This document provides a portfolio of projects by Sandeep Zechariah George K. It includes 13 projects in various fields including science, art, and technology. For each project there is a brief description of the motivation, process, challenges, and value added. The projects cover a range of areas such as cloud-based holter monitoring, shape displays, mobile application development, virtual and augmented reality, interactive toys, service design, and more. Skills developed include prototyping, software architecture, design, electronics, and more.
I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, and Affordance.
Additionally, this presentation contains a few slides with what you can say are closed captions because I felt they were needed in order to help explain a few items.
Animation can explain behaviours better than thousand of words that’s why interaction designer should learn from motion designer.
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do with software in the past. Motion is one of the key element of this change but how can we imagine & sketch the way something feels & reacts? Starting from the basic of motion design, we’ll discover a set of “standard” motion patterns and how we can sketch & use them in a design project to increase affordance, to simplify complex interactions and to give a new dynamic brand identity to our products.
Presented @Interaction 14, Amsterdam
http://interaction14.ixda.org/program/saturday/241-design-in-motion-the-new
Talk here:
https://vimeo.com/86763511
Bringing mobile apps to market faster using rapid application prototypingPidoco
The world is going mobile and in business this is not something to be ignored. Designing applications for mobile requires planning, consideration of the user experience and a balance of business requirements. Rapid application prototyping is one of the ways to help you bring mobile applications to market faster to achieve better results.
I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, and Affordance.
Additionally, this presentation contains a few slides with what you can say are closed captions because I felt they were needed in order to help explain a few items.
Animation can explain behaviours better than thousand of words that’s why interaction designer should learn from motion designer.
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do with software in the past. Motion is one of the key element of this change but how can we imagine & sketch the way something feels & reacts? Starting from the basic of motion design, we’ll discover a set of “standard” motion patterns and how we can sketch & use them in a design project to increase affordance, to simplify complex interactions and to give a new dynamic brand identity to our products.
Presented @Interaction 14, Amsterdam
http://interaction14.ixda.org/program/saturday/241-design-in-motion-the-new
Talk here:
https://vimeo.com/86763511
Bringing mobile apps to market faster using rapid application prototypingPidoco
The world is going mobile and in business this is not something to be ignored. Designing applications for mobile requires planning, consideration of the user experience and a balance of business requirements. Rapid application prototyping is one of the ways to help you bring mobile applications to market faster to achieve better results.
In science fiction and action films, gestural interfaces are everywhere, and new gestural input technologies generate a lot of anticipation with their kickstarter videos. And yet in the real world, gestural input (with the exception of multitouch) has gained little traction. Why is that?
We've been working with a variety of gestural technologies, trying to incorporate them into professional products, and we have learned where the problems are, and what we need to do to cross the divide between hype and practice.
This presentation looks at the current state of gestural input technologies, analyses the strengths and failings of each, and charts a course to using them successfully. We present a case study showing how and why gestures need to be curated across different form-factors, and give some tips on how to test.
A short course on rapid prototyping for head mounted wearable computers, taught at the AWE 2015 conference on June 8th 2015 by Mark Billinghurst. The course presents some interface design guidelines for developing head mounted wearable interfaces, and prototyping tools that can be used to develop interactive versions of the interfaces.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
The nextMEDIA master class series included interactive discussions and hands-on tutorials, uncovering the key skills needed by 21st century digital executives. In collaboration with sLab we presented a didactic workshop on the design ecosystem. Robert K. Logan, Chief Scientist, and Greg Van Alstyne, Director of Research, sLab described how to build a design ecosystem which is capable of supporting the emergence of innovatively designed products, services, experiences, and processes.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
The use of the i pad in and for qualitative researchMerlien Institute
The use of the ipad in and for qualitative research
by Frank-Thomas Naether
Presented at Merlien Institute's Qualitative Consumer Research & Insights Conference 2011
6-8 April 2011, Malta
More info at: www.merlien.org
Our presentation of an Innovation Smart Grid that can be used within companies, IPR safe and nationally for social innovation. Everyone will be able to design their part of the innovation smart grid
Learn how the Toy Recognition feature in the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Expereiences, Inc., opens new opportunities in the toy industry by enabling a new class of physical-to-digital play experiences. Toy Recognition allows for the detection and tracking of 3D objects and gives developers a seamless way to add digital features to a toy.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=s76aeq6rIlc&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=24
Opportunities and Pitfalls of Prototyping with Artificial Intelligence berl...DAIN Studios
How to build new products and services that respond intelligently to users and their contexts? When does it make sense to use AI in service design? DAIN Studios talks about Data Driven Design and the use of AI in design.
