Exploration for the GoPantry pantry screen. I’m trying to make it quickly accessible to the eye and not too “listy”. I want users to be able to use this while walking through a store or similar activity, so it needs to be non-distracting. This version has larger tappable areas and differentiated info that (hopefully) can be gleaned at a glance. I toyed with the idea of icons to denote the types of food (let’s face it, that’d be fun), but I want to reduce cognitive load, not make the user have to decipher another symbol in order to get the info he/she wants.
Now the video, written and produced by Chris Moscardi and myself, directed by Joe Bowden. Yes!
WIP of the main menu for the GoPantry app. If hollow icons increase cognitive load on users these may have to be filled in due to all the lines on the screen already cognitively loading y’all.
Getting closer to the release of this app, at the moment we’re refining features and user flows so I’ve updated the UI a bit. Also, we’ve started talking about animations to help speed up learning. In this case the items can be swiped off to the left, so the animation has them sliding in to give the user a hint to the action.
User flow for an in-development weather but-really-weather-is-the-secondary-set-of-information application. I’ll update when it goes live. Having done these independently and for large and small clients, determining user flows, creating wireframes and mockups, and testing are some of the most fun you can have creating products.
Quick graphic for a presentation. The theories around the law of diffusion of innovation were popularized in the book “Diffusion of Innovations”, by Everett Rogers in 1962. They become to mean that in order to get mass market penetration, a product had to cross the threshold between the early adopters, the people who buy your product due to emotional connection and an alignment with your philosophy, and the early majority, the people who won’t buy something until someone else has tried and tested it. Simon Sinek does a great TED talk on how great leaders inspire action using this principle, among other things.
Series of posters I did for a restaurant/bar/pool hall in Anchorage, Alaska. They feature the only authentic Chicago style deep dish pizza anywhere in the city, professional pool tables, a full bar, and my old band (at least on this night) on stage. Pretty cool place.
I wanted these to be simple, graphic, and extremely viewable from every location in any venue they were getting placed in. The intent was to cut through the clutter of every other event poster in the vicinity and make the viewer get out of his or her chair and read it.
Few things in this world are as comforting as a user flow when you’re sitting at your desk plowing through image or code updates. To some, it’s merely a bunch of boxes with words and lines connecting them. This one in particular though, can tell you who owns which page, the date the content for the page will be done, and what type of nav system goes on it. All at a single glance.
This is a minimum viable product for an app focused on simplicity. I realize it could be even more minimal without the progress ring, but it isn’t really a feature, just a quick way to give feedback to the user. All actions are gesture based, you swipe up to add a new item, left or right to to move along the days of the week, and down for settings. The goal of this application is to give the user an approximate idea of where he/she stands, so even the input is simple and based on extremely simple language (more about this after it launches – almost there).
Update: Nothing too pressing here, but here’s the all important icon for this app (will be live on the Play store in August). The app is called “Simply Carbs”, thus the (perhaps too) obvious icon choice: a slice of bread.
Update: Yay! This is live – Go to the play store.
The bad ass iPhone illustration is from the Flat3D Mockup Kit designed by Frank Rapacciuolo – http://freesbie.it, and of course the status bar is from the Teehan + Lax iOS6 UI kit.
I was presented with an opportunity to create a user interface for an existing third party app – which was interesting. Designing apps from the ground up means you know how the user will flow through it and what hardware parameters you may have to contend with. For this project, I was given an example and had to design around memory limitations and someone else’s user experience. Since the functionality of the app itself is fairly complex, I wanted to keep the menu system simple.
Once the user taps the first segment selection, that screen slides out of the way to reveal the submenu. Nothing ground breaking, but I’m intrigued by the way the flat submenu came out.
The second image is the selected state of the submenu, and those gray boxes represent product thumbnails. Both menus had to be scalable, and this progressive disclosure system allows for infinite scroll-ability of both menus. Categories and products can be added with reckless abandon.
This is a mobile application we recently shipped that dynamically aggregates white papers and displays them on your phone or tablet. I was 1/2 art director, 2/3 product manager, 1/3 producer, 7/16 UX designer, and 1/125th copy writer. The fantastic team at Raizlabs did the hard stuff, including integrating it with our systems and helping me get it into our customer response system (of which 25% are opting in, by the way). Many thanks to that whole team, they really know what they’re doing. We pioneered many processes and connections between mobile and our existing systems. This was a fun project with a great (courageous) client and some unbelievable support not only from my team members, but our interior web development, marketing, and sales teams too.
We won a Marcom gold award for this version, and the next shippable iteration will have videos embedded and some added functionality like batch downloading and downloading in the background. Looking forward to it.
You can get it for iOS from the app store here, or for Android, here.