The Intuitive Interface Initiative was a project focused on simplifying and unifying the on-screen data of various military-grade optics. The goal was to design an interface that would be usable, elegant, and able to 'skin' existing optical interfaces from various manufacturers; thereby reducing the learning curve and training requirements of the operator.
In this project, I worked as the lead designer and software developer. Early on, I worked with stake holders to define and refine requirements. I developed personas of the target users and user groups. I also examined video game interfaces for visual patterns that would be easily recognizable and familiar to the modern military operator, aged 30 or younger. I then conducted user observation and interviews during FSR training to further refine the project requirements and to validate the design direction.
With the user data gathered, I guided the design with the help of Craig Overman to its final iteration. I then used the Adobe® Flash platform to convert the designs to and interface SWC library for use. I structured the programming around the MVCS design pattern and the Robot Legs Framework.
Tweed was a project I created for my masters for Savannah College of Art & Design. I conceived the project as I was really loving the experience of Flipboard on my iPad, but hadn't been released for phones yet. I had also wanted to experiment with the Twitter API and work on a mobile project. The entire build process can be found on my blog.
The project timeline was structured around the ten-week term of SCAD and I knew wouldn't be enough time to really polish the project. I also knew that I had a lot to learn about mobile frameworks and development. For development, I chose the Flex Mobile framework because of my familiarity with ActionScript and I had the software and libraries readily available. Early on, I debated doing a PhoneGap build to learn the development process and hone my HTML5 and CSS skills, but the limited time wasn't really conducive to learning a whole new framework from scratch.
The other major hurtle was the API policy changes that Twitter introduced just before I began working the project, requiring OAuth libraries to authorize API calls. This was the single largest hurtle to my development, but I was able to leverage existing libraries. Were I to attempt this project again, I would create my own, just to be sure that I could optimize and customize the authorization process.
The Interactive Weapons Training application was a prototype to demonstrate and stress-test the Unity IDE and game engine for training software applications. This was another project that I worked closely with Craig Overman to design, implement and test the ideas and goals we were working on. I was looking for a good alternative to the often expensive development environments used to create current interactive 3d training applications. Unity was gaining a lot of notoriety in the indie-game development world, but I had yet to see examples of less game-focused projects.
This prototype build and the experiences learned while building it became the focus of my presentation at Unite 2012 in Amsterdam, NL. I presented the topics I learned while coming as a new learner of the Unity3D IDE comparing development to my experience as a Flash/AS3 developer.