About


Hi, I'm Alasdair, I am passionate about design and love the satisfaction of finding solutions to user problems. The process of creating and implementing design solutions holds a particular fascination for me.I am currently working towards a degree in Computing & IT and Design with the Open University, set to graduate in 2025. I have recently earned a professional Diploma in UI/UX Design from the UX Design Institute, and I hold an HND in Digital Design and Development (games).In my spare time, I enjoy developing games. I take pleasure in creating immersive gaming experiences and love to see my ideas come to life!


Contact


For inquiries or additional information, please feel free to get in touch.

Email: [email protected]
Phone: +44 7942 973650




Case Studies






2024

2023

2022

2021

2020




UI/UX

Game Development







Rent-A-Car

December 2023


This is a project I completed as part of my
Professional Diploma in UX Design


As part of my Professional Diploma in UX Design, this project encompasses the complete UX design lifecycle, commencing with the research phase and concluding with the first comprehensive design iteration.

Constraints
This project adheres strictly to the requirements and instructions outlined in the course, follows the specified timeframe according to the course schedule, and operates with no allocated budget.


Problem

Users often face complexities when renting a car, encountering hidden fees, navigation issues, and struggling with industry terminology.

Goal

The goal of this project was to optimise the car rental experience by simplifying the booking process, breaking it down into clear steps, while reducing ambiguity between the user and the application regarding fees and industry terminology.



My Design Process


Plan

My research plan involved the use of benchmarking, surveys, and usability tests to thoroughly assess existing products. Using a triangulation method, I aimed to minimise bias and ensure credibility in my findings. Benchmarking aimed to compare competitors to identify strengths and weaknesses. Surveys were also used to gather data on user preferences and behaviors, while usability tests directly engaged users to explore their experiences and needs. This approach ensured comprehensive insights from various angles, validating findings across different methodologies and involving users to accurately inform product improvements.

Competitive Benchmarking

To gain a comprehensive understanding of competitors in the industry, I conducted a thorough analysis of similar websites. Key areas of focus• How do they solve the problem?
• What do they do right?
• What do they do wrong?
• Have they established design conventions?
I examined three sites—Aspire Van Hire, Enterprise, and Ace Car and Van Hire—providing diverse perspectives from both small and large companies for a comprehensive analysis.Findings
Enterprise effectively addressed users' car rental needs with a conventional step-by-step booking process. In contrast, Aspire Van Hire and Ace Car and Van Hire required additional contact to complete bookings, suggesting that online booking was not their primary focus. While all sites offered upfront pricing successfully, the smaller sites lacked comprehensive information on some vehicles, making it harder to trust their services. Information accessibility was particularly problematic on Aspire and Ace Car and Van Hire. From analysing these sites, I concluded that Enterprise's booking method best simplifies the user experience.



PowerPoint slides of competitor analysis


Survey questions

Surveys

Wishing to learn more about the users context, goals, and behaviours for the project, I conducted a survey.The survey consisted of 4 multiple choice questions with additional explanatory fields for alternate responses. In the end the survey received over 15 responses from friends, family, and members of the community.Findings
Survey participants, all recent car renters, typically aimed to check prices or complete bookings. Contextually, needs ranged from moving house to going on holiday. Behavioral insights revealed a users focus on price comparisons across various vehicles and sites. One particular pain point participants pointed out from past experiences was the excessive amount of links and buttons that are present on car rental sites, leading them to feel pulled in multiple directions.
This research method provided valuable insights for the upcoming analysis stage.


Usability Testing

To gain a deeper understanding of existing competitors, I analysed two usability tests on popular car rental sites, focusing on user goals, behaviors, and context.I also conducted my own usability test, replicating the provided tasks. This hands-on experience enhanced my skills in creating effective test scenarios, interacting with participants, and extracting meaningful data to inform design decisions.Findings
The usability research revealed key insights for improving the car rental booking experience. Participants valued intuitive navigation with clear search bars and filters for easy refinement of results. They stressed the importance of transparent pricing and a straightforward booking process, preferring detailed cost breakdowns, including extras like additional drivers. Users favored visually clear layouts that avoid misleading information, enhancing trust in the service. Clarity in industry-specific terms and features, such as "unlimited miles," was crucial, along with an interest in contactless rental options.

