09/03/20

Plexicle iOS Game – Free Download

Plexicle iOS Game – Free Download

I’ve combined my favourite passions including design, interaction, branding, coding, animation, gaming, video and music production to produce this hyper-casual game just for fun. The aim of the game is really simple, just try to stay alive for as long as you can.

The fate of humanity lies in your hands in search of a renewable energy source. Try to stay alive and avoid obstacles by tapping to ascend and releasing to descend. Avoid asteroids and floating skyscrapers at all costs.

Grab the free game here. Grab the free wallpapers here.

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Plexicle iOS Game – Free Download
08/03/20

Hixle v2

Hixle 2.0

When I launched Hixle 1.0 my goal was to allow designers to find the latest resources based on the best designs from around the web. It was a simple directory without all of the bells and whistles. Since then it has grown into quite a robust platform. Over the past year I have listened to the feedback from users and new, useful features have been introduced. In fact you may not even recognise the new version from the previous. So by saying that, I would like to introduce Hixle 2.0!

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Hixle v2
31/10/17

Hixle Rebrand

Hixle Rebrand

I’m currently working on a fresh overhaul of the Hixle brand.

As you may have noticed, the letters ‘ix’ are overemphasised. This is because the next version of Hixle will focus more on interaction (IxD).

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Hixle Rebrand
10/10/17

11 Optical Illusions in Visual Design

11 Optical Illusions in Visual Design

I’ve been wanting to create a Medium article for a while so I decided to talk about the various not-so-obvious optical illusions that I encounter when designing UIs, logos and illustrations.

Here’s the link to the article.

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11 Optical Illusions in Visual Design
16/09/17

Hixle v2.0

Hixle v2.0

Hixle has been updated to include dedicated sections for the latest palettes, gradients, fonts, tools from the best designs from around the web. Check it out for yourself at hixle.co.

Not only that, but you can now sign up to become a Hixlr and upvote your favourite design resources!

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Hixle v2.0
22/11/16

C U B 3 D

C U B 3 D

I’ve been playing around with 3D interactions & transitions as I’m really getting into VR UI design. It requires a different approach as demonstrating 3D depth and perspective can be a challenge in most design and prototyping tools.

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C U B 3 D
23/10/15

Kalo Case Study

Kalo Case Study

PRODUCT DESIGNER

AngelList · Dribbble

Overview

My client, a former designer at Google approached me whilst I was wrapping up my latest design project. After graduating from TechStars and securing £1M+ funding for his startup Kalo, he needed help with creating a more visually appealing and robust platform. I was tasked with creating a new, intuitive UI for the Kalo desktop platform as well as redesigning the UX from scratch, prototyping, interaction and animation.

The Team

1

FOUNDER

1

CTO

1

PRODUCT DESIGNER

5+

ENGINEERS

Introduction

The Problem

The idea was to create a supplier management SaaS platform where clients can easily manage their vendors. My client explained that based on personal experience, it’s very difficult to manage external agencies and freelancers within a large organisation.

Keeping track of who is doing what, where and when could be managed much more efficiently in the cloud. The application was aimed at 2 target audiences, clients and suppliers.

Preliminary Stage

After having an initial conversation with my client, piloting the MVP and submitting the client survey to uncover the needs of the user, it was clear that this would be a challenge that I’d enjoy. He stated that he wanted to create the best possible experience through visuals, interaction and motion.

As design founders are quite rare to come across, I knew it would be a match made in heaven! After I gathered the necessary resources, I went straight to the drawing board and began researching competitors and sketching out ideas.

Skills

UI Design

UX Design

Interaction

Animation

Marketing

Deliverables

High Fidelity Mockups

User Flows

Wireframes

Interactive Prototypes

Animated GIFs

Style Guide

UI Kit

Spec Sheet

The User Interface

Initially I was tasked with undertaking a small design exercise to understand the workflow and design a base UI that could be iterated upon at a later stage. Designing a visual language that was going to be used consistently throughout the app provided me with an opportunity to explore new typography, layouts, accent colours and patterns.

When I inquired about providing inspiration to help with direction, it turned out that my client was just as much of a fan of Material Design as I was! The spec provided a great foundation for structure and common design patterns.

My goal was to create a visual language that was intuitive, easy to understand and delightful to use by guiding the user with feedback using motion. The UI is built with reactivity in mind, meaning that I could ensure the user never gets lost by guiding them with instant feedback during the start, middle and end of each action.

Inspired by material design, the structure is very modular as my aim was to minimise cognitive load by masking non primary actions inside of compact modules formed as independent buttons. I applied modularity as a design principle to help the user focus on the task at hand. By incorporating z-depth to display dimensionality, the modules appeared independent of each other even though their positioning was relative.

This reactive system also provides flexibility when using the app on a smaller device. An example of dimensionality is when a client attempts to add a supplier to a category, they can decide to add a new category if none are found. Selecting this option will trigger an inner module that is independent of the outer module. There’s no need to click back and forth and the task is not interrupted with alerts. Once a new category is added, feedback will be displayed instantaneously.

