Fitbit Charge 2

Product design for flagship fitness tracker.

 
 
 

BRIEF

Create a flagship fitness tracker experience for more active Fitbit users

 

Challenges

Narrow hardware constraints around display and animation visual elements (very low resolution, one color)
No use of vector-based imagery or typography
Limited user input methods (one button and accelerometer-based tap)

 

Solutions

Expanded self-created library of visual tricks from Fitbit Alta product to create an elegant visual system despite constraints
Interaction model that allowed for implementation of large amount of features without sacrificing usability
Worked with illustrator to create animated exercise icon set and expanded goal celebration animations to create moments of delight

 

Team Structure & Project Details

Sr. Visual/Interaction Designer (me), Interaction Designer, Design Manager
1+ year project, contributor from early concept through product shipping and post launch support

 
 

Fitbit Alta & Alta HR

Wearable Fitness Tracker Product Design

 
 

BRIEF

Product design for an elegant, fashion-forward fitness tracker

 

CHALLENGES

Hardware constraints limited the display of graphics and animation – very low resolution, one color, no vector-based graphics or typography
User inputs limited to wrist gesture and accelerometer-based tap

 

Solutions

Developed a variety of visual tricks and low-performance-cost techniques to create an elegant visual system despite constraints
Hand-drawn conversion of vector-based font into bitmap format
Simple interaction model that allowed implementation of all expected features without sacrificing usability

 

Team Structure & Project Details

Sr. Visual/Interaction Designer (me), Interaction Designer, and Design Manager
1+ year project, contributor from early concept through product shipping and post-launch support

 
 

Fitbit Blaze

SmartWatch Visual Design Language Exploration

 
 

BRIEF

Create a new design language for future Fitbit wearables

 

CHALLENGES

Large amount of key stakeholders held competing points of view
All new platform required heavy technical modification

 

Solutions

Held 2 day experience workshop to bring executive stakeholders into alignment
Used mobile prototyping to view designs on a virtual device
Developed visual work-arounds in collaboration with engineers to expand the range of the display

 

Team Structure & Project Details

Sr. Visual/Interaction Designer, Sr. Visual Designer, Design Manager
Contributor for 2 month experience/visual system development phase

 
 

duTV

TV interface for browsing and discovering video content

 
 

BRIEF

Create an intuitive interface for viewing and discovering live and recorded content within a large media catalogue

 

Challenges

Research showed a wide range of possible technical constraints for the software from low-cost USB stick installations to high end set top boxes.
Design had to consider ecosystem of companion apps for mobile and tablet that were being designed simultaneously
Technical feasibility research ran parallel to design resulting in frequently changing requirements

 

Solutions

Simple navigation model usable on a 4 way directional keypad with one button
Design and animation built to feel premium but still be performant on lower-cost hardware
Design system built in collaboration to be extensible across platforms
Graceful degradation of certain visual elements

 

Team Structure & Project Details

Sr. Visual/Interaction Designer (me), 2x Visual Designers, 2x Interaction Designers, Creative Director
3 month project phase, contributor from interaction model development to client presentation

 
 

LEGO Festival of Play

Mobile app supporting the 'Festival of Play' ad campaign that allowed users to play and share mini mobile games generated by snapping a photo of a physical LEGO brick.

 
 
 

BRIEF

Create a mobile app concept to celebrate play in support of the ad campaign for the 50th anniversary of LEGO arriving in Australia

 

Challenges

Compressed timeline – only 8 weeks to design and spec the entire app before handoff to a third-party development vendor
Detailed interaction design was out of scope
Technical feasibility was a secondary priority to selling the concept

 

Solutions

Rapid iteration in low fidelity with design partner to sketch out a large volume of game types
Focused on limited functionality keep interactions simple and reduce number of unforeseen edge cases
Researched image recognition technologies to provide a basic sanity check on technical feasibility

 

Team Structure & Project Details

Digital Art Director/Interaction Designer (me), Associate Creative Director, Creative Director
3 month project, contributor from concept creation through client presentation and development vendor handoff