Conducting a usability test


Affinity diagram

Affinity Diagram

Upon concluding the research phase, I summarised my findings through an affinity diagram. First, I reviewed all raw research materials, taking notes. Using Miro, I organised these notes onto a single page and systematically grouped them into relevant categories.This method offered me a consolidated overview of all the findings, helping me to gain a clearer understanding of the research and identify the project requirements.View affinity diagram


Project Requirements

Based on the findings of my research regarding the users, behaviours, and actions, I set out the fundamental objectives for my design.1. Intuitive navigation and clear booking path: Ensure users can navigate the booking process easily without clutter or ambiguity, guiding them seamlessly from start to finish.2. Transparency in pricing and information: Provide clear, detailed breakdowns of pricing and features to enhance user trust and understanding.3. Prioritise pricing display for easy comparison and booking: Make pricing information readily accessible and easy to compare, facilitating quick decision-making and action.



Customer Journey Map

From the research findings, I developed a customer journey map. This involved breaking down the car rental process into steps and categorising the user's experience at each stage.This approach ensured a thorough understanding of the user's perspective, guiding my design decisions to maintain a user centered design.The booking journey I chose was strongly guided by the research phase requirements. I aimed to establish a clear user journey map before proceeding with site design.View customer journey map

Customer journey map


Flow diagram

Flow Diagram

With a clearer understanding of the user journey, I took a closer look to define the detailed user flow within the application. This step was crucial in breaking down the process into clear and user-friendly sections, aligning with one of our primary objectives.Having thoroughly defined each essential screen and identified key user experience priorities, I was now ready to transition into the design phase.View user flow diagram


Sketches

To initiate the design phase, I began by sketching out initial ideas, drawing from the insights gathered in the previous phase. Once I felt confident in the direction of the design to address the identified problem and meet the project goals, I transitioned to creating comprehensive sketches of the website.These sketches included detailed layouts of the site's elements and functionality, establishing the groundwork for the initial prototype. This process ensured a solid foundation for further development and refinement.

Site sketches

Design Choices

Booking Path
My initial design was based on the established booking path outlined in the initial project requirements. I chose to incorporate a prominent timeline at the top of each page in order to guide users through their journey, ensuring clarity and enhancing trust in the process. By limiting the amount of links and buttons, I aimed to create a clear sense of direction for the user to follow. Linking back to the research findings, this was a pain point users had experienced on similar websites.
Information Presentation
I focused on presenting all necessary details in a readable format, structured by importance in order to help guide users through the information available. Progressive disclosure techniques were also implemented to reduce cognitive overload for sections requiring user inputs.
Priority on Pricing and Transparency
To fulfill the second project requirement identified during research, pricing is prominently displayed throughout the design. This strategic placement aims to convey transparency and establish the brand as trustworthy and upfront with users.
Summary Page for Enhanced User Experience:
At the conclusion of the booking process, I included a summary page summarising the user’s selected package. This feature allows users to quickly review all relevant information, saving time navigating back through the process to find details.




Prototype

During the prototyping phase, I used Figma to create the prototype, marking my first extensive experience with the tool. Drawing from my prior experience with similar software, I quickly grasped the basics of Figma, enabling a smooth transition into exploring its advanced features such as components.I opted for a mid-fidelity prototype which allowed for richer insights compared to a low-fidelity version and also required fewer resources than a high-fidelity one.A mid-fidelity prototype would help to provide better insights into how well the design achieved its goals and solved the identified problem. Its level of detail allowed for a more realistic representation of the final product, enabling more accurate user testing and feedback. By simulating interactive elements and visual design aspects, the mid-fidelity prototype offers a closer approximation of the user experience, facilitating a more informed evaluation of the design's effectiveness.View prototype


Usability Testing

With a fully developed prototype in hand, the next step involved subjecting the design to real-world user testing. I selected a participant with a history of frequent usage on similar car-rental sites. Creating my own usability test script, I designed tasks that covered crucial areas throughout the site. This process not only deepened my understanding of conducting usability tests but also developed my ability to formulate precise tasks and questions tailored to the testing scenario.The usability test highlighted key areas for improvement. such as the inclusion of pickup location instructions, and confusion with the navigation between numbered circles and text labels. Recommendations included providing an option to explore package details, enlarging the clickable area for calendar days, and addressing oversized text causing dropdowns to extend off the page.Findings
The usability test confirmed that the design effectively met the project requirements established during the research phase. Users experienced significantly fewer issues with price transparency, navigation through the booking process, and locating and understanding the relevant information.
Usability testing provided a lot of valuable insights and new areas for improvement in the design that could be carried over into the next design iteration. However, the educational context of this project limits the ability for a second iteration.


