user experience design portfolio, harry brenton

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User experience design portfolio Harry Brenton [email protected]

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User experience design portfolio Harry Brenton [email protected]

Sample case studies

Case study #2 digital anatomy

Case study #1 social music annotation

Case study #4 emergency medicine

Case study #5 embodied dance

Case study #3 virtual stroke patient

!Client Goldsmiths University, Embodied Audio and Visual Interaction Group (EAVI)

Brief To allow musicians to collaboratively annotate audio & video recordings. !Team The project was managed a software architect who built the backend infrastructure. There were two senior software engineers, one junior developer and two music teachers. !

My role I led the user centred design process and managed a junior developer who implemented GUIs from my wireframes

I also managed the two music teachers who created user journeys and evaluated software prototypes.

Deliverables • A feedback support system called The Social Timeline that integrated into a social network. • Papers & reports describing the system. !!

Case study #1 social music annotation

User needs Musicians get insufficient feedback about ‘work in progress’. Feedback is often too vague to act upon. !Existing tools like SoundCloud are imprecise because they don’t allow comments on a region of a performance. !

Approach • Ethnographic studies to understand

user needs in context. • Users tests of existing UI design

patterns. • User centred development of a new

design pattern for social annotation. • Three user studies (each six months). !

Challenges • Creating an interface that imposes

beneficial constraints on information. • Growing a ‘pop up’ social network

from a cold start.

Interviews & observations User journeys

Card sorting study to map existing design patterns

research | concept development | prototyping | solutionCase study#1 social music annotation 4 of 25

User journeys (technology enhanced) Wireframes of social user interfaces

Multi-layered timeline for overlapping commentsRegional cue-points to make feedback specific

research | concept development | prototyping | solutionCase study#1 social music annotation 5 of 25

Username Song title

Post

Network graph

Waveform selection becomes cue point

Click cue point to loop playback

Comment pops up on MouseOver

Cue points stack up on timeline

Cue points can contain a threaded discussion

Refine interactions & workflow Test prototypes in action with real data

User screen recordings Remote user observations

research | concept development | prototyping | solutionCase study#1 social music annotation 6 of 25

Solution A new interaction design pattern called The Socia l Timel ine , for group annotation of audio & video recordings. !We embedded The Social Timeline in a ‘pop-up social network’ and ran 3 user s t u d i e s i n c l a s s i c a l , j a z z a n d contemporary music.

Outcomes • The interface focused feedback

directly on the ‘performance rather the performer’.

• This raised the quality of feedback by allowing users to give constructive criticism that was backed up by evidence.

!Next steps

• Hand over to a graphic designer to polish the interface.

• Explore commercialisation. !

Audio

User studies

Video

Digital ink annotation

research | concept development | prototyping | solutionCase study#1 social music annotation 7 of 25

!Client Imperial College London

Brief To explore new ways of teaching anatomy to medical students. !Team This project was part of my PhD thesis which I completed in Lord Darzi’s Department of Surgical Technology. I worked closely with anatomy teachers, surgeons and medical students. !My role I was a research fellow who led the project under the guidance of my PhD supervisors and senior academic staff. This project taught me fundamental principles of user centred software development such as iteration & rapid prototyping.

!Deliverables • 3D anatomy tutorial using a new interaction design pattern. • PhD thesis and academic papers.

Case study #2 digital anatomy

User needs Medical students find it hard to mentally translate between diagrams in textbooks & real humans. !Static media is weak at demonstrating functional relationships between connected systems in the body. !

Approach • Ethnographic studies to understand

user needs in context. • User tests of existing interaction

design patterns. • User centred development of a new

design pattern. !

Challenges • Creat ing an in te rac t ion tha t

demonstrates complex information about form & function.

• Ensuring the medical accuracy of content.

!

Interview doctors & students Observe teaching

Map existing interaction patterns

rotate strip zoom

research | concept development | prototyping | solutionCase study#2 digital anatomy 9 of 25

Visual explanations of injury by doctors Wireframes

Interaction tests Mock-ups

research | concept development | prototyping | solutionCase study#2 digital anatomy 10 of 25

3D prototypes Linked 2D / 3D prototypes

Eye tracking study Haptic interaction study

research | concept development | prototyping | solutionCase study#2 digital anatomy 11 of 25

Solution A new interaction design pattern that uses ‘dynamic l ink ing ’ to show connections between nerves & muscles. !This design was used in an anatomy tutorial and a haptic simulator. !

Outcomes • A randomised trial (n=50), two focus

groups (n=14) & a survey (n=50). • Dynamic linking had a very high

perceived value, • But it ‘over-automated’ learning by

providing too much help. !!

Next steps • Developer currently converting

framework to Unity / mobile. • Investigate dynamic linking further.

Randomised trial & focus group

Anatomy tutorial

research | concept development | prototyping | solutionCase study#2 digital anatomy 12 of 25

!Client National Health Service

Brief To test the feasibility of using consumer Virtual Reality to train stroke clinicians.

!Team I led the project under the guidance of a stroke consultant. A senior developer created a behavioural model for a virtual patient. A researcher had previously created user personas and user journeys for a stroke patient being admitted into hospital. We built upon this work. !My role I worked with the stroke consultant to translate a neurological stroke assessment into user interactions & virtual patient responses. A senior developer designed the behavioural architecture that controlled the user input / virtual patient responses. !Deliverables • A proof of concept demo. • A paper presented at The 15th International Conference on Intelligent Virtual Agents, Delft 2015

Case study #3 virtual stroke patient

User needs Stroke t ra inees lack ‘hands- on’ experience diagnosing strokes. !It is unsafe to practise upon real patients & videos don’t allow active exploration.

