UX / UI
UX/UI
Quasar AR/VR Application
The following user flow and visual design mockups are taken from the UX article for the Quasar AR/VR (iOS/Vive) avatar creation application, for full context visit the Quasar User Experience article.
Communicating Presence UX Strategy
I authored the following infographics while working on social AR/VR applications. It’s more or less a broad but shallow dive on the conceivable UX problem-spaces to explore. Looking back at these, now 5+ years later, there is a lot of unnecessary repetition.
Note: The below projects are all 10-15 years old at this point. I generally wouldn't include projects this old on my site, but I am most interested in design roles these days so I am keeping them public until I have more (non-confidential) projects to replace them.
REPUBLIQUÉ: OMNIVIEW
I produced this interaction design mockup for the team at Camouflaj during pre-production of Republiqué. The feature itself behaves similarly to the "detective mode" found in the Batman Arkham series (i.e. it behaves as an x-ray vision filter to highlight hidden functions and features of the game world.) In the case of Republiqué, this feature was used for hacking the surveillance system in a variety of fashions. As for construction: I modeled the gray-box environment in 3DsMax, then rendered each element to a separate layer, imported to After Effects where I implemented all effects and animations for the final composite seen here.
HEINZ FIELD FAN LINK
Fan Link is pretty neat. Simply put, Fan Link is a sporting event companion app intended to both personalize and enrich the experience of fans visiting Heinz Field as well as streamline point-of-sale operations. I began the project by generating half a dozen UI concepts in Photoshop, each with a proposed user flow. After some deliberation we landed on the above design, with a few tweaks. I then translated the interface from Photoshop bitmap to vector and built the entire front-end in Adobe Flash, along with some ActionScript behaviors as well.