User experience design
Viewfinder · One of our biggest challenges was finding the most intuitive interface for the AR viewfinder. After I designed the viewfinder, we conducted one-on-one tests and focus groups and reiterated until our audience easily mastered the process of scanning to find (secret) messages.
Unity · With Android & iOS apps, pixel perfection takes careful craftsmanship; with apps built in Unity that try to mimic traditional interfaces, it takes careful craftsmanship and a whole lot more. Marx was built using this gaming engine and the image recognition software Vuforia. I designed and replicated traditional iOS UI elements in Unity and worked closely with our engineers to make sure that the Sketch-to-Unity transition was painless for our team, and that the result was crisp for the eye.
MOSCAN · We send snaps to our friends when we have something to show them, we check Twitter when we're bored. But how do we create a new habit loop when it comes to AR? What's the most important motivation a user could have to want to reach out for AR? We explored these questions and more, categorizing them under MOSCAN (motivation to scan) and designed every feature of Marx with MOSCAN in mind.
Though each team member was primarily a technical specialist, we all had to wear our project management hats from time to time. For example, I would make sure we were collecting and organizing feedback efficiently, creating roadmaps for upcoming features, managing the interns, documenting QA, updating social media and keeping our dropbox & drive neat and up-to-date.
On iOS & Android