S A R A H PAT RI CK PORTFOLIO
ABOUT ME
STORY OF A DESIGNER + MAKER
Sarah is a visual designer and illustrator with a Bachelor of Fine Arts in Design from Cornish College of the Arts. Before pursuing a career in design, she spent four years studying psychology, language, and design studies at Seattle Central College, and five years working in sales, marketing, and visual merchandising. Her expertise focuses on designing beautiful digital and analog experiences with an emphasis in the user experience methadology and principles. With a strong interest INFO@SAR AHPATRICKDESIGN .COM
in designing for digital and analog experiences, she is dedicated to her craft in visual design and product design.
SAR AHPATRICKDESIGN .COM
Her personal projects include designing and producing 12231 76TH AVE S , SE AT TLE WA 98178
a whimsical quirky line of paper products for the female demographic,
with
hand
bound
notebooks,
notepads,
stationery, and paper accessories. In 2016, her brand Habitude Paper & Co. led to her collaboration with Marmont Hill Collective, where she licenses fine art prints to the mass market and lifestyle decor market.
FRYE MUSEUM
CHALLENGE
DELIVERABLES
Sitemap & Redesign Sitemap Prototype Visual Design
DESCRIPTION
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NOTES
Interactive Publishing II, Cornish College of the Arts Visual Communication Design, 2015
CURRENT SITEMAP
A sitemap of the (at the time) current sitemap of the Frye Museum website’s exhibitions page created with omnigraffle.
NEW SITEMAP
A sitemap I created while working with my class to understand the overall new layout of the hierarchy and architecture of website.
RE S U LT S
After working through the discovery phase, our class moved quickly into showing mockups of visual design comps of the website. Many iterations were shown throughout the design phase, yet were thrown out too early on without enough critique from the class on what worked and what did.
WHAT WENT WRONG
After working through the discovery phase, our class moved quickly into showing mockups of visual design comps of the website. Many iterations were shown throughout the design phase, yet were thrown out too early on without enough critique from the class on what worked and what did. LEARNINGS & REFLECTION
This project taught me the importance of rapid prototyping early on, utilizing wireframes and sitemaps in the beginning stages of the project kickoff, and also the value of not throwing out early iterations before redesigning the project all over again. Throughout the prototyping process, I realized that the interactions had a greater effect on the website usability, and found that simplified interactions that led the user to relevant content to them was important when working with a website with this large amount of content and scale.
FRYE MUSEUM LANDING PAGE
Features whats new and upcoming, current exhibitions, upcoming dates and events and a large hero image that increases conversion rates with large visual appealing imagery of artwork on display.
FRYE MUSEUM CALENDAR PAGE
Calendar Page with large hero image, simple navigation bar, the use of typography to show scale of importance of date and title of event.
O N E B US AWAY
CHALLENGE
DELIVERABLES
Mobile App Design User Flow Chart Wireframes Low Fidelity Mockups High Fidelity Mockups
DESCRIPTION
OneBusAway is a app that saves time for busy commuters who ride the bus in the Puget Sound Region. It removes the pain of planning your transit trip with convenient access to nearby routes, real-time transit information, and walking distances to save transit user’s time and energy. My role was to research and design a new UI for the existing app. The process involved researching existing visual assets and issues, defining the problem, making a moodboard, creating a user journey map and multiple iterations of flowcharts. I decided to research the current issues in the app, including data accuracy in arrival/departure times, efficiency in the dashboard, and visual aesthetics has a major effect on usability and legibility. I also looked at other competitors in the market, and decided to incorporate solutions to the visual aesthetics and hierarchy of information by adding color coding, and walking distances.
NOTES
Dynamic Info Design, Cornish College of the Arts, 2015
PROBLEM
Dark overlays and not enough focus on the important
BEFORE: SCREEN S TATES
information put into the thought of the current design,
Screenshots of the One Bus Away interface used
inspired a heavy emphasis on bold colors, icons, and
as reference material and analysis of problems
modern aesthetic.
in the design during the discovery phase.
WHAT WORKED
My role was to create a list of user questions that I surveyed from multiple students on my campus who currently used the app for daily travel from home to school and work. By defining my initial discovery phase with real specific questions, I was able to increase my production process rather quickly, and understand the pain points in the current interface design.
O N E B US AWAY TA SK FLOW
Tools used in mapping the interactive model was through a list of defined usecases from research in the discovery phase, and technical tools such as adobe illustrator cc.
O N E B US AWAY HIGH FIDELITY MOCKUPS
USER QUES
The final deliverable with multiple screen state
Where am I going today?
iterations showing the user flow in finding nearby
Do I have multiple route options?
Can I bookmark and share my travel p
Will I receive notifications before my b
O N E B US AWAY HIGH FIDELITY MOCKUPS
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