Week 1 Deliverables

Ethos Styleguide

My goal of my portfolio is to demonstrate that I am a Product/UX Designer who focuses a lot on research, strategy, interaction design, and the overall design process rather than focus on visual design or the final product. As such, the design of my page is very stripped down and typopgrahy focused (sort of like the brutalist web design trend), such that the focus is on the projects and the content.

Type

H1 Project Title

H2 Card Title and Project Section Headers

H3 Sub Header

H4 List Title or Mini Section Title

Body Copy

Card Body Copy

Intro Body Copy

Footnote Copy

Links

Homepage Link
Navbar Link
Footer Link

Card Link

Components

Nav Bar

Project Footer

Footer

Project Grid - Large

NBA VR Thumbnail

NBA VR

An in-depth exploration into VR entertainment, livestreamed 360 video, and the social VR experience.

Selections by Design Within Reach Thumbnail

Selections by DWR

A solution that aids with Design Within Reach's brand perception problem while reducing many of the customer frictions experienced in-store.

Project Grid - Small

Munchie's Night Out Thumbnail
Discord Events Thumbnail

Info Container Grid

Tools

  • Figma/Sketch
  • Adobe Suite
  • Invision, Figma, Flinto, or Principle
  • Pen, Paper, and Stickies
  • Coffee - like, a lot of coffee

Frameworks/Methodologies

  • Scoping and Defining Problem Statements or How Might We's
  • Working in Sprints/MVPs for quick, measurable outcomes
  • User Journey Frameworks
  • Jobs to be Done or Job Stories
  • Feasibility, Desirability, and Viability model
  • User Research and Testing

Initial Project Info

Context

  • 4 Week Academic Project
  • Goal: Explore UX/UI design challenges and create a final, tested product.

Role

  • Research
  • UX and VR Asset Design

Team

  • Naheel Jawaid
  • Armina Foroughi

Project Media - Youtube Embed

Project Media - Large Video or Picture



Overview of our VR project, including goal, stakeholders, current technology used, and key challenges

1 Column Project Info

Section

The most challenging part of the project was the steep learning curve we had to climb in order to make our VR prototype. We wanted something that was real, that worked - which is why we decided to learn how to develop a Daydream prototype using Unity. As I had previous game development experience, I worked ahead and began testing and developing other features while

Screenshot of my Unity workspace and VR template

Working in this quick "learn then prototype" environment led to several smart "hacks" in our final prototype. For example, animations were split up between 60 fps sprite sheets from After Effects and using Unity's more basic animation and transition states. We made use of

2 Column Project Info

Design Evaluation

Image of how we evaluted/critiqued our VR design via flat UI and in-VR screenshots

After concluding and summarizing our test results, we turned to evaluating our prototype. However, since VR can be difficult to evaluate in groups and we were limited in resources, we decided to print out screenshots of the VR interface as static assets and in VR. Thus we could look at how changes in interface and assets are affected in and out of VR.

Image of how we evaluted/critiqued our VR design via flat UI and in-VR screenshots

1 Column Project Final Product

UI Screens showing what's in the tour and how to navigate the store.

In-Store Navigation

After a tour is selected, user's are guided through the store with a wayfinding map (integrated with iBeacon technology). This helps reduce the cognitive overhead of physically finding products and minimizes the paradox of choice and intimidation from the large studio space.

2 Column Project Final Product

Audio Modularity

We wanted to explore the idea of modularity and customization within the VR space. Building off the existing audio module of the Daydream, we wanted to enable users to experience their game however they want. Using audio as an example, we allow the user to balance the audio of the group call, default commentator, the stadium crowd/ambient noise, and even music if they wish to stream audio from another app. And to make things more convenient, we provide quick toggles for muting and presets so users don't have to fumble as much with their Daydream controller.