Visual + IxD | Mental Health Wearable
Create three distinct cohesive systems for visualizing mental health data, focusing on simplicity and efficiency in understanding for each.
plan of attack
I kicked things off by messing around with the existing application to identify how many items I was displaying and how each was to be presented, e.g. as ratios, integers, or only words. This data set included time that the user was Focused, Calm, Active, or Tense.
Once that was sorted out, I forced myself to sketch out as many relevant layouts, shapes, concepts, and patterns as I could for the data in half an hour.
existing spire screens
data viz & interaction concept sketches
With all my ideas out of my head, I was able to physically sort through the possibilities. I did this while referring to the existing app’s experience, comparing each viz technique / model to the data set(s) throughout. This allowed me to narrow down my concepts to the clearest and most useable to go digital.
digital concepts for:
items in a list, swiping between cards, text and numerical descriptions
daily data viz card concepts
Throughout all three of my concepts, I wanted to keep some elements of the existing application while improving on their efficiency and communication. This included both the daily and weekly color-coded summaries that displayed each day's most common feeling. I also made the weekly line interactive, letting users slide along it like a scroll bar.
The first concept (on the left) stuck closest to Spire's current flow, I cleaned up the labels on each piece of data to be more direct and useful. I wanted to show what the percentages were in relation to, and bring more descriptive language in general, not forcing the user to remember or guess those relations.
My second idea (in the middle) focused on text rather than icons for each item of data. This led to me spreading out the daily cards to fit in more text, and I decided to make the full-bleed headers persistent until one fully scrolled to the next day.
Last but not least, the final model (on the right) focused even more on the daily summary, locking in the user to a swipable list of cards. These cards included more space than the other two, which allowed for easier description of each mental health state.
Visual + UX + IxD
Design an in-house solution for reserving meeting rooms within an R/GA office. The system should be one that "streamlines that process, making their employees (mainly producers) lives better." The tool should allow employees to: clearly see which rooms are available at any given time; book a room; and manage one's bookings.
With a focus on people moving efficiently through the workplace, I decided to build the experience around immediate, low effort usage. This pushed me to design mobile-first, allowing people to book rooms and check their agenda without the need to stop to check a computer.
After deciding upon an audience and direction, I began to create a design language, pulling inspiration from the R/GA brand as well as Google Calendar. This process involved type and color studies, icon building, and prototyping. I worked for a while within the calendar interaction model, but soon realized that this experience was more of a reservation system than just a time-based one. This led me to reframe my approach.
With this new model in mind, I decided to make the app's default state a list of rooms that were immediately available and ones that were opening up soon. In addition to this list view, I designed a space for reserving rooms in the future, including filters for size and room features, plus the ability to add coworkers and attachments to an invite. The final section of the app was built to see one's current agenda, with an added interaction for editing bookings that user had made.
IxD + UX Flow | Live Prototype
Design a product that makes daily grocery shopping more fun, more meaningful, more efficient, or all of these. The tool should be specific to an existing chain, and thus be influenced by and contribute to the store's larger mission.
I wanted to focus on Whole Foods both as a client and a customer base. From what I’d experienced and learned, the international chain often attracts a somewhat specific type of grocery shopper, one that I believed has a unique attention to and care about their food. For this reason, I felt that Whole Foods contained the best opportunity space for impact through design.
I interviewed friends about their values in the shopping experience to gauge interest in my age range. I then pulled insights from research I'd done in the past about how people read nutrition labels and make new choices about ingredients. I also wrote about the kind of experience that fit within my findings to help guide my design decisions as I started to move into wireframes for the tool.
I settled on an interaction model containing congruent sliding spaces that would create a more fluid experience. The grocery list would be available from every screen once it was made the first time. The interactions with fellow shoppers and the knowledge shared by staff would add a layer of intrigue and meaning to the grocery shopping experience.
In order to further engage grocery shoppers with an often routine experience, I wanted to create a tool to help them interact with their surroundings. This would be accomplished by having shoppers learning more about both their groceries and the other people in a store.
Through playful, almost game-like interactions with others, I planned to bolster the experience from one of individual monotony to one of a community and its exchange of knowledge. This tool could also serve as a rewards or loyalty program for a store itself as the host or facilitator of this elevated experience.
check out a live prototype here!
full view of user flows and interactions