Kin was asked to create a key interactive for the Science Museum’s blockbuster exhibition, The Sun – Living With Our Star. The exhibit needed to show visitors how the Sun’s movements varied depending on where in the world they were located and at what time of year.
The project simulated the drama and beauty of sunrises and sunsets inside the gallery. I created an atmospheric low resolution LED video wall placed behind frosted acrylic panels, that immersed the visitor and bathed them with a soft, rich light. Different locations and seasons could be selected on the accompanying touchscreen to show the variation in the Sun’s path. The interactive then showed the visitor, through beautiful colour gradients, the Sun’s arc throughout the day. The different locations had iconic silhouette landscapes to help locate the visitor.
I was the lead designer on the project, working on the exhibit design along with the ui design
Briefed by agency Flying Object, Kin were asked to design and build an interactive game that would teach visitors to the Google Beach at Cannes Lions how to code. Correct code results in a free juice from the bar.
I worked closely with the team at flying object to create a game that worked closely with Google’s platform.
My role within the project was a senior designer specifically I:
– Designed electronic prototypes to test the possibilities of rfid technology.
– Designed and fabricated the units and game system.
This project was to create an interactive skirt to showcase the new Nokia handset. I led the Kin team which collaborated with Nokia and fashion designers Fyodor Golan to design and make an interactive skirt that was unveiled as part of London Fashion Week. The team worked closely with Fyodor Golan designing the pattern for the skirt, with strong emphasis on the form, making the final structure a unique sculptural piece in its own right. Custom software was created to link all the 80 individual screens together to create one big screen. The software enabled us to align the screens due to the complex physical form. Still and moving content was designed to work across all the screens, combined with the phones' individual gyroscopes to create a shimmering effect as the model walked.
My responsibilities included working closely with the clients and the fashion designers to create a product that fulfilled both of their requirements and high standards, as well we being innovative and impressive to the fashion and technology audiences. Detailed 3D designs of the skirt in SolidWorks were created, along with design and manufacture (using 3D printing) of the bespoke clips to hold the phones to the framework. I also lead the team to develop the the interaction design for the skirt, specifically focusing on how it reacted to the movement of the model.
2014
To commemorate Duxford’s centenary, IWM commissioned sound artist Nick Ryan to create a site specific
sound sculpture. The core concept was to use light to transmit archival audio recordings of people’s memories of Duxford airbase. Kin was brought on as collaborators to design, produce and install the sculpture and technology.
My role within the project was Design Lead, I provided the following:
– Exploratory work to understand Nick Ryan’s vision to ensure cohesive and coherent end experience
Identifying how to ensure the most immersive and visceral experience for the visitor.
– Realisation of the shared vision for the piece.
– Design of the form of the plane.
– Working onsite with the fabricator to realise the main sculptural form.
– Design and fabrication of the handheld reader.
A research and speculative project looking at wearable technologies. Kin are currently in talks with charities and startups to develop the prototype into a usable service.
The pollution monitoring badge is a 'nearable' device that works with the user's smartphone to firstly monitor pollution levels around the user and secondly combine this with GPS positioning from the smartphone. Pollution levels are recorded at the specified location and if the pollution levels are deemed too high, based on the European Union limits, a letter is drafted and sent to the MP for that area.
Secondary to the letter, the data can be crowdsourced to produce a live map of pollution across cities. Users are able to evaluate their commute with an app to suggest cleaner, less polluted routes. For example through parks and quiet residential streets.
I looked into creating a collection of wearables and nearables to compliment the service. Firstly a badge; an efficient way of collecting pollution close to the user, through the strong identity of the badge, providing the user to clearly identify themselves and their commitment to making a difference in reducing air pollution.
Secondly, two nearables compliment the badge. A sensor for a bike, a popular way of commuting. Bikes also enable the collection of data over large areas quickly.
The third device is a children's buggy badge as the height of a child in a pushchair is just about the worst height to be on the pavement when it comes to pollution.
I worked in a small team to conceptualise and develop the idea. I prototyped the electronics with Arduino and designed the look and feel for the badge and the two nearable devices with the use of 3D printing.
