Portfolio

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PORT FOLIO FEDERICA PECORARO MEDIA ENGINEER


RÉSUMÉ

My name is Federica Pecoraro, I’m a media engineer & digital strategist.

What do I belive in

Critical thinking and problem solving combined with a deep passion for Beauty I am passionate about the process of creation: image something that does not yet exist and then bringing it from imagination to existence. I believe in great design as a powerful tool to change things, to leave the world a better place than we found it. My aim is to investigate socially advantageous developments of innovation, creating human-centered products and experiences, keeping in mind what the role of design is in shaping the complex relationships that people build with each other and the world around them.

Strategy

to understand what will come next Clichés rarely make for powerful design or marketing solutions: too often, companies settle for poor design and generic marketing strategies. My job is to find valuable insights and turn them into new business opportunities, concepts and interactive products/services users could experience and love. The standing point is figuring how people behave and perceive the world around them and, from these insights, to design interactions which form the relationship between the user and the brand.


Employment

Education

UI Designer and Digital Strategist

Master's degree in Media Engineering

Bitmama | Milano/Torino Apr 2010 -today

HCI & Interaction Design Politecnico di Torino Sep 2009-Jan 2010

Promotion and Communication Malafestival Torino Jun-Jul 2007

Corporate Communication | INRETE | Moncalieri (TO) Mar-Jul 2007

Grade 110/110 magna cum laude Politecnico di Torino Sep 2007-Feb 2010

Alta Scuola Politecnica diploma and double degree Politecnico di Torino-Politecnico di Milano Sep 2007-Dec 2009

LLP Study Ex ange Programme in Computer Science and Management of Te nology Tecnológico de Monterrey, Querétaro (Mexico) Jul 2008-Dec 2008

Ba elor’s degree in Media Engineering Grade 110/110 magna cum laude Politecnico di Torino Sep 2004-Jul 2007


Personal info

Skills

Name

User-Interface Design

Federica Pecoraro

Axure, Balsamiq, Illustrator, Photoshop, Microsoft Office Automation

Address Via Caprera. 13 10136 Torino (TO) - Italy

Te nical Skills

Date of birth

Languages

June 4th 1986

Italian, English, French, Spanish

Interest Travelling, graphics, innovation, writing, reading, playing piano, literature, aesthetics, design, handmade.

HTML,CSS, SQL, Java/J2ME, Blender

JavaScript,

PHP,


Contact me /federicapecoraro @fridandipity

@

federica.pecoraro@gmail.com +39 347 77 28 264

or

or or



UX Design


UX Design

Interaction Design, Information Ar itecture & Social Media Strategy 2010/2011 I started my career in spring 2010 as UX Designer as intern in Bitmama Milano, the digital communication company of Reply S.p.A. (Information Technology) and Armando Testa (leader advertising agency in Italy). Since December 2010 I’m working in Bitmama Torino, as the first UX Designer hired by the company for the new “social

intelligence” team. In addition to typical design activities, I am currently involved in designing digital strategy to connect websites, social networks (facebook, twitter, youtube, ..) and people The objective is creating an integrated platform for engaging with consumers, creating campaigns that are interactive, shareable and viral, letting the users be evangelist of a brand’s social presence.



Activities # Content inventories # Content hierarchy # Taxonomies

Searchs for “Pocket coffee� on Google

TIM The man who wants to know more Results

# Site maps # Flow charts # Site/Content flows # Scketchs # Wireframes # Functional prototyping # Use Case # Corporate presentations # Competitive analysis # Web sentiment analysis # Launch strategy # FB public page creation and management

Organic results (informative)

Organic results Sponsored links

Our Range> Pocket Coffee Buy

Shop by>Pralines> Pocket Coffee

Buy

Personalize your box funnel

Check out






Thesis Projects


TANGEMO

TANGibleEMOtions in a multitou tabletop

system to improve the social skills of autistic ildren 2009/2010 TANGEMO is a multitouch and multi-user application, designed for the therapeutic

environment.

The project goal is to investigate the potential of digitally augmented toys as tools to support and encourage patients‘ collaborative interactions.

Moreover, the multi-user dimension stimulated a reflection about how to develop an engaging and usable interface suited to the considered target.


Connecting ildren, emotions and te nology in a holistic vision is the guiding principle

underlying the design process of my project. This sort of dialogue is both physical and emotional and is manifested in form, content,

functions and behaviors.

My research project involves three levels: 1. Keep in mind what the role of my research project is in shaping the complex relation-

The characters are loosely based on the Japanese kokeshi dolls. The illustrations are a tribute to Anna Rusakova, illustrator and photographer from Kiev. Some dolls are happy and smiling, while others are serious, but in general for a western observer, they are almost impenetrable and enigmatic, exactly as human faces and

ships that people build with each other and the world around them. 2. Take into consideration the kind of interaction which could be supported by the tool, while promoting an imaginative use of te nological possibilities in tabletop computing. 3. Consider the relationship between the users and the technological device, sketching suitable interaction patterns and possible social experiences.

expressions should appear to an autistic observer. Moreover, the extreme simplicity in terms of shape, design and color could be reproducible in tangible form to bring TANGEMO fictional characters from the screen into the real world experienced by children.


The training is focused on feelings, emotions, and expressions. Other aspects include conversation and nonverbal signals. The goal of TANGEMO application is not only to teach skills explicitly, but rather to provide a motivating and supportive experience through which young kids may practice social and group work abilities, dealing with interaction problems during all the therapy session. The application aims to achieve three main purposes:

Library of emotions_ allowing users

to browse freely through different emotions (using the emoticons tangible tools to play the videos, voices and scenarios giving examples of the human feelings), to read descriptions and explanations, to add their own notes, and to compare different emotional facial expressions.

