Latest Project

Vector Adit EBS

Finding a better way to collate big oil's data

Built as the first of it's kind, this desktop application transposed data from hundreds of wells in a selected region, distilling their data down to an easy to locate and digestible format. Dynamic and visually pleasing graphs helped customers quickly track and document well performance and potential issues.

Contributing Roles:
User Experience Research, User Interface & Layout, Visual Design, Interactive Design & Animation

Selected Work

S.K.A.T.E. Ultimate

A progressive way to up your skateboarding skill level

Everyone who grew up skateboarding, played S.K.A.T.E. You know, H.O.R.S.E. but with skateboard tricks. Now instead of arguing on which trick to pick next, let S.K.A.T.E. Ultimate pick it for you and keep track of who's in and whose out. When you're done, kick off your own progressive skate session, learn new tricks, and mark when and how you've stomped them. Let the app help expand your skate trick repertoire by suggesting a new trick to try that will naturally fit into the session and skill level you're comfortable with.

Contributing Roles:
User Interface & Layout, Visual Design, Interactive Design & Animation, Personal Project

Fisker Karma

Ushering in a new wave of beautiful vehicle interfaces

While working with the Fisker team on the rebirth of their flagship vehicle, Karma; I designed the UI and UX for their next generation of cluster systems. Always on, high-fidelity screens, snappy processors and permanent data connections gave us the tools we needed to develop some (at the time) pretty unparalleled features. Here is one of those concepts, leveraging an always-on screen to show battery status, high resolution 3D animations, and an evolving visual UI based on your current drive mode.

Contributing Roles:
User Experience Research, User Interface & Layout, Visual Design, Interactive Design & Animation, Some Programming & Implementation

Surfline Mobile Experience

Clean, inspiring and straight forward surf reports

Surfline has long been the de facto standard for checking the local surf report, but the native mobile experience wasn't full utilizing the data it had on hand to give surfers the information they wanted, as quick as they needed. This redesign gave them a snap shot of all the important data they're looking for in a report, beautifully redesigned. Couple those changes with (user submitted) imagery of the breaks, and you find yourself in a whole new dimension, actively wanting to explore new breaks, and getting those reports quickly and easily.

Contributing Roles:
User Interface & Layout, Visual Design, Interactive Design & Animation, Personal Project

Star Citizen

A space-opera experience for the ages

One of my favorite and most ambitious projects to date; working with 300 people, across five studios, in four countries to develop the most high-tech, futuristic, crowd funded online space game ever conceived. My team and I created an incredible amount of interesting and beautifully immersive interfaces: from flight HUDs, shopping kiosks, racing scoreboards, ship and character customizations, galaxy traversal maps... the list goes on.

Contributing Roles:
Leadership Role, User Experience Research, User Interface & Layout, Visual Design, Interactive Design & Animation, Some Programming & Implementation

Immersive Cardiac Training

Modern problems require modern solutions

An interesting project to help train cardiologists in properly using a new medical device during cardiac surgery. As the sole UX / UI member on this team, it fell on me to not only fulfill the plethora of medical requirements for the app, but present them in a digestible, and delightful format. From building interactive training modules with anatomically accurate hearts, to gamifying user profiles and building stats, level, and achievements into their curriculum.

Contributing Roles:
User Experience Research, User Interface & Layout, Visual Design, Interactive Design & Animation

Wildstar

A massive multiplayer extravaganza

The unbelievably varied world, characters and systems of Wildstar led to a very fun and complex game to help develop. As UI Lead, I helped guide a team of designers and engineers in solidifying the core user interface of Wildstar. Organizing and running user playtests, making sense of and utilizing player analytics, and engaging with the community to help our team empathize with our user base and create the most user centered interfaces and experiences possible (phew!).

I'm incredibly proud of my team in transitioning Wildstar into a Free to Play product (from subscription) by developing creative new MTX avenues, a complete in-game storefront, and concocting various player micro-transaction hooks.

Contributing Roles:
Leadership Role, User Experience Research, User Interface & Layout, Visual Design, Interactive Design & Animation, Some Programming & Implementation

Swizl

Discover, Sip, Save

Swizl is an alcohol based coupon redemption app, surrounded by fun and interesting related content (i.e. recipes, events, and articles). It was imperative Swizl stood out in brand and visual style (using cues from Memphis design principles) from the homogeneous cookie cutter feel of today's apps, while still aligning with familiar Android and iOS design patterns.

Through various user tests and user analytics, I led the charge on user experience; evolving the product, and ensuring any expansion fit seamlessly within the overall Swizl brand message.

Contributing Roles:
User Experience Research, User Interface & Layout, Some Programming & Implementation

The Archives

Hey, relax, I'll have some more work up soon.

I'll Be Around
There's a lot of stuff on the internet, so I always feel incredibly lucky when people let me borrow some of their eyeball time. I really appreciate it! I hope you enjoyed them as much I as I did in their creation.

I'm always open for taking on new projects, and would love to help you and your team on the next big thing. If you have something cool going on or just want to say "Hey", please reach out!

I look to redesign this site every year or two, mostly to get a feel for any new CSS techniques bubbling up, and this time around I just had to throw back to a early 2000's grunge feel. It seems to have gotten a ...polarizing reception. This year I used a grid system, went mobile first, and built a WordPress template to keep updating a bit easier.

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