Strategy and design of brand systems, interfaces to installations, digital to physical, for spatial computing; multiple projects and collaborations; creative director, experience design
Strategy and design of brand systems, interfaces to installations, digital to physical, for spatial computing; multiple projects and collaborations; creative director, experience design.
In collaboration with creative and strategy teams throughout the organization, and when noted, with the support of external partners.
In the context of spatial computing, this role helped to redefine Experience Design as a discipline— to encompass strategy, design, and build of time-based experiences combining virtual, physical, and mixed reality.
This combines interaction design in screen-based and physical spaces, commercial practices with art/non-profit, and an overall approach to make design parametric for all realities.
—Creation of a system of reusable, modular and extensible components and frameworks for location-based experiences.
—Creation of experiences that demonstrate compelling uses of spatial computing, serving critical use cases for all ages, cultures, and economic strata, spanning enterprise to personal, with the full gamut as creators.
—At a time when spatial computing technology is still nascent to most, the best ROI and the largest impact to most will likely be via a location-based experience— moreso if participants are invited to continue the conversation as creators.
—Redefine creators as not only developers, but encompassing those that make any action or decision in spatial computing that may be useful to others; i.e., discovering and meshing a new space, curating applications or content for specific use cases, placing virtual content in physical space for others to find, etc.
—Extensibility and reuse
—Awareness through experience
—Forgoing first-world problems in favor of solving more important ones
One of the projects was Alimpia, an Olympic Pavilion for the 2020 Tokyo Olympics featuring a multiplayer augmented reality, spatial computing experience for all ages and abilities, funded by Alibaba.
All projects were in collaboration with 3D artists, engineers, game developers, industrial designers, and set designers, including Mike Tucker, Frank Daponte, Jaime Dimas, Alex Elsayad, Dylan Nathan, Patrick Finley, John Cannon, Derrick Levy, Pedro Arroyo, Russell Dumornay, Kathy Tishler, Daren Bader, Devank Patel, Rob Knopf, Elisabeth Rodriguez, Gianfranco Nicolaci, and Ryan Kane, headed by Rebecca Barkin.
With support from the larger brand team including Eric Yi, Matt Weckel, Carlos Ramos, Bradie Tippetts, headed by James Temple.
All images above by Andrew Chee. Lighting diagrams in collaboration with the client team and Patrick Finley.
A full case study is in the works, to be mirrored on Are.na.