Approach

• Participatory design with a stroke doctor.

• Map a neurological test onto user interactions & patient responses.

• User tests with low & high fidelity prototypes.

Challenges • Visually explaining the effects of brain

damage upon social behaviour. • Ensuring medical accuracy. • Implementing complex interactions:

speech, eye contact, gestures. !

Study existing virtual patients

Plan virtual patient behaviour

Analyse neurological test

Map test onto user interactions

research | concept development | prototyping | solutionCase study#3 virtual stroke patient 14 of 25

Visual explanations of brain damage Speech interaction tests

Interactive storyboards

research | concept development | prototyping | solutionCase study#3 virtual stroke patient 15 of 25

Static prototypes Animated prototypes

User study Navigation prototypes

research | concept development | prototyping | solutionCase study#3 virtual stroke patient 16 of 25

Solution A virtual patient that responds to a user’s speech, hand gestures & gaze. !Demonstrates the feasibility of using consumer VR devices for stroke training, Although hand tracking is currently unreliable. !

Technology Gesture: Leap VR Speech: Google’s speech API Gaze: Oculus Rift DK2 Engine: Unity3D Mocap: Faceshift, OptiTrack

Next steps Validation tests: • Can an expert assess a user ’s

performance using the software ? • D o e s t h e s o f t w a r e i m p r o v e

performance on a real procedure ?

Speech interaction Linked internal / external

Hand gesture interaction

research | concept development | prototyping | solutionCase study#3 virtual stroke patient 17 of 25

!Client Ministry of Defence

Brief To develop a proof of concept VR simulator to train medics on the battlefield.

!Team My company (BespokeVR) won a contract from the Ministry of Defence to test the feasibility of using consumer grade VR for team training. I worked in collaboration with Plextek Ltd who were responsible for project management and military liaison. !My role I developed the software under the guidance of trauma consultants & surgeons.

!Deliverables • A proof of concept multiplayer demo. • Technical report describing & evaluating the system. !

Case study #4 emergency medicine

User needs Medics need to learn teamwork and decision-making skills in stressful, under-fire scenarios. !Tra inee med ic s l ack hands on experience in hostile environments.

Approach

• Participatory design with a trauma consultant.

• Build multi-player immersive VR simulation.

• User-tests with low & high fidelity prototypes.

Challenges • Recreating a hostile battlefield

environment. • Getting multiplayer interaction and a

remote control patient working together.

!

Study advanced trauma courses

Model virtual patient behaviour

Research existing simulations

Model treatment of leg injuries

research | concept development | prototyping | solutionCase study#4 emergency medicine 19 of 25

Reactive eyes

Realistic airways !Voice

Trachea with anatomical landmarks !Carotid pulse

Pneumothorax decompression !Independent chest excursion !Breath Sounds !Heart sounds

Chest tube

ECG !Chest compress !Pacing

IV arm

Multiplayer interaction tests Static 3D mockups

Model injured anatomyEnvironment tests

medic

patrol leader

simulation controller

research | concept development | prototyping | solutionCase study#4 emergency medicine 20 of 25

Navigation prototypes Low fidelity wounded soldier

User-test (Minister of State for Defence) Low fidelity controller

research | concept development | prototyping | solutionCase study#4 emergency medicine 21 of 25

Solution Medics use VR to practise treating a wounded soldier on a battlefield. !Multiplayer simulation with ‘Wizard of Oz’ control of a virtual patient. !!

Technology Network: 2 clients, 1 server Interaction: Razor Hydra, Rift Dk1 Engine: Unity3D !

Outcomes The system was evaluated by three experts who confirmed the face validity & content validity of the system.

Next steps E x p l o r i n g o p t i o n s f o r f u r t h e r development. !

Virtual patient

Usability test

Remote control interface

Content validity study

research | concept development | prototyping | solutionCase study#4 emergency medicine 22 of 25

!Client This is a ‘sandbox’ project to research & develop new techniques for my company (BespokeVR). !Brief To create interactive visuals that learn to respond to the free-form movements of a dancer. !!Team Myself and Dr Marco Gillies (senior lecturer at Goldsmith University). !My role I did the interaction design and visuals. Dr Gillies implemented the Interactive Machine Learning algorithms that make the

visuals learn to interact with a dancer.

Deliverables • Kinect version demo’d at the International Workshop on Movement & Computing Paris, 2014 • Prototypes with Oculus Rift DK2 & MS Kinect

Case study #5 embodied dance

Approach To make music visuals learn to respond to the free-form movements of a dancer. !This is an ongoing side project. It acts as a sandbox to test new techniques & technologies.

Challenge To create a sense of embodiment: the feeling that you are the music. !

Technology Body tracking Kinect Hand tracking Leap VR VR headset Oculus Rift DK2 We used Interactive Machine Learning (IML) to train the visuals.

Interim results

• Nearly there - but tech needs to be more mobile with better tracking.

• Presented a paper at MOCO 2014 !! Map visuals onto a dancer

Research sound visualisation: ‘Seeing Sound’ conference

concept development | prototypingCase study#4 embodied dance 24 of 25

Oculus Rift with hand tracking

Full body interaction using a Kinect

concept development | prototypingCase study#4 embodied dance 25 of 25