Educational and learning hub_

using quizzes, questions and several didactic criteria to teach about emotions in a more structured way.


Playing and entertaining tool_ allowing users to enjoy a game while studying about emotions. Videos, animations and illustrated characters help and support kids during the navigation time. Moreover, the tangible emoticons can also be used in the family context, independently of the software usage, helping kids to show their feelings with the corresponding emoticons. The objective is to extend the emotion-recognition beyond the boundaries of computerassisted therapy furthering the generalization of the acquired knowledge.



Activities

1.

problem statement and project proposal;

studies, functional2. ityuser specification and application scenario;

3. 4.

5. 6.

development of usage scenarios, personas; conceptualization and definition of the product‘s characteristics, visualization of the product features focusing on the design of interactive concepts; development of the final design concept, preliminary technology assessment; definition of final form,

design interaction and graphic aspects;

7.

implementation of the

prototype.


AdMIRE

Advanced Mobile Intelligence for Reactive

Environments 2008/2009

AdMIRE is a paradigm of innovation playing a provocative and pioneering role in the fabric society. The research prospective, build on the social network constituted by mobile-phone users, intends to address the social impact of technologies on society and the relationship between physical and virtual in tangible spaces investigating how technologies are

anging our inhabitation of public and private spaces and our concept of sociability.

This standpoint is transposed into the creation of an immersive experience, where the control over the physical environment is performed through the mobile phone, by using a pervasive computing approa .

Considering the external institutions involved with the venture, the requirements of the stakeholders and the scope of the project, the wellness centre has been chosen as the final target concept. iDomo is the context-aware iPhone app deriv-


ing from the vision that aims at challenging our domestic routine. The smart-phone is at the center of a new concept of User eXperience, that can happen everywhere and every time, creating a natural and immediate interaction with people and environment.

The user is at the same time the set-designer and the protagonist of a multi-sensorial experience in an immersive atmosphere involving a dynamic composition of sounds, lights,

colors, aromas, digital data, projections, water, vapor that change the traditional

concept of wellness.

User Interface design The logo recalls the idea of a house lock, giving instantly to the user a message of control, security, privacy and domesticity. The i and the house lock together compose the italian word io which gives the user a feeling of discreteness and uniqueness, of complete personalization of the environment and of the experiences.



Environmental functionalities design # Manage remotely the basic functions of the Smart Home # Recreate an immersive environment displaying multimedia content on wall surfaces, manipulating and augmenting hard, soft, and digital dimensions

# Profile-based and real time interac-

tions

# Content fruition in unusual spaces # Augmenting the context adding new dimensions: from responsiveness to

interaction

# Define some ad hoc- profiles that pre-set

the scenary for ea specific situation


Interaction design The horizontal menu displays the items according to the user’s location and context. The items are presented as a “cloud” of functions son the basis of the moment of the day and room of the house to manage. The AdMIRE application learns from the everyday life of the user how much time per day, on average, he usually spends in the different activities in the bathroom routine (ex. Taking a shower, having a bath..). This statistics are used to configure the items in the menu.

The parameters considered are: # Frequency: the most frequently a function is used, the bigger is its name on the display. # The day of the week, and the hour: some functions can be more suitable in a particular moment of the day or in a special day of the week, on the basis of the user habits. # The date: iPhone calendar can suggest to Admire application a variation in the user normal settings of the day due to meetings, appointments and so on.


Functionalities Design Mobile device is_

# content repository # unified controller of the environ ment # privileged locus of individual intelligence # bus for the transmission and sharing of information flow

Reactive Environments are_ # close and semi-private spaces (wellness center)

Te nology is_

# obiquitous, embedded that fades away


Conclusions Private dimension has always been a component of public space, and portable devices seem to be encouraging a new kind of “shared privacy”. Currently project is presented as a live ongoing pervasive experience within a defined architectural space (bathroom). What would have happened if we had chosen a big place? What about a dinner club? The future challenge is to put forward new proposals and cultural interventions, using (or misusing) smart mobile technologies in pervasive environments. Next step will be the design of new solutions for more complex areas (public and semi-public spaces, smart buildings, hotels, airports, shops, restaurants, cafés, etc…) or live events (urban installations, live performances, exhibitions …) to detect

ephemeral traces of peoples‘ presence in the geography of the city. Passers-by,

hosts and citizens can interact with the architectural infrastructures or with the events and services offered by the city simply using a mobile telephone to generate spatial sound, annotations, personal observations, recommendations of interesting side-streets, to manipulate a play of light and shadow or engage new interrelationships encouraging

symbiosis between humans and te nology.




Graphic Design


GRAPHIC DESIGN

Hotel la Pineta - advertising and communication 2008/2009 One of the most gratifying aspects of my activity as graphic designer comes from involvement in a project with Hotel la Pineta,

and concepts choosing the appropriate media to meet the client's objectives.

My job focused on developing effective and

appropriate forms of communication for the client. The main challenge of the project was to design creative solutions

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PINETA

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Activities:

1. 2. 3.

meeting clients objectives and requirement; interpreting the client's business needs and developing a concept to suit their purpose; developing design briefs by gathering information and data;

thinking creatively to produce 4. new ideas and concepts; working with a wide range of 5. media, including photography, digital illustrations and design programs

6. 7.

demonstrating illustrative skills with rough sketches; develop graphics and layouts for brochures, company logo, website and business cards.





Video Making


VIDEO MAKING 3D Modeling, Motion Graphics 2008/2009

Activities Vanishing Point - short film movie script photo storyboard location Scout co-direction digital video editing

Bad things - short movie Film credits: 2D motion graphics

Piume - 3D animation short film movie script storyboard 3D modeling digital video editing audio editing



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