Natalia Marmolejo
Major Design + Interaction ID 1368640 Date April 2016
An selection of projects including UX design, pixel perfect screens of mobile apps, some branding, posters, custom typefaces, zines and some sassy food stickers. 3
HeyDoc Class Interaction Design Instructors Ross Popoff-Walker
4
A mobile app for doctors where consultations, schedule and payments are all in one place and insurance is not required.
5
Research
Personas Bethany New practicing doctor Goals 1. Get paid on time right after the service 2. Being available to communicate with patients 3. Use her time efficiently when she is out of office Frustrations Bethany struggles with balancing work when she is out of the office. Her patients text/call/email all the time. She also finds herself in a quandary when she needs to provide in-network service and charge 50% less of her usual fee.
Robert Established practicing doctor Goals 1. Provide quality service disregarding time constraints. 2. Memorize patients dental card before they arrive. 3. Personally checking in with every patient. 4. Being able to fill out gaps in his schedule when patients cancel with a short notice. Frustrations He thinks it’s unfair that some reviews are only 50% of the story. Also, he uses different software to access his patient management system through his phone.
6
User Experience
Structure of mobile app
HeyDoc
Home
Clipboard
Profile
Schedule Appointment time Patient name Reason for visit New appointment Patient detail Breaks
Payment request Patient name Transaction summary Amount requested Amount paid Payment status
Doctor photo Doctor accreditations Patient list Appointments scheduled Account balance Monthly income Profile edit
Feature Prioritisation High priority Doctor schedule Patient history Consultation input Payment request Income tracking Patient payment submission
Low priority Payment reminders Push notification to patients Walk or break reminders for doctor Activity statistics Doctor badges Electronic prescription
7
Wireframes
Creating a new appointment for an existing patient
1. The user taps on + at the top to add a new appointment for an existing patient.
8
2. Cursor defaults to the first field. Keyboard comes up and user starts searching.
3. User selects the patient.
4. The default suggested date and time are the closest available appointment in the doctor’s calendar. Native picker shows in line and the user scrolls to the desired date.
5. User taps on the next field to input overall words that describe the patients symptoms.
6. Key words become tokenized as the user types them. The user taps on save to complete the process.
9
Wireframes
Filling out a consultation
1. The user has pending consultations to fill out from the day before, so after swiping left to go to Yesterday, the user taps on Taylor, the first patient of the day before.
10
2. The patient name, photo and procedure are filled in already, based on the scheduled appointment information. On this screen the user can add another procedure if necessary, add a photo or continue through the flow.
3. The cursor is active and keyboard is up after the user tapped on the form area. The user types notes about the procedure and taps on next.
4. The payment request screen comes next, the standard rate for the procedure appears, the user taps on + to add a discount.
5. The request button confirms all previous steps and sends a payment request to the patient.
6. User exits the confirmation by tapping on the X on the confirmation card.
11
Visual Design
Schedule + Profile
12
13
Visual Design
Clipboard
14
Toasts remind the doctor to fill out consultations
Yellow indicates the payment hasn’t been completed by the patient yet
Green indicates the payment has been completed
15
Hampy Class Interaction Design Instructors Josh Coe + Carolina Iglesias
16
A smart physical product that communicates with a mobile interface to create the perfect pick up laundry experience.
17
Physical product
Smart Hamper
20”
28”
32”
18
19
Wireframes
Scheduling a pick up
1. Push notification alerts the user that the Whites compartment is full. User lands on the Home screen after swiping the push notification and starts the Scheduling flow.
20
2. The next available pick up is suggested. Weight is estimated by the hamper’s scale. The price is populated by the laundry mat’s regular prices.
3. User confirms the preferred laundry mat and schedules a pick up. Washing preferences can be updated if need.
Wireframes
Setting up the baskets
1. The user can edit the baskets, the pickup and delivery address and the payment methods.
2. Settings allow the user to specify washing and drying preferences to each basket, which are sent to the local laundromat.
21
Visual Design
Onboarding
22
23
Process
Home screen
24
25
The Whitney Museum Class Interaction Design Team Xiofei Lui + Kevin Lai Instructors Josh Coe + Carolina Iglesias
26
A take on reinventing the museum experience with technology while keeping the art as the center piece.
27
Research
Experience Pillars With its new location at the High Line, the setting and the architecture of the Whitney Museum of American Art finally matches the contemporary beauty of its collection. But the experience of going to the Whitney is still traditional in most senses. This new experience pillars guided the design process: Personal We will reserve time and create a state where you can feel comfortable. Memorable We will create memories by documenting moments and tracking your journey. Smart We will use effortless technology that honors the art at all times.