Technology has helped humanity improve our skills and extend our potential. As technology continues to evolve, so has a new path for human enhancement. We are now hacking our bodies. Google Glass and other forms of wearable technologies are just the first generation of consumer products that extend the self, while the development of systems like powered exoskeletons and bionic limbs and eyes are re-defining the future of medicine and human ability.
This talk will explore this future of wearable devices through the lens of User Experience design. As UX designers, how can we approach these new technologies that will require a wider cross-channel strategy for long-term interactions? Connecting the dots of a complex multi-touchpoint experience will require understanding of the new design paradigms of a wearable-first user experience. How can we use design to orchestrate this new level of integration between humans and technology to create the best experiences?
Virtual Reality (VR360): Production Framework for the Combination of High Dyn...Zi Siang See
The research study develops a production framework for the combination of high dynamic range imaging (HDRI) and spherical panorama. Spherical panorama imagery in digital can virtually provide interactive and wider viewing coverage to the viewers however exposure range can be a major difficulty for reproducing sufficient luminance from the high contrast real-world scene. Imaging variables caused by obstacles and issues can occur during the production process when producing spherical panorama facilitated with HDRI resulting inaccurate image reproduction of the location-based subject. Towards lean approach in the possible ideal situation, production processes and imaging variables can be reduced to minimal as for the occurrence of technical obstacles and issues, hence leading to possible improved photographic image reproduction with least visual abnormalities. The research takes architectural context as case study subject of location-based content for data collection and analysis conducted during the production framework development.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
We were founded in 2011 with headquarters in Israel and Ukraine. Our specialization lies in organizing and managing offshore dedicated teams for outstaffing purposes in different business and tech areas, as well as developing complex sophisticated software projects.
We were founded in 2011 with headquarters in Israel and Ukraine. Our specialization lies in organizing and managing offshore dedicated teams for outstaffing purposes in different business and tech areas, as well as developing complex sophisticated software projects.
In science fiction and action films, gestural interfaces are everywhere, and new gestural input technologies generate a lot of anticipation with their kickstarter videos. And yet in the real world, gestural input (with the exception of multitouch) has gained little traction. Why is that?
We've been working with a variety of gestural technologies, trying to incorporate them into professional products, and we have learned where the problems are, and what we need to do to cross the divide between hype and practice.
This presentation looks at the current state of gestural input technologies, analyses the strengths and failings of each, and charts a course to using them successfully. We present a case study showing how and why gestures need to be curated across different form-factors, and give some tips on how to test.
A short course on rapid prototyping for head mounted wearable computers, taught at the AWE 2015 conference on June 8th 2015 by Mark Billinghurst. The course presents some interface design guidelines for developing head mounted wearable interfaces, and prototyping tools that can be used to develop interactive versions of the interfaces.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
The nextMEDIA master class series included interactive discussions and hands-on tutorials, uncovering the key skills needed by 21st century digital executives. In collaboration with sLab we presented a didactic workshop on the design ecosystem. Robert K. Logan, Chief Scientist, and Greg Van Alstyne, Director of Research, sLab described how to build a design ecosystem which is capable of supporting the emergence of innovatively designed products, services, experiences, and processes.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
The use of the i pad in and for qualitative researchMerlien Institute
The use of the ipad in and for qualitative research
by Frank-Thomas Naether
Presented at Merlien Institute's Qualitative Consumer Research & Insights Conference 2011
6-8 April 2011, Malta
More info at: www.merlien.org
Our presentation of an Innovation Smart Grid that can be used within companies, IPR safe and nationally for social innovation. Everyone will be able to design their part of the innovation smart grid
Learn how the Toy Recognition feature in the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Expereiences, Inc., opens new opportunities in the toy industry by enabling a new class of physical-to-digital play experiences. Toy Recognition allows for the detection and tracking of 3D objects and gives developers a seamless way to add digital features to a toy.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=s76aeq6rIlc&list=PLxeazpXYyqtNm2EnCbfSzy7aKOkHjiaSi&index=24
Opportunities and Pitfalls of Prototyping with Artificial Intelligence berl...DAIN Studios
How to build new products and services that respond intelligently to users and their contexts? When does it make sense to use AI in service design? DAIN Studios talks about Data Driven Design and the use of AI in design.