2014 onwards
Visions of the Universe at the National Maritime Museum told the story of astronomical imaging. Kin were appointed as designers for the interaction and digital content within the exhibition. Three interactives within the exhibition immersed visitors into Martian landscapes and dissected complex astronomical concepts to greater understand the exhibits.
The centerpiece of Visions of the Universe was a 13m x 4m curved high resolution projection displaying the greatest and latest panoramic images beamed back from Mars. The interactive exhibit immersed visitors into the life size Martian landscape. As the visitors walked up to the curved wall information of key points within the image displayed in front of them.
Secondary interactives; two touchscreens, dissected two different astronomical concepts. The first concept was the difference between transits and eclipses. The final interactive explained the concept that some of the beautiful, vivid and arresting photographs in the exhibition would not be visible to the human eye even if they were close enough.
I led the project from the pitch through to the on-site installation. The main challenges that needed to be overcome were designing the methods of interaction with the window on Mars. Subtle interaction was designed for the wall, triggered when visitors moved alongside it by physical sensors. I also designed the user experience, interaction design and visual design on the two interactives that helped explain complicated astronomical concepts to the visitors.
2013
The interactive boat is an internal research project I am currently working on at Kin, exploring the relationships we make with objects through learning. The project looks at how boats and their methods of propulsion have changed over the centuries and examines the pros and cons of the different methods.
Looking at the way we learn through touch and sight, the interactive uses a series of props that users can choose. Users then construct their own boat by combining a series of different components – some functional and some purely aesthetic. The boat connects wirelessly to a screen – pairing the tactile activity with a digital display. As people construct their boat, information and animations pop up on the screen around the boat’s hull to inform and educate them about their choices.
To further the experience, I am now designing and adding a third element to the project which would allow people to test their finished boats against each other. The finished physical boats will be reproduced in digital form and set sail across the waters, tackling high seas, monsters and pirates.
My role to date has been to create the concept behind the project, looking at ways of learning and how we can remove ourselves from a purely digital learning experience, realised through the design of the experience, and the ways physical gameplay can effect digital environments. Alongside this I have also designed and built the physical boats, and prototyped the electronics within the boats to create an invisible digital experience.
2014-current
Russian 4G provider Yota's latest service is a multi-platform video-on-demand service. The service is available via the website and selected connected TVs, along with iOS and Android applications for phone, tablet and with a download manager for Mac and PC.
Yota Play was the launch partner for connected Samsung TVs in Russia as well as LG connected TVs. I was the sole designer on the project translating relevant site functionality, interface design and branding to the challenging 10ft platform. The design challenge increased as only five remote buttons (left/right/up/down/ok) could be relied upon and no shortcuts allowed, as the LG magic remote needed to be accommodated.
2011
The second project I worked with Fyodor Golan on was with the addition of Microsoft Brand Lab to create a live reactive centrepiece for the fashion designers SS15 show for London Fashion Week.
Located in the victorian railway arches underneath Waterloo station, the collection revolved around the theme of ‘digital romanticism’, glitches and corruption from the vhs era.
I worked as part of an integrated team with Fyodor Golan, leading the concept of the structure and the content to be displayed on it during the show. The final design was a 4m x 4m pyramid floating 1 inch from the floor in the middle of the catwalk.
The pyramid was custom made from Barrisol, acting as a four sided rear projection screen. Each face displayed a different live feed from members of the audience during the show. Four members of the audience shot the show with the new Microsoft Lumia 830 running a custom app created for the show. Before the content was sent to the pyramid to be displayed it went through a render process to distort the footage. The distortion applied was a direct reference from the fashion designer's collection from the show. Distortion, warping and channel splitting was applied using Nuke before being sent to playback machines to be displayed, all with only 0.7 seconds delay from phone to projector running at 10fps.
My role within this project involved detailing the design of the pyramid and its relationship to its environment and visual design of the on-screen content. I also organised the various teams involved which included, riggers, projectionists, fabricators and developers in two week turnaround project.
2014
I was asked if I would be interested in helping the Rio Cinema out in Dalston as they were in desperate need of a new website. With the chance to make some nice work for nice people I said yes.
