UX DesignDownload Résumé
Toshiba Libretto W100View Process
I was part of the team who worked on interaction and visual design for Toshiba's Libretto W100. What makes the Libretto stand out from other laptops on the market is its dual screen design. We knew that leveraging the device's unique form was key in creating a successful user experience. Consideration was given to what context this device would be used, how the two screens would interact with one another, as well as how to accommodate for interaction problems that would be unique to this device given its design. Interviews, sketches, paper prototypes, and physical mock-ups were all used to inform the final design.
Google TVView Process
The Logitech Revue with Google TV brings web and TV together. A small box controlled by a wireless keyboard, enables users to browse TV channels, surf the web, make video calls and utilize various media apps. I was part of the interaction team tasked with establishing the out of box setup experience for this system. Our objective was to create a clear step-by-step process for users to get their Revue up and running in conjunction with the entirety of their home entertainment system. This was a complex problem given the vast differences between entertainment setups, devices, and user's technical abilities. The team used sketches, architectural diagrams, and taskflows to come up with an initial design direction. Once this was in place, we created a prototype to conduct usability testing in a mock-living room setup. The information gleaned form this aided us in establishing a final design solution.
Tablet Concept for Real Simple Magazine
I was part of the early collaborative effort for Real Simple's concept tablet design. Our initial approach to this problem was to conduct contextual research and interviews in order to better understand reader's expectations and behavior. (This project was pre-iPad, but rumors of its existence were being heavily circulated). What we came up with was an interaction focused on an augmented reading experience: an experience unique to that of a digital device, but that also preserved the "traditional" joy, comfort and indulgence of reading a physical magazine.
Go here to check out the Fast Company article describing the concept/strategy behind this design.
Folks at Punchcut aren't braggy, so they don't reveal all the awesome work they do in the mobile space to the public. For that reason, you don't see any of my most recent projects here. However, I can say that during my time at Punchcut, I've had the opportunity to work across a variety of spaces and platforms. Projects have extended across web, tablet and smartphone designs.
Logitech Webcam SoftwareView Process
I was a visual-interaction designer for the software that accompanied Logitech's recent line of HD webcams. Throughout the course of the project, our primary objective was to always help facilitate communication. This helped to keep us honest throughout the design process, making sure we never let the interface stand in the way of that objective. We knew that users of this product were broad, and included people with a varying level of technical aptitude. For this reason, we chose to design for the extremes - keeping the interaction as simple as possible, while at the same time providing affordances to allow the advanced users the ability to explore more complex features.
2D piece depicting a generative, emergent process. Implemented as object-oriented, full screen software in Processing. This is an abstract depiction of cellular mutation. A single "mutagen" disrupts the development of the other healthy "cells" as it passes through them, until all are mutated. Exported as high resolution prints. (Uh. This isn't really related to UX. I just like it.) Created while at UCLA's Design | Media Arts program.
Dakim Inc's M-Power is a cognitive fitness system aimed at helping those suffering from dementia strengthen their mental faculties. The touch-based interface guides users through six levels of cognitive fitness exercises per 20-minute session. Our challenge in designing this system was to ensure the games were fun and engaging, as well as working to keep user's brain's sharp. As a visual-interaction designer, I helped establish the overall behavior and appearance of the system (layout, iconography, asset design, etc). The effectiveness and usability of the system were supported by extensive user testing and user interviews, all of which I was involved in.
Catalys Laser Cataract Surgery SystemView Process
Software and hardware interaction design for Optimedica's Catalys system. Catalys is a surgery system that uses lasers to remove cataracts from the eyes. This project was a very large, multi-disciplinary undertaking. As UI designer, I worked alongside industrial designers, design engineers, visual designers, doctors, and surgeons to make this product a reality. Hardware controls and the user interface needed to compliment each other to create a clear, straightforward and (above all else) safe system to use.