Technology has helped humanity improve our skills and extend our potential. As technology continues to evolve, so has a new path for human enhancement. We are now hacking our bodies. Google Glass and other forms of wearable technologies are just the first generation of consumer products that extend the self, while the development of systems like powered exoskeletons and bionic limbs and eyes are re-defining the future of medicine and human ability.
This talk will explore this future of wearable devices through the lens of User Experience design. As UX designers, how can we approach these new technologies that will require a wider cross-channel strategy for long-term interactions? Connecting the dots of a complex multi-touchpoint experience will require understanding of the new design paradigms of a wearable-first user experience. How can we use design to orchestrate this new level of integration between humans and technology to create the best experiences?
Virtual Reality (VR360): Production Framework for the Combination of High Dyn...Zi Siang See
The research study develops a production framework for the combination of high dynamic range imaging (HDRI) and spherical panorama. Spherical panorama imagery in digital can virtually provide interactive and wider viewing coverage to the viewers however exposure range can be a major difficulty for reproducing sufficient luminance from the high contrast real-world scene. Imaging variables caused by obstacles and issues can occur during the production process when producing spherical panorama facilitated with HDRI resulting inaccurate image reproduction of the location-based subject. Towards lean approach in the possible ideal situation, production processes and imaging variables can be reduced to minimal as for the occurrence of technical obstacles and issues, hence leading to possible improved photographic image reproduction with least visual abnormalities. The research takes architectural context as case study subject of location-based content for data collection and analysis conducted during the production framework development.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
We were founded in 2011 with headquarters in Israel and Ukraine. Our specialization lies in organizing and managing offshore dedicated teams for outstaffing purposes in different business and tech areas, as well as developing complex sophisticated software projects.
We were founded in 2011 with headquarters in Israel and Ukraine. Our specialization lies in organizing and managing offshore dedicated teams for outstaffing purposes in different business and tech areas, as well as developing complex sophisticated software projects.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
How effective is Swift’s AR technology in developing.pdfMindfire LLC
Swift has tremendous potential to transform businesses by revolutionizing user lifestyles through engaging and riveting AR experiences. The above benefits highlight how Swift empowers the developers to create stable, secure, and high-performance AR application. With the demonstrated success of various AR games, creative design solutions, and e-commerce apps, Swift is the first choice for any custom AR application development for Apple products.
At NETCO 2017 I gave a talk about virtual reality and our products. Examples, testimonials, features. We build VR content.
We are a firm based out of Winnipeg Manitoba
mLearnCon 2014 Featured Session: How Emerging Mobile Technologies Are Redefin...geoff stead
How Emerging Mobile Technologies Are Redefining the Concept of Content:
Presentation from my featured session at mLearnCon. I think there is a video from it. I'll update the link when I get it
http://www.elearningguild.com/mLearnCon/concurrent-sessions/session-details.cfm?session=5433
Sampling of a wide variety of e-learning developed by CGS Learning. Includes mobile learning, augment reality, gamification, templates, hardware, simulations and more. For additional information, contact us.
1. Sandeep Zechariah George K
www.sandeepzgk.com
Portfolio of projects: in science, art and
technology.
2. 1. WebCardio: Cloud based holter monitoring
2. 2.5D Tangible Shape Display
3. Zero App ! eventual.ly
4. BBC: Situated Stories
5. Bobo : An Interactive Toy
6. Fitness Trackers for Pets
7. Service Design: Pirates of the City
8. Designing for new cultures
9. Electronic color Sensing Stylus
10. Data Visualization: Real Time
11. Data Visualization: Emotions
12. Adobe UniCom
13. Sun Tracking
Relevant links to
documents and videos
Information box, with
dates, places and
collaborators if any.
Along with skills.
