Entries in Concept (3)


Blancspot Media - iPad

Role: Creative Director
Contribution: All visual design, UX work and Flash development

Design Challenge: Take the successful Blancspot iPhone experience and bring it to the iPad, taking advantage of the larger screen and existing interaction paradigm of the iPad platform. Created a fully interactive Flash prototype to show off how the iPhone experience would be transfered to this new platform.

PlayMode Experience on iPad

The iPad version of Blancspot takes advantage of the very large screen of the iPad and really makes the Blancspot cinematic experience shine. A large, rich visual world sets Blancspot apart from all other news application running on the iPad.


Reader Mode experience on iPad

ReaderMode on the iPad uses a unique two scrolling column approach that allows users to simultaneously read the news story and see relevant Tweets on the same screen. All of this is overlaid on the image to still keep the user connected with the strong visual the prompted their interaction in the first place.


Sharing via Facebook on iPad

Redesigned the Facebook sharing UX to be inline with standard iPad navigation style taking advantage of modal windows to focus the user on a singular action, but without taking them totally out of context from their previous state.


Games on Maemo (Linux) - Device UI

Role: Head of Concept and Design
Contribution: Led four person team to design new games experience for Games on Maemo (Linux device)

Design Challenge: Evolve the N-Gage games platform, taking what was successful (social connected games) and bring that to the new Nokia Maemo (Linux) platform. The design challenge included building a full new UI and UX for a platform that itself was not finished, creating moving target for design to hit. An additional goal was to find holes and limitation in the new platform that the various services would need resolved before final release. Unfortunately games would be cut as a key service for this device and much of this would would be shelved, awaiting a new device. 

Concept wire frames for Games on Maemo

This project would last four "Sprints" (not true agile development), each lasting about two weeks. During each iteration the design was simplified to shorten development time and to align with both the overall device UX and the other Nokia Services (Messaging, Music, Imagery, etc). The above image was made using a new technique for the team, (a variation on paper prototype), hand drawing UI on stickies cut to screen aspect ratio. This allowed us to quickly manipulate order and arrangement to iterate on the design with user feedback. New concepts could be made rapidly and inserted into the design and tested with users.


Detail wireframe (first pass) for Games on Maemo 

This was the first wire frame done to aligned the games service UX with the device UX. As we iterated on the design we removed extraneous features and improved consistency within our own service and consistency with the other services. We also found holes in the overall UX of the device, specifically with how native, vs. downloaded apps were to be handled. These lead to significant changes to the device UX paradigm.


Detail wireframe (Second pass) for Games on Maemo 

This final iteration was done to further align with device requirements and other services to create a completely seamless experience for our service with others. At this stage we were meeting with our own development team sizing the amount of development work this would be and preparing for building interactive flash prototypes to be tested with users in short user research studies. Unfortunately at this stage the games service as pulled as a key selling point for this device and the device itself was delayed. 


Portrait wireframe for Games on Maemo 

In designing our portrait solution for Games on Maemo, we chose to use a combination of limiting data visualization (Game library goes from 9 to 6 displayed games) and curated stacking of elements, (Games above social info). We felt this gaves us the best balance of information and consistency.


N-Gage (Antares) - Device UI, Symbian S60

Role: Design Lead
Contribution: Did all visual design and UX work

Design Challenge: Update the existing N-Gage Arena UI for the next N-Gage hardware, code named "Antares". The shift in design was to take over the new "Active Idle" screen that allowed users quick access to frequently used applications. This would bring the social connected features to the forefront of the user experience, dramatically increasing user activity. This was done to address the user research that found many people were not finding the N-Gage game app on their devices, since Symbian S60 at the time had a very poor UX with many folders and apps spread throughout the device and variable between different markets and regions.

Antares Concept - Active Idle UI

One of the key challenges of this platform was the limited screen (176 x 208 pixels) and the limited color space (12 bit color palette). So the focus was on updating the not just the visuals, but also the where and how the user would access the social connected N-Gage features that made up N-Gage Arena.

Antares Concept - Arena UI

 Above screens show what accessing N-Gage arena would look like. This is a variation on what was the current N-Gage Arena UI, since we wanted to do visual update, but not a whole new IA for the app. This was to limit the development cost and shorten the overal time frame to make it to market.


Antares Concept - Arena UI

The UI is cleaned up and modernized compared to the previous Arena UI, but many of the icon metaphors and basic structural elements would remain the same in function.


Antares Concept - Arena UI

One of the key pieces of this concept was also modernizing the UI of the device itself with the image on the right showing what the basic Calendar app would look like compared to the Arena UI elements. They would be color coded by function, but they would not have a completely different UI visual design as they had in the past. See Arena UI on N-Gage Classic.