Streamlio
Branding, Design System, Web Development
Streamlio is a Palo Alto startup that provides unified solutions for real-time streaming applications and services that are easy to build, adapt, and scale reliably.
Streamlio
Roles:
Design System, Artwork, Development
Goal:
Streamlio contacted me to refresh their logo, create their branding guidelines, and develop their website. They wanted the website to have a contemporary look, increased traffic, and make the process of finding content and information easy.
Process:
Separating the work into Branding and Web Design/Development, with quick iterations, design sprints, and weekly reviews, keep the project on track. Working with the VP of marketing, we developed the initial Branding Guidelines core language (logo, colors, typography), allowing us to begin work on the web design and development.
I created flow diagrams, wireframes, and compositions of the main "blocks" of the web site to review with the team and testing with users. I followed up by developing the web style guide and then implementing the web components.
I began working with marketing to create the core components for the web site using a combination of HTML, SASS, HUGO, and markdown files. There was a short learning curve to HUGO, but using a static web site generation tool allowed for building out complex web pages composed of various data-driven design modules with ease.
Outcome:
With a 546% increase in web traffic, higher SEO ranking, better search/referral, better conversion rates, and greater view rate of articles, videos, and whitepapers, we succeeded in meeting our target goals. Modular HTML/HUGO/SASS blocks provided a way to compose new web page layout and content for growing the site for future needs.
Conclusion:
It was a fun project and ran smoothly. There were several issues in 'not-so-dry' SASS-HUGO blocks that required additional time in refactoring. I've developed some best practices for handle this moving forward. In meeting Streamlio's targets, I learned Hugo, a static website generation tool, and currently use it in my web development projects.
Client:
Streamlio
Project:
Streamlio
My role(s):
Design System, Artwork, Development
Team:
VP Marketing/Development:
Jon Bock
Adobe
Product Design
Project Auguste, a touch-first interactive sculpting mobile app, is part of Adobe's Project Felix initiative.
Project Auguste for Adobe
Roles:
Product Design, UX, UI, ID, Development
Goal:
My task was to take technology and wrap a product design around it to comply with and extend Adobe's application aesthetic. We had four months to produce a demo app to be presented at Adobe MAX.
Process:
Project Auguste's engine, designed by Adobe's Sebastian Marketsmueller, allows the user to sculpt in a virtual space, complete with various brushes, filters, and symmetrical drawing effects. We introduced an innovative interaction system that lets the user work with the camera while editing the object's surface using a combination of touch gestures and an optional stylus.
Outcome:
We produced a Windows SurfaceBook app that aligned perfectly with Adobe's world-class products meeting the branding goals. Wel also extended the current input conventions and developed a rich multitouch and touch-stylus gesture system for users to create 3D objects in real-time.
Conclusion:
Although the product was very well-received, the post even data showed something else:
- Creative professionals want to use familiar desktop apps and tools, like Pixologic's ZBrush
- High interest and enjoyment rating, but very minimal practical usage rates
- Not enough enthusiasm from the creative hobbyist target market
- 3D content creation apps can still be a tough sell for creatives and non-creatives alike
Working on this project had a few logistical engineering challenges. The team rose to the occasion creating a process to produce the work and minimize design/engineering implementation times. The team was great to work with, and it was a rewarding project to work on
I still see great potential in the project. Hopefully, one day, it will be released to Adobe Labs for the public to enjoy.
Client:
Adobe
Project:
Project Auguste
My role(s):
Product Design, UX, UI, ID, Development
Team:
Project Manager:
Stéfano Corazza
Engineering/Development:
Sebastian Marketsmueller
Adobe
Product Design, Product Strategy, Content Design
Working across teams and with users and partners, I lead the design effort for Adobe Photoshop’s 3D tools.
Adobe Photoshop (XD Lead for 3D)
Roles:
Lead Designer, UX/UI Design, 3D Content Design
I worked closely with research, engineering, and product management to develop the 3D tools, interaction models, filters, and features available in Photoshop. Deigning 3D objects, features, and workflows; on-canvas controls, interaction, and contextual menu systems; redesigned Lighting Effects; and introduced the Properties panel.
Client:
Adobe
Project:
Adobe Photoshop
My role(s):
Lead Designer, UX/UI Design, 3D Content Design
Team:
Sr. Project Manager:
Zoranna Gee
Project Manager:
Andy Lauta
Sr. Engineer:
Peter Falco
Engineer:
Nickoli Svakhin
Research (Scientist):
Dr. Nathan Carr
Radomír Měch
Desginers:
Matthew Bice (Photoshop XD)
Tim Riot Riherd (Photoshop XD)
Shawn Cheris (XD Manager)
Isabelle Landthaler (Iconography)
CraftMaster Software
Product Design, Web/App Development
CraftMaster Software started with a singular purpose, to create a tool for users of all ages to import, export, beautify, and share there Minecraft creations.