Project Title &
Page number
Motivation, Process,
Challenges and Value
addition of the project
Key images of the
project, and their
respective description
3. Motivation
Modern day ambulatory electrocardiography
devices or holter monitors are quite heavy and
rely on data being stored locally, and
transferred at a later stage. Procedures like
holter monitoring are costly and inaccessible
to the developing world. With the advent of
smartphones and ubiquitous internet access in
many regions it's possible to use smartphones
as gateway devices to relay real-time
ambulatory information.
Process
The key points considered in the design and
architecture of the software system was
simplicity and cost effectiveness. I was tasked
to lead the software development team and
produce effective UX designs for the
application. We decided to rely on standard
common interaction patterns, like Material
Design.
WWW.SANDEEPZGK.COM
WebCardio: Cloud based holter monitoring
Challenges
As the chief software architect of this
project, the main challenge was to make
this device cost efficient for easier
deployment in developing markets.
"Every single cent that could be saved
should be saved" was the team motto.
This lead us to explore software
paradigms like micro-services to
effectively scale our offerings as well as
manage costs.
Value Addition
This project was useful in refining my
skills in UX, research, software
architecture, development and team
management skills.
Rapid prototyping was used to make an
early prototype that was showcased at
IoT World, Santa Clara, United States.
1
We came up with a multitude of ideas, trying prototyping and
testing against our persona, which we created based on
stakeholder interviews. A variety of techniques were used in
evaluating ideas and to develop the idea further.
4. Most of 2016 WebCardio.in
Key Skills
-Prototyping
-Software Architecture
-Software Development
-Team Management
-User Experience Design
-Information Architecture
http://www.webcardio.in
Group Project: I contributed in various roles including
Cloud and UX Architect, UX Designer, Software
Developer and Engineering Team Manager.
Application design of WebCardio Interface for clinicians,and scalable software architectureof the cloud infrastructure.
5. Motivation
Most shape displays are costly, bulky
and not portable. To further research
in the field of tangible displays it
should be made available to the wider
community by making a cheaper, cost
effective shape display.
Process
The design and manufacturing were
conducted in three phases which
explored various technologies of
actuation and design variants. Each
phase of development focused on a
particular aspect of the display namely
cost-effectiveness, high resolution and
even portability.
WWW.SANDEEPZGK.COM
Graph overlay data being projected onto an actuated shape
display renderingthe text “UCL”. The shape display
manufactured in this project is low cost, portable, and retains
the rendered shape until it is reset manually.
2.5D Tangible Shape Display
Challenges
Higher resolution variants were
difficult to fabricate on a laser cutter
as the latent heat of nearby display
elements made the entire board warp,
this was fixed with a heat press. Other
challenges faced during development
have been logged in the thesis report.
Value Addition
The project was designed as a part of
my Master’s thesis at UCL and
received a distinction.
2
6. Late 2015 University College London
Key Skills
-Digital Fabrication
-Digital Prototyping
-Designing
-Electronic Prototyping
-User Research & Testing
https://youtu.be/JKKD_WTRWmU
http://static.sandeepzgk.com/papers/hcie.pdf
Individual Project
The final prototype mounted on a 3D printer as CNC, material explorations, exploring magnetic actuation and other samples.
7. Motivation
Currently users are forced to install
new apps on their mobile devices that
only serve a single purpose. Users
have shown a strong dislike towards
installing applications that don't serve
them constantly. With this
background we set out as a team to
solve a real world challenge without
using an “app”.
Process
As a group we set out to solve the
problem of memory offloading for
event posters that you might see at
cafes, pubs and other public locations.
The key concept was to create a
calendar reminder of the event in the
user's calendar app by taking a
snapshot of a poster.
WWW.SANDEEPZGK.COM
This “no app” utilizes existing platforms and creates integrations
in the cloud as a onetime setup to render its services. For
example a picture taken today is usually synced to one of the
cloud platforms like Google Photos, iPhoto or Dropbox, we
iterate over new photos uploaded to findactionable photos, if
we find any, we create a calendar item in the users calendar
usingiCal or Google Calendar which gets synced onto the
phone.
