" is my output.
View the results
You can view my design process in action for United Airlines, BattleCamp, Bambee, and Flashfunders.
Our goal was to create a software platform easing the burden in finding the highest quality doctor near you, and specific to your needs. The result is a highly relevant score, based on objective doctor performance, not subjective review scores. I was responsible for leading, managing and directing the UX process and design efforts.
See the culmination of our efforts at Cedars-Sinai and Saint Vincent. Here is a motion concept used to explain doctor scores, and a proposal I presented when introducing the idea of ditching the doctor score.
Research is critical in identifying intent and the needs of the user. See sample Moderator Script, Session Notes and Summarized Results from our investigations. Observe one of our UserTesting.com sessions.
View the rest of the work
The goal was to transform the world of accounting - yet again. Blackline successfully introduced the next generation of accounting software, moving from the manual to the automated. It was our team who was responsible for the next-generation implementation of that already successful formula based on the latest tech stack and design process, while concurrently introducing new features. View the work
I was tasked with presenting a refreshed first-time user experience, in-app upsell and facebook integration for the rebranding of Telenav's product, Scout. Studying current user flows and brand guidelines empowered my contributions to the interactive and visual language of the app.
Working with the implementation team meant design iterations, reviews with stakeholders, and development cycles. This was a prolonged effort taking over a year to get into the hands of the user. Out of it came a solid mobile application released on iOS and Android, presenting the new face for Telenav.
Workflow was intended as the next generation of Telenav's flagship enterprise product. The objective was to quickly get the new technology platform on multiple mobile devices and into the hands of the customer while facilitating in-the-field workflow management. View the work
The goal was to introduce a new version of Telenav Track (a web-based asset management service) and migrate users to the new system. The starting point was to become familiar with the new hardware and reach out to existing customers to better comprehend the value of the data we could present. The resulting work grew out of the knowledge and insights gathered from those investigations.
The investigation took considerable time. My contributions touched every aspect of the project, requiring me to wear multiple hats (researcher, designer, prototyper, advocate). After 12 months of development the product was released supporting a handful of certified tracking devices and a web-based administration tool. View the work
Jaguar Land Rover
The objective was to sell Telenav technology integration to car manufacturers by highlighting the different ways our services could assist in a driver's journey. Through whiteboard discussions we focused on the problem, constraints, solutions, and methods of displaying the final result in a presentation.
The "how" occured to me while sketching. I took a screenshot inside the dash of a Jaguar X-Type within the game Shift 2. I then created UI elements in Fireworks and composited them onto the background element, color corrected and sized to fit presentation resolution. Telenav auto was able to successfully pitch the ideas which lead to further discussion and investigation. The auto team was ecstatic with the concept. View the work
Our team was tasked with translating the experience of the web client version of Google Who and put it into a mobile web context - prior to the advent of native iOS apps.
After the initial sign-off of the design the team decided to utilize Google's "Grand Prix" look and feel to optimize performance issues. Google Who was released internally for which the technology won a Google Technical Achievement Award in 2009.
Doodling For Google
Corporate Engineering (EnC) needed a logo. How do you communicate data, connections, the cloud and Google in a doodle? Through a literal compliment of abstractions. Of course!
I rendered a cloud and Google's logo fit snug inside. I used node and spokes for connoting a "network". I hoped this would infer movement of data and connectivity with the tagline "Our clouds have the silver lining." The team gave it a thumbs up.
Working in Fireworks I created the visual elements; putting it all together in a few days. The outcome was a logo graphic and a t-shirt the EnC team could wear to represent their efforts.
The CryEngine (which comes bundled with the game Farcry and Crysis) enables modders to get into the engine and build gameplay experiences as the developer would. Coming from a 3D background I was familiar with complex software apps, so this was a comfortable space for me.
Most of my time was spent learning the ins and outs of CryEngine, how to build maps and fill them with content by leveraging existing assets the developer used in the game. Story, music, sound effects and gameplay elements I created when needed.
Mischief in Paradise was released in March of 2006. It recieved a lot of love and attention on ModDB and was featured in the PC Action a UK gaming magazine. That success lead to a new mod FreezeFrame using the new game engine - released in 2009. Watch YouTuber IDemonzI1301 play Mischief in Paradise.
Vive la Provenance!
Playing, writing, performing, composing, discussing and listening to music is near and dear to me. It is one of few interests I truly get chills from what I'm not using it to get into Flow. It is a tool to create but also a form of expression - a place of pure bliss.
Ade Lun Sec is a conversation between Michael Morehouse and myself since our tenure at The School of the Art Institute. This was our first full-length album. Prior to that we appeared on 2 compilations and released a few tracks on Newsgroups and IRC. Small-time stuff, but tons of heart and love.
The compositions are manually keyed but digitally composed, arranged, edited and mastered. FM synthesis and sampling are at the heart of the tracks. You will find liberal use of melody, harmony - intentional signal degradation, glitch artifacts and signal processing to enhance the sense of space and use of texture. The work is conceptual and experimental echoing the Musique Concrète and Space Opera genres.
Out of doodling came a study of the iterative process. I defined just a few rules; draw squares that connect to each other but don't cross boundaries of any previous square. Over many generations the squares elongated, distorted, curved and eventually overlapped. In some drawings you would begin to see them accumulate. Others had large swaths of negative space. Later drawings introduced surface detail, typography, color, and perspective. I call it Autodraw. View the work
Remember Our Heroes
One of my many tasks in Code IC at Ames Research Center @ Moffett Field was to create a commemorative poster for the Integrated Vehicle Health Management (IVHM) program. It earned many kudos and was distributed throughout the NASA agency.
I was part of a small team who developed a concept video featuring the PSA robot winning Best of Category from I.D. Magazine in 2000. The same video aired on Discovery Channel's "Inside the Space Station". Graphic stills were published in Newsweek and Popular Science. This exposure allowed our work to excite the public imagination and enable continued technological development. As a sole designer, I managed the entire creative development process for Ames Research Center's Computational Sciences Division and Engineering Division websites. View the work