Conducting a usability test


Prototype overview with comments

Annotations

With the design finalised, the subsequent phase involved transitioning it to the development team. Using the comments feature in Figma, I annotated the prototype file with essential information for the developers. This included detailing the expected behaviors and functionality of each element, specifying formatting and expected values for input fields, and outlining instances where the site should offer user feedback. This handover aimed to facilitate a seamless translation of the design into a functional, user-centric product during the development stage.



Reflection

Design Process
During this project, the research stage proved to be invaluable, providing a solid foundation for the entire project. In the validation stage, I acquired valuable insights that would give me a good starting point to develop the subsequent iteration of the design. Looking back, I would have expanded my creative exploration during the sketch stage, allowing for more diverse ideas and variations to be developed.

Tools & Software
Throughout this project, my proficiency in Figma has significantly advanced, making me more adept and comfortable with the software. Working with Figma has become an enjoyable and gratifying experience for me.

Personal Development
As a result of this project, I am now more confident in applying my knowledge and skills in the realm of user experience. From conducting user research to performing usability tests, the hands-on experience I gained throughout this journey has marked a significant milestone in my professional growth.

Lessons
Moving forward, I've recognised the importance of testing the design with a more diverse user group. The data collected during the validation stage felt limited as the data was derived from a single user's perspective.
Additionally, I've recognised the critical role of clear and detailed communication between design and development teams. Given the intricate nature of creating an exceptional user experience, conveying this level of detail to the development team is essential for successful execution.Another important lesson I've learned is the significance of regularly referencing the original project goal. This is especially important during research analysis and requirement definition. It's essential to stay aligned with the project's overarching goal when transitioning into the design phase.




Induction Hob

January 2024


This project was completed as part of my
BSc (Honours) in Computing & IT and Design


As part of my Interaction design and user experience module (TM356), this project focuses on addressing a specific design problem, understanding the design context of that problem, and designing a solution that solves the problem.

Constraints
This project adheres strictly to the requirements and instructions outlined in the course, follows the specified timeframe according to the course schedule, and operates with no allocated budget.


Problem

This design challenge pertains to an induction hob, which tends to pose usability and interaction issues for users. The users in question include those with sight, mobility, and dexterity issues.

Goal

My aim is to design a solution that improves the user’s ability to perform simple interactions with the device, despite any setbacks in dexterity, sight loss, or mobility. I aim to design a hob that remains functional in the environment it was originally designed for.



My Design Process


Induction hob sketch

Problem

My IKEA induction hob presents a host of usability problems for users. The primary reason I selected this appliance for this project was that I had witnessed on many occasions firsthand how difficult it could be to use.The induction hob utilises touch buttons for user input, a method that works seamlessly until the cooking process starts. As liquid splatters from pots and condensation settles on surfaces, the touch input becomes temperamental, creating challenges in operating the hob and adding frustration to the cooking experience. This issue is particularly pronounced for individuals with dexterity issues who may encounter difficulty applying the necessary force for the buttons to register.The hob's markings are slightly faded and lack a distinct tactile difference from the rest of the surface. This presents additional challenges, especially for individuals with sight impairments.Another challenge arises during the preparation of complex meals, where users may need to repeatedly get up and down. This task is significantly more difficult for users with mobility issues. The necessity for frequent movements can be difficult for individuals with limited mobility, impacting their overall cooking experience.


Users

The users affected within this design context include individuals facing challenges related to sight, mobility, and dexterity. Moreover, this issue also extends to a wider user base, including those passionate about cooking who regularly undertake the preparation of intricate meals.