Zero App ! eventual.ly
Challenges
Creating a product prototype that
tried to solve a real-world challenge of
image recognition without ANY
control over the application was
indeed challenging. It was decided to
hook into various existing apps and
cloud platforms to solve the problem
of sourcing the images, processing
them on our servers and placing the
calendar item onto the user’s calendar.
Value Addition
The project won an award at the Hack
The Visual, 2015 contest in London. It
also won the acclaim of the jury as it
addressed a particular user pain that
most users face.
3
8. Mid 2015 Hack The Visual, London
Key Skills
-Prototyping
-Designing
-Software Development
-Cloud Development
-User Research & Testing
-Software Architecture
https://youtu.be/K7CtOtKWrYI
http://static.sandeepzgk.com/papers/event.pdf
Group Project: I was a key member in creating the
concept for the project along with the software
development and architecture for the project.
Workflow of our prototype, along with a storyboard explaining the interaction of the system.
9. Motivation
As a part of our Design Experience
course the BBC challenged us to
explore the use of location in stories in
view of their popular TV series.
Process
This project was designed to be
completed in a span of two weeks.
The group decided to focus on quick
prototyping and rapid evaluation of
ideas to explore the given theme of
location based storytelling.
WWW.SANDEEPZGK.COM
Our prototype example of an Augmented Reality which
showcases a “Tardis” at your home location, in which you are
invited inside by Dr Who to explore the “Tardis” Inside out in a
Virtual Reality environment.
This experience starts out as an augmented reality which
converts into the wonders of virtual reality to bringa location to
the user.
BBC: Situated Stories
Challenges
Initially, as the challenge was to explore
location based stories, the team created
several ideas around making viewers
move to certain locations to unlock
special content. Though this idea seemed
very appealing, deeper introspection lead
us to understand our users better. Users
were not interested in traveling an
arbitrary distance for which a reward of
unlocking content was unknown. This
was quite an interesting finding which
helped us to pivot our idea and instead
bring the locations to the users.
Value Addition
We were able to give valuable insights of
our findings on location based stories to
the BBC to potentially include in their
future work.
4
10. Mid 2015 University College London
Key Skills
-Prototyping & Validation
-Designing
-Google VR Development
-User Research
-User Testing
http://static.sandeepzgk.com/papers/BBC-sum.pdf
http://static.sandeepzgk.com/papers/BBC-post.pdf
Group Project: I was a key member in creating the
concept for the project along with independently
creating the Augmented + Virtual Reality experience
prototype.
Storyboard of our interactive system that was designed along with a working prototype coded in JavaScript / WebGL which works with Google® Cardboard.
11. Motivation
In today's society working parents don’t have
time to interact with their children all day.
Instead they use a variety of technologies
including cameras to keep a check on the
wellbeing of their children. This toy merges
the realms of interactive play with monitoring
solutions.
Process
Popular toys were evaluated and the Care
Bear™, was selected as an easy to hack
prototype version of the concept. The
internal wiring of this mechanical toy was re-
routed through a Raspberry Pi, which was
Wi-Fi enabled for two way communication.
On the software side the Google Now
Platform was used for a voice based
interaction method where the parent could
trigger a dance of the toy remotely. A
physical “hug” of the device was translated to
a virtual hug on the parent’s mobile device.
WWW.SANDEEPZGK.COM
Bobo : An Interactive Toy
Challenges
As a high-fidelity prototype it was
necessary to have a prototype that
was visually appealing and not have
any wires hanging around. Given the
limited time for this project this was
achieved successfully by incorporating
various sensors within the cloth
structure of the toy and using stitching
to hide the electronics and wiring.
Value Addition
Interactive toys have started to make
their way into the market. This
prototype toy is a valuable platform
for potential user trials to evaluate the
acceptance of such devices amongst
parents and their children.
5
A hacked Care Bear with a virtual hugsensor, and led lights and
internal speakers for communication. The Raspberry Pi Device
providingthe core computation for the toy is hiddenaway in its
beanie.
12. Early 2015 University College London
Key Skills
-Electronic Hacking
-Digital Prototyping
-Designing
-Electronic Prototyping
-Mobile App Development
https://youtu.be/JsIGH7EPn48
http://static.sandeepzgk.com/papers/bobo.pdf
Individual Project
Series of electronic prototyping tools explored, along with the design variations explored for the project.
