The impact of my contribution can be quickly understood by looking at what I call the "Before & After". These are solo, short, single-screen, design exercises achieved in under 10 hours, incorporating the 4 key disciplines of UX; User Research, Interaction Design, Visual Design, and Prototyping. The "Before" image is the state of a software experience as it was; The "After" is my output.
Click the above to take a peek.
MD Insider is a world class team of data scientists, software engineers, and healthcare experts creating a platform providing objective doctor performance using next generation interface technologies. I was responsible for directing the efforts of the user research, interaction, visual and prototyping teams of our organization - making up UXD at MD Insider. Check out the culmination of our efforts at Cedars-Sinai and Saint Vincent. Here is a Score Detail motion concept.
BlackLine Systems provides accounting and finance teams with better visibility and control over their entire financial close process with BlackLine Financial Close Suite. In June 2014 our team unleashed onto the world their latest version of the Financial Close Suite and the wicked marketing campaign of "No More Bullsheet."
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 on 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.
This was a major upgrade from the existing product, Telenav Track (a subscription based time-management service). The objective was to quickly get the new technology platform on multiple mobile devices and into the hands of the customer.
The project took 18 months to see an internal release. After being evaluated, Telenav Workflow was cancelled. According the to the executive team, the market and customer did not yet exist for this product.
The goal was to introduce a new version of Telenav Track (a web-based asset management service) and migrate users to the new system. My 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.
This was a deep product, taking considerable time to address the challenges. My contributions touched every aspect of the project, requiring me to wear multiple hats (researcher, designer, presenter, advocate). After 12 months of development the product was released supporting a handful of certified tracking devices and a web-based administration tool.
Our team was tasked with translating the experience of the web client version of Google Who and put it into a mobile web context - before the advent of native iOS apps. I looked at current directory services (e.g. Facebook) who addressed similar problems of high-density displays of profile data on mobile devices, using that as a starting point.
After the initial design was signed-off the team decided to utilize Google's "Grand Prix" look and feel to address performance issues. Google Who was released internally for which the technology won a Google Technical Achievement Award in 2009.
Corporate Engineering (EnC) needed a logo. How do you communicate technical abstractions (data, connection, clouds 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 me a thumbs up.
I worked in Fireworks to create the visual elements. I put 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 work.
The objective was to sell Telenav technology integration to car manufacturers by highlighting the different ways our services could seamlessly 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.
How do you create memorable game experiences using game engine technology?
The CryEngine Editor (which comes bundled with the game Farcry) 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 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. The logic and programming aspect of the project was handled by a collaborator (Chimella) who was in the UK. We released Mischief in Paradise in March 2006. It recieved a lot of love and attention on ModDB and was featured in the UK game publication, PC Action. This lead to our next collaboration, FreezeFrame which was released in 2009.
Out of doodling came a study of the iterative process. I defined just a few rules. Create simple sketches by drawing squares that connect to each other, without crossing the boundaries of any previous square.
Over many generations the squares elongated, distorted and curved. In some drawings you would see them accumulate. Others had large swaths of negative space. This lead to organic structures taking on the look of xeno ships and creatures. Later drawings include surface detail, typography, color, and perspective.
One of many tasks was to create a commemorative poster for the Integrated Vehicle Health Management (IVHM) program which earned praise 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.