Activities

considering the various solutions that could be used to solve the design problem, the potential activities carried out while operating this hob can include:1. Turn the hob on.
2. Turn the hob off
3. Control the heat levels up and down
4. Turn the safety lock on /off
5. Add a timer to a hob
6. Add a delay to a hob
7. Override or remove a timer from a hob


Environment

The users affected by this design problem include individuals facing challenges related to sight, mobility, and dexterity. Moreover, this issue also extends to a wider user base, including those passionate about cooking who regularly undertake the preparation of intricate meals.


Interview

I decided to conduct an interview to help me fully grasp the design problem and understand the user perspective.This method of research is ideal to provide qualitative insights directly from users, covering a range of topics including past experiences and cooking habits. With access to first-hand users, I could learn and discuss their frustrations and positive experiences with the device. This information can help to identify key areas for improvement.


The person I selected to interview for this project is my father. He has extensive experience with the hob, and it’s features that I have based my project on so far. In terms of fitting into one of the specified user groups for this project, he struggle with his reduced sight, rendering the controls difficult to discern. Additionally, he faces difficulty standing for extended periods due to being susceptible to dizziness. This user’s extra insight into using the hob with the difficulties mentioned makes for an ideal candidate to interview for this project.


Questions

1. How frequently do you use the hob and how long for? What sort of meals do you prepare?This question seeks to uncover the user's daily habits and activities related to their hob usage. By gaining insights into when and how often they use the hob in their day-to-day life, I aim to grasp the frequency and duration of its usage. This information is important in fully understanding the extent to which the hob is integrated into their routine.2. Do you tend to be standing up and active while the hob is in use, and what is the reason for this?This question delves into the user's behaviour during hob usage, aiming to unveil specific details about their physical movements. By exploring whether they typically stand or sit while using the hob and whether they tend to step away from it while it is in operation, I can gain valuable insights into the user's interaction patterns. I can then further understand the underlying reasons for such behaviour, discovering insights into the influence of physical challenges and personal habits related to hob usage.3. How does your sight impairment and dizziness impact your ability to use the hob?By asking the user directly about their challenges, they can directly address the difficulties they face and how it impacts their ability to use the hob comfortably and safely. Not only does this question reveal immediate hurdles for the user, but also establishes valuable links between their response and insights gathered from previous questions.4. Are there any particular parts of the hob that you find difficult to interact with?This question allows the user to pinpoint certain features or controls that they particularly struggle with, regarding interaction. By sharing these particular pain points, it provides me with targeted areas to concentrate on during the design phase. This user's insights, representative of others with similar struggles, serve as a crucial guide for refining and enhancing the design to better accommodate their specific needs and improve overall usability.5. Does the surrounding kitchen environment ever make it harder to interact with the hob?In this concluding question, users have the opportunity to reflect on their kitchen environment. It encourages them to delve into external factors influencing their experience, such as the presence of other individuals, lighting, temperature, ambient noise, and overall kitchen mess. These aspects play a significant role in shaping the usability and interaction dynamics with the hob, providing valuable insights into the broader context that influences their cooking experience.


Scenario

Resulting from the discussions in the interview, I've constructed an illustrative scenario that mirrors the daily experiences of the user. This exercise enables me to empathise with the user, gaining a profound understanding of the design problem from their unique perspective:The user opts for a lunch of soup and omelettes. Retrieving the pots from the cupboard, he encounters difficulty locating the hob's power button due to poor visibility. To address this, he turns on an additional light for better illumination. After a challenging effort, he successfully switches on the hob, signalled by an audible cue. Now faced with the task of placing the pots, he struggles to determine the optimal placement as one pot is slightly larger than the other. Unable to discern the size of each individual hob, he takes a guess.Feeling dizzy, the user quickly secures a seat and sets the hob to a low temperature for his soup. Anticipating the need to return shortly to activate the omelette hob, he chooses to rest in the living room.Despite still feeling dizzy, he eventually decides he should get up and navigate to the kitchen. Using extra lighting, he locates the correct button for the omelette hob to apply heat.As he finishes up with the hob, he faces some difficulty turning it off due to a splatter-covered power button, requiring a few attempts before his touch is recognised.