CraftMaster Software
Roles:
Co-founder, Design Lead, Web/App Development
Goal:
The main goals to address:
- Create a brand, web site, and marketing content.
- Design a multi-platform application for users of all ages to import/export 3D objects to and from Minecraft.
Process:
I worked closely with the team to coordinate design, marketing, and engineering efforts. We used weekly meetings and design sprints to understand the main goals. I created corporate logos, branding guidelines, icons, and additional assets for web, marketing, and application use. I worked with Andy to understand the user base and market, then created personals and workflows. Working directly with Pete we quickly iterated thought a tech demo to product demo and started user testing and feedback. We iterated over the software developing the feature set for the final product.
Outcome:
CraftMaster not only allowed for 3D model import/export but also included several 3D repositories acting a unified 3D model library. CraftMaster also could share your 3D models to Facebook and other sites supporting the Shapeways 3D Viewer.
Conclusion:
CraftMaster has great potential, but due to patent licensing issues the road to profitability was a dead-end and the project had to be canceled. However, the CraftMaster app is still being used by more than 1,000 users.
Client:
CraftMaster Software
Project:
CraftMaster
My role(s):
Co-founder, Design Lead, Web/App Development
Team:
Co-founder, Business Lead:
Andy Lauta
Co-founder, Development Lead:
Peter Falco
Adobe
Product Design, Design Strategy
Enabling creatives to quickly create realistic images using 3D models and materials with Adobe Dimension.
Project Felix
Roles:
Product Design, Artwork, Development
Process:
I participated in team meetings to provided a critical eye during the initial product design of Project Felix. Also, I conducted several solo and team deep-dives, to developed presentations, illustrations, and guides with a focus on experience models and interaction mechanics.
Outcome:
I left the project before the launch, however, the product is live and doing well and has been well received. It has become one of the central 3D tools as Adobe builds out its 3D story.
Adobe
Design, Artwork
Commissioned by Adobe Systems to create their Adobe Employee Service Awards and packaging.
Adobe Employee Service Award
Roles:
Direction, Design, Artwork
Commissioned by Adobe Systems, I designed their Adobe Employee Service Awards and packaging.
Photoshop Dimensions
Editor-In-Chief, Content Design
Editor-in-chief and main writer of Photoshop Dimensions – the ultimate guide to 3D in Adobe Photoshop.
Photoshop Dimensions
Roles:
Founder, Editor-In-Chief, Designer, Writer, Illustrator
Editor-in-chief and main writer of Photoshop Dimensions – the ultimate guide to 3D in Adobe Photoshop — which explores and explains the extensive functionality of Photoshop’s 3D tools in the form of articles, how-to guides, and tips, on modeling, texturing, lighting, and composition.
As well as writing and managing the editing and production of the electronic publication, I created and released new “Freebies” assets, such as Image Based Lights (IBLs), available for everyone to download and use in most 3D applications.
Open Issue 1 PDF
Download Issue 1 PDF
Client:
Photoshop Dimensions
Project:
Photoshop Dimensions
My role(s):
Founder, Editor-In-Chief, Designer, Writer, Illustrator
Adobe
Design, Development, Content, Artwork
Working with stakeholders across marketing, communications, and managment teams and I designed the messaging and content for Photoshop.com's 3D portal.
Photoshop.com — 3D Portal & Content
Roles:
Designer, Artwork, Development
I worked with Adobe to develop the 3D portal of Photoshop.com, creating images, text/copy, and layout comps. I made most of the downloadable content including additional Photoshop materials, Image-Based Lights (IBLs), and Stages & Sets, as a starting point for the growing Photoshop 3D users.
Client:
Adobe
Project:
Photoshop.com
My role(s):
Designer, Artwork, Development
Adobe
Content Design
I created 150+ materials to ship with Photoshop and available at Photoshop.com.
Materials are composed of layered Photoshop files allowing for real-time customization.
Photoshop – 3D Materials
Roles:
Material/Texture Designer
I developed more than 150 materials for Photoshop CS3, ranging from several categories from woods and metals to gemstones and synthetic materials. All materials are composed of Photoshop files with several layers that allow for real-time customization.
These materials still ship with the latest version of Photoshop CC and are available to download at Photoshop.com.
Client:
Adobe
Project:
Photoshop Materials
My role(s):
Material/Texture Designer
Able Pear Software
Product Design, Developer, Content
Principal product designer of a boutique software development, consulting and mentoring firm.
Able Pear Software
Roles:
Founder, Principal Designer
Chief Experience Officer (CXO) of Able Pear Software, founded in 2008 by Don McCaughey and myself, a boutique software development firm focused on creating distinctive mobile apps for iOS, as well as consulting and mentoring to companies interested in macOS, iOS and mobile/touch-first application development, agile development, and engineering solutions.
Client:
Able Pear Software
Project:
Able Pear Software
My role(s):
Founder, Principal Designer
Team:
Founder, Principal Developer:
Don McCaughey