View and share your photos and videos in an immersive, full-screen experience. See your memories come to life through the magic of automatic Highlight Reels of your events.
Lead experience designer including: Visual, Interaction, Prototyping, and Research
4.3 Play Store rating with upward growth with over 10 million global downloads
1. Be fastest from pocket to capture
2. Operate the camera one-handed
3. Less UI / fewer choices. Reduce on screen UI as much as possible so users can focus on their subject. (Automate everything, but allow expert users to override)
Conceptual design to final product: Visual, Interaction, Prototype, and Research
4.2 Android Play Store, 20 million+ downloads
A watch for our times.
I designed three watchfaces created for the female market. One of the faces was a design called Blossoms. I hand painted several florals that would appeal to many outfits. Florals are trending in our fashion world so what better way to compliment that on your wrist. Another face was called Roman Classic. This style was designed to appeal across both modern and classic watch faces with the purity of the large typographic letterforms shaping the outer edge of the round watch. The last face was an evolution of the traditional chronograph. This is more of a 'boyfriend' trend style but the color palette kept it feminine, detailed, and familiar.
Stream your entire collection of music, playlists, photos, videos, and documents straight from your computer. You can quickly and securely get access to the media and files stored on your computer using your device.
100% Lead Visual Designer and 50% co-designed interaction and experience
Heist music application allows up to five devices to control any speaker. There’s no setup and it’s universally compatible with all Bluetooth® devices, so anyone can jump in and drop a track. And if you don’t like what’s playing, heist it.
100% Lead Visual designer, 25% Interaction design and experience
3D Spacial System
From concept to final product, I was responsible for designing the card layout, environmental lighting and spacial relationship, asset production and iterative refinements with the engineering team. This was used for multiple application content types such as News, Messaging, Social Networking, Weather, Photo gallery, and Music across Motorola products such as Droid RAZR, Droid Bionic, Motorola Atrix, Motorola Photon, Droid X2, and Droid 3.
Multimedia is meant to live on a large screen. These are just a glimpse of the many conceptual sketches and potential directions for application layout for apps such as Games, Music, Photos.
Mobile Interface Skin
Developed Android skin elements from Cupcake to Gingerbread (2008-2012) releases. Created look and feel for entire system of elements with thematic principles of depth, lighting, and texture. Contextual environments played a role in the creation of specific elements such as the 3D space of the Android homescreen on Motorola Products.
I often paint to imagine a place I want to be or have yet to visit. Sometimes I make up a place and express how I want it to be...wouldn't it be neat if it actually existed? Painting has always been an outlet to get out of the digital space and get lost in wine country, lavender fields, or the crisp ocean coast. Living in California for the past five years, I’ve had access to some of the most astonishing landmarks. Whether I’m hiking up the Santa Cruz mountains to look over the endless Big Basin forests, walking through the harvest season vineyards in Sonoma County, or meandering down a deserted beach with nothing between me and the vast ocean, I can always compose a scene in either my memory or a photograph to capture later in my paintings. The sounds, the people I’m with, the smells...all of it makes for a special memory that I must paint to share with all of you.
How I work
Like most design processes I participate in team rapid brainstorm sessions where we sketch out as many ideas beyond our imaginations and critique to see which will advance to the next level of user scenario storyboards.
Doing competitive analysis and data research comparisons help tell the story of how our product will be better than what has already been developed. Once I get a good handle on the experience, I work with our team to develop prototypes that we can then put in front of real users in both field studies and in-house sessions. This is where we learn what we need to tweak both interaction-wise and visually. Through a fluid iterative process with engineering we get the product stable enough where we advance the application to internal dogfooding where we get more feedback.