TEAMS
THE DESIGN OF YOUR TEAM BECOMES THE DESIGN OF YOUR PRODUCT.
CREATING GREAT STRUCTURE AND FINDING COMPLIMENTARY TALENT ARE THE MOST IMPORTANT WAYS TO ENABLE SUCCESSFUL DESIGN.
MANAGEMENT
At Magic Leap and Samsung I have managed product teams and led Design and Software processes from conception to release. I always focus on clarity, empowerment and a culture of collaboration.
DESIGN PRINCIPLES
Design Principles and standards are key to creating a team with a unified goals and culture. With these in place, individual contributors can create refined and consistent work across a diverse set of projects.
PROCESS
Through clear processes, sprints and deliverables, each specialist can magnify their strengths and compliment their teammates. A refined process is foundational to the efficiency and success of a product.
PRODUCTION
For internal resources and external agencies, design critique and iteration are essential to great production. I promote healthy discourse and cross-collaboration to continually refine design.
AGILE PROTOTYPING
Prototyping is the most essential practice for any design team in Mixed Reality. This is where teams should unify, focus efforts and align deliverables. Designs are empty until you build them.
INTEGRATED TEAMS
Teams should be agile and co-located, with specialties in Management, UX, Prototyping, 3D Art, Research and Audio.
TRUE CONSTRAINTS
Prototypes should work with the true SW and HW constraints in place. This ensures a more seamless transition to final integration.
PROTOTYPE AS SPEC
The ideal specification is the prototype itself. This can dramatically save resources on documentation and re-engineering in the production environment.
DESIGNING AN ORGANIZATION
I was asked by our CEO to audit our internal design practices and create proposals to reorganize our company with a greater focus on Design.
With a small team we produced an 80-page analysis on the strengths and weaknesses of our organizations and proposed paths forward (some details below). As a result, our key design teams were integrated and re-organized to better align with product goals, prototyping and ongoing improvements to processes.
TECHNICAL CAPABILITIES
CREATIVE DIRECTION COMES FROM DIRECT EXPERIENCE. I HAVE A DEEP TECHNICAL SKILLSET FROM OVER FIFTEEN YEARS OF DESIGN IN ARCHITECTURE AND TECH. I LOVE TO JUMP IN AND HELP BRING THE TEAM’S VISION TO LIFE.
THESE ARE THE TOOLS I USE AND THE CONTENT THAT I CREATE DIRECTLY.
CONCEPT / DIAGRAM
Concepts and Diagrams are helpful at every stage of the design process, from ideation, production and final presentation. I leverage my architectural background to quickly create 3D sketches that convey the essence of ideas through elegant forms.
IA & WIREFRAME FLOWS
Information Architecture and Wireframe Flows allow for detailed understandings of a user experience. These can drive prototypes or act as more permanent documentation for software production.
UI AND GUI SPECIFICATIONS
Ideally specifications happen in the form of prototypes. In cases where visual documentation is needed I have standards for UI and GUI specs that act as the official documents for engineering and QA.
2D MOTION AND ANIMATION
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Motion brings experiences to life. Through After Effects and Premiere I can convey the design intent and visual qualities that should be expected in a final product.
VISUAL MOCKUPS
Visual mockups give a glimpse into new realities and allow for quick visual tests of UI layouts and interaction concepts. These can also be crucial for alignment and buy-in across organizations.
3D MODELING & RENDERING
3D design is a must for Mixed Reality. Through a long history of modeling and rendering I can intuit spatial relationships and create the right processes for prototyping and 3D art.
CINEMATOGRAPHY, TRACKING & ROTO
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I did all of the cinematography, tracking, rotoscoping, editing and motion in the above video. This type of production allows for visual prototyping without a full team of engineers and allows stakeholders to get a sense of a final product.
3D MATCHMOVING
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Matchmoving is the closest thing to Mixed Reality in a pre-rendered form. Over the last 10 years I have shown Mixed Reality concepts, visions and interactions through this technique.