Gathering Requirements

1. Enhance hob marking visibility
As evident from the interview, hob markings were a clear hurdle for the user in terms of his reduced sight. I consider this to be an important requirement to improve the usability and interaction experience for users who fall into this group.
2. Use alternatives to touch-sensitive inputs
The user's experience suggests that touch-sensitive inputs are too temperamental and unsuitable for the hob's environment. By limiting their use in the new design, I can explore alternative controls better suited to the hob's operational conditions.
3. Implement pre-settable hob settings
The user mentioned difficulties in standing up due to dizziness, as well as frequently uses two pots simultaneously. The new design should aim to minimise the need for users to get up and down frequently. Therefore, as a requirement, the new design must incorporate a system enabling users to pre-set the hob. This feature would allow them to manage multiple pots efficiently, starting and stopping at the designated times while remaining seated.


Conceptual Model

The Concept
A smart kitchen hob with pre-set timers. This allows users to schedule meal preparation and automate hob activation and deactivation at designated times.

The Environment
Used during meal preparation in potentially messy and cluttered surroundings. Commonly paired with other kitchen appliances, leading to increased levels of both noise and humidity.

Concept/objects
Likened to a cooking assistant who is readily available to take over the responsibility of activating and deactivating hobs at precisely timed intervals. Objects including timers, temperature settings, individual hobs, safety lock.

Actions
Turning on the hob, removing the child lock and setting individual hob temperatures. Setting up a hob schedule including setting the delay, the cooking time, and temperature for a hob.

User Experience
Understandable walkthrough for hob scheduling, clear indication of events (start and end), and smooth interactions. Little demand on users to tend to the hob repeatedly.


Storyboard

With my designs complete, I created a storyboard to illustrate the design concept before starting the interface designs.

Induction Hob Storyboard

Frame 1: Man sitting on a couch begins to feel hungry and craves a bowl of tomato soup and a fried egg for lunch.
Frame 2: Man gets up to walk through to the kitchen. He feels dizzy doing so.
Frame 3: He cracks an egg into a pan and pours a can of soup into the pot
Frame 4: He places the pot and pan onto the hob and switches it on.
Frame 5: He pre-sets each hob to cook so it finishes at the same time.
Frame 6: He goes to sit down and rest while the food is cooking. He is dizzy and blows a sigh of relief.
Frame 7: The hob sounds an alert to signal it has finished cooking. The man is excited for his food.
Frame 8: The man goes through to the kitchen and begins to plate up his cooked meal.


Interface Design

For my induction hob, I've opted for an interface with direct manipulation over symbolic manipulation. This simplifies all user interaction, offering a much clearer visual representation of data and objects within the product. Regarding the interface types, my design will make use of the appliance interface through the use of a graphical interface alongside an auditory interface.

The appliance interface also doubles as a tangible worktop. In addition to interacting with the controls, users also place cookware to initiate cooking and impact the hob digitally. I will also make use of a graphical interface within the appliance interface to represent information dynamically. Due to the planned implementation of the pre-setting functions, more elements will be needed to support this. Using a GUI will avoid a cluttered layout on the physical space on the hob. Finally, an auditory interface will use auditory indication for user alerts. These interface types combined create a multimodal experience.

This approach considers the user’s abilities by avoiding a touch interface for those with sight or hearing challenges. By opting for physically responsive buttons, this enables users not just to locate the button by touch but also to feel the sensation feedback when pressing the button. Moreover, to assist users with mobility challenges, integrating an auditory interface enables individuals who are not readily in close proximity to the hob to receive alerts when processes begin or conclude. The GUI interface not only conserves physical space on the hob but also enhances users' comprehension of the product. It achieves this by facilitating progressive disclosure, gradually revealing information to users and aiding in their understanding of the system's functionalities.


Inputs/outputs
In Figure 1, all inputs are highlighted in grey. These tactile buttons allow users to control the hob power, hob temperature, and manipulate the on-screen data. The screen outputs all data regarding the pre-setting functions. The red numbers indicate each hob’s heat level, and the LED light above the power controls indicate the active status of the hob and child lock. Each active hob outputs a heat ring, ensuring user safety and awareness.

Interaction Processes
For power controls, activating or deactivating the power involves pressing the power button. The child lock operates similarly but requires a 5-second press. This feature is used for securing the hob while the power is off, preventing accidental activation.