I designed the entire site and considered how this design could be extended to a couple of email templates and the printed programme design. Unfortunately the Rio were unable to secure funding in order to implement design and so the project is on indefinite hold.
2010
Ola is a new stationary brand started by printmaker and designer Katy Goutefangea. Katy came to me to design the branding for Ola. She wanted a brand that conveyed modernity and warmth without being overly playful. The logo had to sit well with the patterns for the products.
The logotype evolved to its final lockup from feedback from testing. Ola, meaning wave, was being mistaken as an acronym being pronounced O,L,A I went about designing the logotype around the phonetics of the word, inserting a visual indicator to help pronounce the brand correctly. This simple lockup gave the brand its character without superfluous detail.
From the logotype, a brand identity was designed to help build the brand. brand guidelines were created along with business cards, brochures, press releases and website templates.
2014
AllofUs along with Dixon Baxi were asked to create a TV channel brand and interface for Russia's leading newspaper Kommersant. The interface for this channel was key as no presenters were be used and was assumed no audio would be listened to.
I was part of the team that developed the concept design that won the pitch and developed the brand. I was key in animating the interface to simulate the live channel.
2011
Russian 4G provider Yota's latest service is a multi-platform video-on-demand service. The service will be available via the website and selected connected TVs, promptly followed by iPhone and iPad application and download manager for Mac and PC. Later this year mobile and tablet applications for Android will also be available.
This summer the Yota Play iPad application will be available offering all the functionality that is available on the website but redesigned to use the native functionality and styling of the iPad. I was a key designer solving the challenges this interface provided.
2010
Self initiated projects, I have a fascination with technical drawings, their simplicity but still with a level of incredible detail. I set about looking at the line art shading before the times of halftones in Photoshop.
Using a 0.2 pen, a ruler and a series of objects I recreate every curve, highlight and shadow in 1:1 scale. I screen-print the drawings myself and sell them at Nelly Duff, a gallery in Shoreditch, London.
Available to buy at Nelly Duff
2010-onwards
Russian 4G provider Yota's latest service is a multi-platform video-on-demand service. The service is available via the website and selected connected TVs, along with iOS and Android applications for phone, tablet and with a download manager for Mac and PC.
Despite the significantly smaller interface Yota did not want to lose any functionality that is available on the website in iPhone application. I redesigned the interface to accommodate the smaller screen, used native functionality and styling and integrated the brand without losing the cinematic experience essential to the brand. As sole designer, on this most challenging platform, I overcame a number of design difficulties.
2010
Sky Player were keen to expand their multi-platform video-on-demand offerings from their website and Xbox service to also include set top boxes. My role in the project was initial design and iterative development of the interface design of the tricky 10ft interface.
2009
D&AD student brief in collaboration with the BBC. The brief asked students to look at the existing content of the BBC and explore ways to extend this in emerging digital platforms.
My response to the brief consisted of two phases. Firstly the desktop device; this device looked at the user's existing listening habits and formed infographic festival webs of music known to the user and new music the user may be interested in. They could then investigate artists by viewing news articles and video clips.
The second part of the project looked at when the user was at the festival. The app included functional tools such as the car and tent finders. The app also included a planner, enabling users to compare stages live anywhere in the festival area and also to save events for later viewing on the desktop app.
Yellow Pencil Winner - Second place 2009
A website and brand concept for the newly opened up Farm:Shop in Dalston. I was approached by Farm:Shop to create a website for their farm in Dalston. Taking inspiration from their experimental farming methods I focused on creating a site that had a clean modular structure but maintained a fresh green inviting feel.
2010
French premium pay television channel provider Canal+ wanted to offer their video-on-demand service on the Xbox. I designed the interface for this platform ensuring all designs were suitable for not only the 10ft platform but also the interaction paradigm on the Xbox and specific control pad.
2009
Commission for fixed gear magazine Fixed&What. Setup by a collective of designers, Fixed&What blends the boundaries of design and the fixed gear community. My proposal was greeted with a warm response and was included in the magazine.
The project attempted to find the quickest most flowing route from work, visually showing obstructions such as traffic lights and pedestrian crossings which may slow me down. The greater the risk of that happening the greater the scale of the object on the map. The project also included custom type.
2011
- Content coming...