Design Strategist Portfolio

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  • + AnirbanBasuMallik AnirbanBasuMallik 5 months ago
    Hi Ross,
    Wanted to drop you a note. Really loved your work. Highly conceptual and innovative.

    Cheers,
    Anirban
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Design Strategist Portfolio - Presentation Transcript

  1. Ross Popoff-Walker design strategist annoyingdesign.org Portfolio of recent work
    • Conducted performances and taught computer music for 7 years
    • Followed childhood passion for technology to Carnegie Mellon
    • Helped make first Guitar Hero
    • Covered youth design and UX strategy for Forrester Research
    • Long-term goal: start a sustainability innovation design firm
    • Can run 14 miles without stopping
    • Cooks a killer steak
    Facts about me
  2. My Beliefs
    • Good design should not correlate with high cost to consumers
    • Advertising is dead, and marketing is now a service
      • When was the last time an ad did something good for you?
    • Agencies and design firms need to transform from production shops into strategic partners
    • Consumers have transformed into creators
    • Youth are uniquely digital, and illustrative of the future
  3. What I do I am a design strategist a creative and analytical thinker that can craft experience elements (design) and justify designs through analyzing customer insight and business needs (strategy).
  4. 7 Reasons You Should Work With Me
    • Active in social media – I blog and Twitter
    • Combine left and right brain thinking
    • Passionate about design’s power to transform
    • Follow current trends of culture and media
    • Freelancing as an independent youth design consultant
    • Natural story teller – writing and public speaking skills
    • Nice guy, who likes helping people
  5. Producer Researcher Building Virtual Words Designer Prototypes my past experience
  6. I was a Researcher on the Customer Experience team. The Results Developed new IP for the company. Received internal company-wide award for “Best Marketing and Strategy Research Report, Q3 2007” Wrote top-read research. How I did it Conducted primary and secondary research. Tapped into consumer data and web analytics. Identified key elements of a business issue to create design frameworks. What I did Primary author for reports on customer experience strategy, web user experience and youth design. Delivered presentations, speeches, and experience evaluations directly to key clients.
  7. Forrester offers thousands of reports to its clients. This was the 11 th most read report in Q1 2008.
  8. The Gen Y Design Guide, uncovered a new area of research for Forrester: Young Consumer Design.
  9. Designing experiences for Gen Y Immediacy Individualism Gen Y literacy Social interactivity
    • Provide ability to communicate with others
    • Offer tools for self-expression
    • Allow multiple levels of personalization
    • Allow for self-aggregation
    • Keep user instructions simple
    • Use sentence fragments and images, not text
    • Speak in Gen Y’s language
    • Expose immediate value
    • Refresh and update content constantly
    • Provide positive feedback
  10. An example of a normal registration page...
  11. A “Gen Y” registration page...
  12. I was a designer and project lead. The Results World-wide press recognition, and numerous awards. 100,000+ downloads. A new start-up: ImpactGames, LLC. How I did it Small, lean team with multiple skills. Rapid prototyping with lo-fi materials. Lots of iterative development. What I did Led concept and pitch process. Designed the user interface and crafted design specs and storyboards. Led multiple usability tests and focus group sessions.
    • How I approach the design process
    • Identify your audience
    • Explore the existing problem space and solutions
    • Isolatate nuggests of goodness
    • Focus efforts on prototyping, not brainstorming
    • Test early, often, and learn from your mistakes
  13. Identify multiple concepts, each diverging from a single theme, technology, or business need Evaluate each concept based on consumer desire, technology feasibility, and production constraints Iteratively develop proof-of-concepts Choose final product concept and enter production phase
  14. Proof of concept and mockup designs
  15. Prototype user interface designs
  16. Screens of the shipped product from Impact Games, LLC
  17. Key Lesson Learned from PeaceMaker The production timeline and budget should feed the creative, informing what you can realistically make of value within constraints.
  18. I was an audio developer, game designer, and web producer. The Results 1.5 million units sold for GH1. Phase became an iPod download. How I did it Many low-fidelity prototypes, each focusing on illustrating a single, focused concept. Heavy emphasis on project management and budget. What I did Designed multiplayer experience and fine-tuned the learning curve for Guitar Hero 1. Developed concepts, prototypes, and design specs for new portable games. Managed the workflow of a seven-person Web development team.
  19. Screen of the shipped version of Guitar Hero 1
  20.  
  21. An interface mockup for a music mini-game called “Rotate.” A combination Tetris and Amplitude-like beat matching game. The player must tap along to the music while switching around interface elements that correspond to specific colors. Player’s score Shapes correspond to controls on the PSP The Player rotates these four triangles to catch the right colored orbs as they move to the music
  22. Phase is now a game for the iPod . (you can download it through iTunes)
  23. Key Lesson Learned from Guitar Hero Appealing to a universal audience requires designing and then fine-tuning multiple learning curves and experiences into a single product.
  24. I was a project producer and student. The Results Guiding Lights became permanent installation in non-profit children’s center. Learned collaborative skills and gained project management experience. How I did it Rapid development cycles and small 4-person teams. An emphasis on production rather than brainstorming. What I did Created five entertainment focused, virtual-world experiences using virtual reality and computer vision technology.
  25. Guiding Lights is a 5-7 minute interactive audience participation experience.
  26. An large audience collaboratively passes around lights to guide a virtual character through an interactive narrative.
  27. A computer vision system tracks the lights, and Martha the moth follows seamlessly.
  28. Thank you . blog: annoyingdesign .org/blog/ LinkedIn: linkedin.com/in/rosspw Twitter: twitter.com/rosspw email: [email_address]

+ Ross Popoff-WalkerRoss Popoff-Walker, 2 years ago

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