13. Motivation
With obesity being one of the most
common diseases for pets today, it is
important to keep track of your pets’
overall fitness. Catch! measures how
many calories your pet burns
throughout a day and notifies you
when pre-set exercise targets are not
reached.
Process
The prototype of this product was
developed over several iterations as a
part of UCL Advances entrepreneurial
challenge. The prototype was further
developed at a Seedhack London
where we received support of OEM,
hardware prototype toolkit
manufacturers.
WWW.SANDEEPZGK.COM
Fitness Trackers for Pets
Challenges
To get a testable prototype it was
necessary to find the right tools for
creating a small version of the tracker.
Making this was impossible with the
current set of prototyping toolkits like
Arduino and Raspberry Pi, which had a
lot of unwieldy wires. Smartables, was
the right platform at the right time and
allowed us to create a reasonably sized
rugged prototype.
Value Addition
Although we could not bring this
prototype to market, it gave us
valuable lessons in rapid prototyping
and how to make a business case
when showcasing our ideas to angel
investors.
6
A concept art of a user interacting with the fitness tracker for
pets initially named snup dawg, and later named Catch!
14. Early 2015 UCL Advances
Key Skills
-Electronic Hacking
-Digital Prototyping
-Designing
-Electronic Prototyping
-Mobile App Development
https://youtu.be/4oseyhJ2eOo
http://www.catchgreat.com/
Group Project: In this group project I contributed as
the lead engineer in electrical, electronics and
software programing aspects.
Various stages of prototype designingat Seed Hack, London
15. Motivation
This project was undertaken as a part
of Service Design Jam 2015. A 48
hour hackathon to change the world.
Process
As a group we brainstormed the
contest’s abstract theme of a paper
fortune teller and came up with
various ideas. Once we evaluated the
team’s ideas we settled on exploring a
free-cycling concept and how to use
technology in aiding free-cycling. We
interviewed potential users of the
system and designed a service
encompassing various stakeholders.
WWW.SANDEEPZGK.COM
Service Design: Pirates of the City
Challenges
Our understanding of the potential
user base was limited and we assumed
several aspects about the users. After
we conducted several stakeholder
interviews and potential user
interviews we were able to confirm
various assumptions and re-iterate
other failed assumptions.
Value Addition
This being my first foray into service
design, it was quite valuable for me to
work with experienced individuals and
students of service design to
understand the finer differences
between HCI and Service Design.
7
An intro screenshot into the video showcasing our free-cycling
service designconcept. The attached video showcases how the
system would potentially work.
16. Early 2015 Service Design Jam, London
Key Skills
-Designing
-Interviewing
-Prototyping
-Idea Evaluation
-Service Design
https://youtu.be/L6ZFw217Sxs
Group Project: In this group project I contributed as an
active participant in interviewing and creating concept
art for prototypes.
A series of screenshots from our video showcasing our service design.
17. Motivation
The CHI 2015 student competition
brief was the key motivation for this
project. We partnered with the Mill
Road history society to bring the
history of the area alive to the general
public who are not always technology
savvy.
Process
We came up with a multitude of ideas,
trying prototyping and testing against
our persona, which we created based
on stakeholder interviews. A variety of
techniques were used in evaluating
ideas and to develop the idea further.
After the development process the
team decided to focus on creating an
interactive billboard with the fun
aspect of clicking a photo of the user
in the past. Our design had a specific
focus on using a simplified interaction
model to cater to older individuals
who might be technophobes.
WWW.SANDEEPZGK.COM
A concept art of one of the many ideas developed for the
project. An Augmented Reality based “app”which overlays
historical information over the real image of an actual location.
Thereby bringinghistory “alive” to the modern world.
Designing for new cultures
Challenges
Evaluation of abstract ideas and
concepts were difficult and we had to
rapidly prototype examples of our
solutions. Once a rapid prototype was
available it was easier to evaluate it
against a rubric defined by our
persona.
Value Addition
The outcome of the ideation and
design project has been captured in a
video showcasing our concept for the
project, Along with a design document
showcasing our iterative methodology
exploring various ideas and
techniques.