28
Research
Personas The tourist Jimmy Behavior Visits the Whitney based on travel site reviews and city guides. Enjoys art and getting to know a city through museums, however doesn’t travel to see art. Likes taking a lot photos of the view and selfies with the pieces. Really active on social media while traveling. High notes Great views Fun with friends American art
Pain points Waiting in line Language barrier Busy areas
The connoisseur Robert Behavior Local to the city, member of the Whitney, visits different museums around town several times a month and knows about current exhibitions and artists. Enjoys the space and the views, but hate the crowded rooms and long lines. Usually plans a visit when tourists are not around, like late nights or Members Day only. High notes Great views Fun and relaxing Architecture
Pain points Confusing flow in galleries “Bad art” or not interesting enough
The hobbyist Alvaro Behavior Goes to the Whitney to change up the weekend routine. Bringing friends and having coffee before or after going to the exhibitions. Doesn’t know much about artists’ names or intents but admires the art pieces. Visits the museum for the experience more than for the content. High notes Quality of art Architecture Enjoy being inside of it
Pain points Too many people Long wait Tourists 29
User experience
Current user journey
Members line
Members services
Often confused by non-member line
Time consuming for members
Ticketing
Coat-check
Elevator to galleries
Time consuming to purchase tickets
Non-members line Really long and time consuming Entrance to the building
Proposed user journey
Reservation
30
Arrival
Exploration
Galleries Overpopulated spaces and complex flow
Gift shop
Coat-check
Exit
Sometimes confused with Ticketing line. There is no proper check out line, it’s all next to the books and gifts.
Exit
Allowing time for exploration
31
User experience
Reservation
1.Home allows the user to explore the current exhibitions and read detailed information.
32
2. Reservations require the number of people, the date and time. Easily changeable by tapping on the chevrons.
3. User receives confirmation.
33
User experience
Arrival
Upon arrival visitors are given Whitney branded headphones that will guide them and track them through their journey.
34
Headphones have three channels, one for a curated playlist, other for ambient music and a third one with narrations by the artist.
35
User experience
Exploration
Visitors can explore galleries with the headphone on and by using iBeacon technology they will receive additional information relevant to the piece depending on their location.
36
37
User experience
Gift shop
After having their journey tracked by the headphones and the iBeacons, visitors can retrieve the experience and print it on different types of gifts. Every person will have a different journey, creating a one-of-a-kind piece every time they visit the museum.
38
39
User experience
After exiting
After leaving the museum, visitors their code in the Whitney journey website and retrieve their experience. The website is a detailed digital journey, with photos, their route, and favorite art pieces.
40
41
Chelsea gallery branding Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
42
An exhibition about artists that created art that could be replicated. A Xerox machine was the only medium to create the collateral materials.
43
44
45
46
47
48
49
50
51
52
53
Rocket typeface design Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
54
Custom typeface that only has straight lines with angles at 90° and 45°. A simplistic approach to letter forms without counters, creating big contrast and thick lines. 55
TH E B A R O C K ET LAUNC LAST N 56
A DA S S T C H ED NIGHT 57
58
59
a
60
2a
3a
4a
3a
4a
2a
a 3a a
61
62
63
64
65
Food packaging design Class Communication Design Instructors Louise Fili
66
Sweet or savory, it should all be packaged beautifully.
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
Dirt Candy Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
82
Branding for a vegetarian restaurant focused on showing the candy in its original habitat: dirt.
83
84
85
Blind embossed stationery, raw photography and simple type treatments make the vegetables come alive.
86
87
88
89
90
91
92
93
Limited edition LP record Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
94
To create a record cover with a custom typeface under these three limitations: circles, neutral color palette and digital construction.
95
96
97
98
99
100
101
102
103
104
105
106
107
Inspiration Lab Lecture Series Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
108
This poster series combines elements from famous information designers and decontextualizes them, creating a new visual language.
109
111
112
113
114
115
116
117
Book Jacket design Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
118
This book jacket was designed under a few limitations: only sans serif typeface, three colors and the use of a square and a circle.
119
120
121
Found object zine Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
122
This zine tells the story of a family through Italian recipes and the table cloth that was used every Sunday.
123
124
125
126
127
Fruit sticker project Class Communication Design Instructors Leta Sobierajski + Wade Jeffree
128
A re-thought version of fruit and vegetable stickers. A personal Instagram project.
129
130
131
132
133
134
135
136
137
Our Magazine Class Designing with Typography Instructors Olga Mezhibovskaya
138
Typographic interpretation of time, music, Shakespeare and personal life moments.
139
140
141
142
143
Thanks.
Natalia Marmolejo @nataliaines nataliaimarmolejo@gmail.com 619-302-8652 www.nataliamarmolejo.com