User Experience

The methodology employed was agile so each user story was formed into epics that are just a series of small user stories. Working directly with my client, I broke down each epic into user flows by identifying inputs, outputs, processes and other interactions to determine how best to achieve the goal in the shortest amount of time and with the least amount of effort.

The process is fairly iterative in order to prevent wasting time and resources. Each user flow, wireframe and mockup required frequent communication between my client, the engineers and myself. After the user flow was approved by the team, I then went on to creating the wireframes followed by the high fidelity mockups.

I had regular meetings with Peter (online and onsite) to discuss the design feedback and apply any amendments if necessary. I also collaborated with engineers to discuss the spec sheet and recommend improvements to the visuals that may have been missed, left untreated, or not aligned with the visuals in the mockups. Going agile can sometimes make the small details easy to miss!

My Contribution

Since April 2015, I have designed and iterated on over 200+ high-fidelity mockups for both desktop and Chrome, created countless user flows and wireframes, designed a full page marketing site, hand-coded interactive prototypes, animated logos, generated an intricate style guide and spec sheet.

Reflection

Even though the app is still in beta, I consider it a success based on what I’ve heard from real users so far. The feedback has been very positive! Kalo has already lined up some big name companies to pilot the app and they’ve received quite a bit of praise for the intuitiveness of the UI and UX.

To be part of building a product from the ground up and seeing it grow into a platform where real people use it has been surreal. It’s been a team effort that has required constant communication between myself, the founder and engineers. To make peoples lives better through design, even if it’s just a little bit, is why I do what I do.

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Kalo Case Study
23/10/15

IoT Prototype

IoT Prototype

Inspired by Google Now, I designed this IoT app allows users to install add-on cards to control different aspects of their possessions and wellbeing including fitness, home security and room temperature. Clicking on a card will display real-time information. More information along with a video demonstration is provided in the Dribbble link above.

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IoT Prototype
23/10/15

SpaceInFramers Case Study

SpaceInFramers Case Study

INTERACTION DESIGN

Play · Dribbble

Overview

Since I began freelancing, I would typically provide my clients with mockups that only presented the end result. The issue with this is that creating a static mockup in Sketch or an animation in After Effects makes it difficult for the end user to grasp the context, hidden states, screen flows, feedback and interaction states.

Skills

Interaction Design

UI Design

Coding

Animation

The Adventure

I decided to go on a journey to learn a few modern tools for creating interactive prototypes. My intention was to help my client as well as engineers understand how the product works and my thinking behind it. Based on my experience during the handover process, it can become fairly muddled as a mockup doesn’t explain everything to an engineer. This will regrettably lead to extra time being spent explaining all of the intricate details, or leaving the engineer to make design decisions.

After experimenting with different prototyping tools ranging from drag-and-drop interfaces to generator plugins, I stumbled across FramerJS. The learning curve appeared quite steep at first as the tool required knowledge of CoffeeScript. But as it was code, the only limitation is the imagination. Additionally, learning a transferrable skill can only be a good thing! I saw the examples and was impressed by how little code is required to build an interactive prototype.

I wasn’t really tempted by the drag-and-drop tools as they can be quite limiting in terms of what is possible. Plus I didn’t want to be tied down to a single tool. Using After Effects is great as animating objects and paths is fairly simple and yet powerful enough to make complex transitions.

This disadvantages of using AE is that exported animations are not interactive and editing the timeline can be tedious as each object becomes dependant on each other. Framer on the other hand, was interactive but working with paths requires a few hacks ( using SVGs). I finally decided to bite the bullet and dive right into the docs!

I spent a few months practicing Framer by building small interactive prototypes such as a material design button producing a wave effect when clicked. I also spent time reading the docs, improving my CoffeeScript design pattern skills and interacting with the awesome Framer group on Facebook.

From the Art of Design to the Art of Code

Over time, my confidence grew in both Framer and CoffeeScript so I began giving back by helping out other designers within the Facebook group and also providing my clients with context. This helped to reinforce my learning and also meet some cool people!

I wanted to take it to the next level by providing full app prototypes to my clients so I thought to myself, “What better way to learn about interaction than by creating a game?”.

The following weeks consisted of me designing the mechanics of the SpaceInFramers game. I implemented a popular collision detection algorithm used in game theory to detect when a ball hits a target using the square root of both objects. I tried to keep the structure simple so I went with the modular pattern to organise my code.

The game features up to 5 levels and even includes a power move! I did end up learning quite a lot about code organisation, using listeners, callbacks, special underscore functions and vanilla JS. I wanted to make the experience immersive so every levels makes it that much more challenging!

I was a fan of Space Invaders as a kid and that inspired me to create a slightly modified version of it using material design. Sure I came across bugs and strange error codes, but thanks to the Facebook community (and a bit of trial and error) I managed to resolve them eventually!

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SpaceInFramers Case Study
22/10/15

Kalo UI/X Style Guide

Kalo UI/X Style Guide

The handover process between a designer and engineer can be an art itself. It’s easy to miss the small details and the end result could be not what you expected. Therefore to make the process seamless as possible, I had to create pixel perfect components describing properties such as size, style, positioning and motion.

The guide helps the engineers move faster when it comes to developing the application and it’s also a handy guide to refer when designing new features!

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Kalo UI/X Style Guide