8
18. Late 2014 University College London
Key Skills
-Persona Development
-Designing
-Design Evaluation
-Rapid Prototyping
-Idea Evaluation
https://youtu.be/x20T_0scrZI
http://static.sandeepzgk.com/papers/designP.pdf
Group Project: Every element showcased in this
portfolio along with document and content linked
below are my contribution.
Concept arts of various ideas generated to explore the rightmatch for the target persona.
19. Motivation
Most digital artists use a stylus for
input. Almost all of the applications
use a non-intuitive color drawer to
select a color for artwork. This design
was inspired by work from MIT Media
Lab’s I/O Brush.
Process
The key idea of the prototype was to
be as small as possible. We were using
an LDR based system, that was
calibrated to the light of different
wavelengths illuminated by the pen.
Once the illumination values were
received by the LDR these values were
re-calibrated to the selected color. The
selected color was highlighted via an
LED display on the top of the pen.
WWW.SANDEEPZGK.COM
Concept art of the electronic color sensing stylus and how it
would recognize colors. It uses the “eraser” part of the pencil to
house the color sensingelectronics. Once a color is selected this
color is highlighted via an LED illuminating and confirmingthe
selected color.
Electronic color Sensing Stylus
Challenges
Individual LDRs had a different
response rate for the same
wavelength of light. This was
potentially because LDR is not
designed to capture wavelength
information. We overcame this
problem with individual calibration of
LDR values. Another potential way
was to use a better photo receptor for
the prototype.
Value Addition
This prototype gives us a valuable tool
to evaluate how digital artists use
color drawers and to see if a natural
color selection tool would fit into the
toolkit of a digital artist.
9
20. Early 2014 Adobe Research Labs
Key Skills
-Rapid Prototyping
-Software Development
-Electronic Prototyping
http://static.sandeepzgk.com/papers/color1.pdf
http://static.sandeepzgk.com/papers/color2.pdf
Group Project: The group consisted of two members
who contributed equally to the project.
Concept arts of various ideas generated to explore the rightmatch for the target persona.
21. Motivation
In the fast paced world of data
analytics, most analysts take hours or
days to identify meaningful insights
that can be used in visualizations.
Process
This project involved a complete
overhaul of traditional data analytic
workflows and rewrote it using
modern tools like Storm and Redis.
The goal was to aid the new paradigm
of visualization. I made an end to end
functioning prototype of this new
model.
WWW.SANDEEPZGK.COM
A real-time trafficmap of a very popular customer of Adobe’s
Digital Marketing Suite. This visualization showcases a heat map
of the state from which the user visited the website, the current
rolling sum of customers on the website and the browser which
they use.
Data Visualization: Real Time
Challenges
The key challenge was the ability to
ingest data at the same rate it was
being produced. At the same time the
system had to also create a data
summary, extract meaning and
showcase that meaning in a
comprehensive visualization. This was
achieved by the use of Storm and Redis.
Value Addition
Variations of this have been
implemented in advanced versions of
Adobe’s Digital Marketing platform.
With this we were able to process and
showcase the data within about 30
seconds after the data point had been
encountered by the monitoring service.
A paper was published regarding this
technology.
10
22. Late 2013 Adobe Research Labs
Key Skills
-Designing
-Design Evaluation
-Data Visualization
-Data Summarization
https://youtu.be/K0keiXo-xzY
Different components of the visualization network, Heat maps, Data flowchart, and other visualization examples.
Individual Project
http://dl.acm.org/citation.cfm?id=2611180
23. Motivation
Adobe Research Labs developed an
algorithm to classify the emotional content,
i.e. the degree of emotions, contained
within a tweet. I was tasked to create a
compelling visualization that showcased
the variety of emotions contained in the
spectrum of incoming tweets.
Process
Traditional graphs and pie charts were
evaluated and found to be insufficient to
communicate the varying degree of
emotions contained within the tweets. Dr.
Robert Plutchik, created a visual
representation of emotions, called the
flower petal model of visualization. It was
understood that this was the best model to
showcase emotional content within the
tweets. I had to explore various
technologies and methods to create a
compelling visual display of the identified
emotions.
WWW.SANDEEPZGK.COM
Visualizing emotions using Plutchik’s Flower Petal model of
emotions, each colour represent a vector of emotion, and the
intensity of the colour in each petal showcases the intensity of
the emotion expressed. Each element in this visualization
showcases a unique tweet by an individual about a topic.
Data Visualization: Emotions
Challenges
In this project the two main challenges that
were confronted were engineering and
design perspective. Initially it was decided
to showcase each individual tweet as a
bubble, as shown in the accompanied
video, which quickly became troublesome
as the number of tweets for certain
keywords were enormous. We solved this
by data summarization in which we
showcased aggregated emotions and the
user could delve into further details of that
emotion and identify individual tweets.
Value Addition
This prototype was showcased at Adobe’s
Digital Marketing summit. The prototype
idea was further developed by the
engineering groups at Adobe to include it
within Adobe’s Digital Marketing Platform.
11
24. Late 2013 Adobe Research Labs
Key Skills
-Designing
-Design Evaluation
-Data Visualization
-Data Summarization
https://youtu.be/OMipkgnDht4
Evolution of emotions, Emotions shown in different shapes, Heart, Mind and then Plutchik’s Flower Petal Model
Individual Project
25. Motivation
Most large organizations have a multitude
of communication methods like IM, Phone,
Video and video conferencing solutions.
The aim of this project was to have a unified
communication solution which integrated
all 3 aspects of communication along with a
directory and maps.
Process
The key goal of the project was to have a
single app that would work across Desktop,
mobile and tablets. This was done in order
to showcase the powerful Adobe Air
platform. The process involved
implementing an iterative design,
development and test strategy in which we
evolved our ideas. One of the key outcomes
of this was to have a corporate presence
mechanism, in which users need not
explicitly add another individual in the office
to see their presence information. This
concept is now omnipresent in modern
office communication tools like Slack.
WWW.SANDEEPZGK.COM
Adobe Unicom working in Desktop mode showing the office
plan of Adobe’s San Francisco office location and the available
meeting rooms.
Adobe UniCom
Challenges
Designing and developing for a single
platform is challenging enough and
Adobe Air offered a solution to
integrate many of these aspects.
However there were a lot of issues
regarding multiple screen sizes and the
advent of High DPI display for newer
iPhones and iPads. This posed an
interesting challenge which we
overcame with responsive design.
Value Addition
This product development showcased
an ideal example of the power of the
Adobe Air platform. This product was
showcased at multiple venues
including the Adobe MAX conference,
and received a great deal of interest
from DISA.
12
26. Most of 2012 Adobe Systems
Key Skills
-Engineering
-Protocol Implementation
-Software Design
-Software Architecture
-Responsive Design
https://youtu.be/7FFmmzRGRlg
Concept Designs for various screens of Adobe Unicom working in iOS environment
Group Project: This was a group project, in which I
was the sole contributor for Voice and Chat features.
27. Motivation
Statically mounted solar panels
generate electricity at their peak
during the solar noon for that day.
However the mount location and
direction makes panels sub-optimal at
other times of the day. To utilize the
maximum incident solar energy it was
decided to point the solar panels in the
optimal direction for greater efficiency
by the use of a sun tracking platform.
Process
Solar panels were mounted on
movable mounts, these mounts were
controlled by a geared mechanism
with a feedback loop. The optimal
values were computed and fed into a
Teensy 2.0 Arduino based Micro
Controller.
WWW.SANDEEPZGK.COM
An example of statically mounted solar panels. Which can be
moved to a sun tracking platform. A sun tracking platform can
increase the efficiencyof the entire platform from 5 to 10%.
Sun Tracking
Challenges
Two main challenges faced during this
project were to cool the
Microcontroller unit while at the same
time making sure that it kept the
correct time. Teensy by default does
not have a piezo electric crystal
managing its time. It was decided to
add one to ensure that clock keeping
was optimal. Along with this an
enclosure was developed to prevent
damage from the elements.
Value Addition
This platform is said to have increased
the efficiency of the panel setup by
10% on an average day. The amount
of savings and CO2 offset from this
project keeps on adding through the
years.
13
28. Mid 2012 Independent
Key Skills
-Electronic Prototyping
-Programming
-Mechanical Design
https://youtu.be/P7iTDZsGhsk
Teensy USB 2.0, a loop timer code, and schematic for sun tracking system, along with a servo motor powering the motion.
Individual Project