Figure 1: Hob Layout

Figure 2-4: Screen Designs

Inputs/Outputs
In Figures 2-4, the input controls consist of left, right, up, down, and select buttons situated beneath the screen, as depicted in Figure 1. This screen displays all data and modifications, featuring a dynamic timeline that visually represents the pre-set cooking sequence. Additionally, the screen can signal the completion of cooking by emitting sounds to alert the user.

Interaction Processes
The up/down controls are utilised by the user to select a particular setting (highlighted in white), while the left/right buttons adjust the value associated with the selected setting. The start and pause functions are operated using the select button. During various stages of interaction, specific values are greyed out as needed.
The manual hob controls take priority over pre-settings, except when a cooking sequence is actively playing. Hob settings have the flexibility to be reset at any point, halting any ongoing sequence in progress. Individual hob settings cannot be adjusted during a sequence.



Method

Chosen Method
For my project, I used a digital screen prototyping method. A digital prototype allowed for a high level of visual refinement, creating a design resembling the professional style of the final product early in development.

Breadth of Functionality
My approach allows for a range of functionality, from simple screen transitions to complex calculations, facilitated by prototyping software tools. However, limitations arise when it comes to replicating the hob's physical functional attributes in a digital space.

Depth of Functionality
Digital prototyping offers vast capabilities for creating prototypes with deep functionality when considering the resources available. However, achieving functionality beyond surface interaction and display requires acquiring specific skills. For this project, creating an interface to store and display a cooking timeline might pose challenges.

Richness of Interactivity
A digital screen prototype allows users to smoothly transition between different screen states, closely replicating the final product experience. However, the digital prototype's environment may not match the actual usage environment, limiting interactivity richness and the user's true sense of product interaction in its intended form.

Richness of Data Model
Creating a realistic experience for users in a digital screen-based prototype by implementing real-life data is straightforward, such as heat control and time value ranges for the induction hob. However, the limitation lies in the inability to incorporate physical objects like pots and pans into the prototype.

Mitigation
Recognising the drawbacks in my selected method, I found a solution to address these issues. To build the prototype, I used Unity, primarily a game development tool. My existing skills with this tool mitigated the issues relating to creating deeper functionality.
Unity also offers the flexibility to deploy prototypes on mobile devices. By placing the mobile device on a hob to represent the screen in the design, it would more accurately simulate the usage environment during testing. Pairing the device with an existing hob allows me to test the hob’s functionality in conjunction with the prototype. Users could then use pots and pans while interacting with the prototype, creating a more realistic testing scenario.



Usability Testing

Research Goals
“Can users struggling with mobility challenges independently and comfortably use the induction hob to prepare a meal?”
Finding answers to this question would directly assesses whether users who previously couldn’t achieve the end-goal due to mobility issues, could prepare a meal with the new design.
“Do users demonstrate a clear understanding of how to use the advanced pre-setting functions, based on their responses and emotions while using the hob?”
This question evaluates users' comprehension of the product and its new design features. By assessing users' understanding, this question helps determine whether the user experience goal has been met and in what emotional state they finish using the hob.

Strategy
For my evaluation that delves into the previously mentioned design goals, I have decided on a user-centred approach, making use of direct user engagement for the evaluation, especially with individuals from the key target demographic. This approach allows for a thorough assessment of the product's performance, directly addressing the key questions and goals of the evaluation with direct user-based evidence. My chosen method involves conducting a usability test, conducted in the user's personal environment. This setup ensures that the user feels more at ease in their familiar space, increasing the likelihood of obtaining results that reflect real-world usage. Incorporating open-ended discussions throughout the usability tasks aims to gather additional insights into the user's experiences and any challenges faced, thereby contributing to addressing the key questions of the study.

Challenges
i. A potential challenge in sourcing a user who could effectively assess both evaluation goals is an issue that could need addressed. However, I have a family member who closely aligns with the intended user required for my design and is willing to participate in the usability test, therefore addressing this concern.

ii. In terms of functionality within my prototype, while the prototype itself is operational, it does not directly interact with the hob. To navigate this limitation, I plan to have the user set the desired hob settings, and I will manually adjust the hob to match those settings once the user is seated. This approach ensures that the user's experience closely mirrors the intended functionality outlined in the prototype.

iii. Ensuring that the test takes place in the user's personal environment, specifically the kitchen, requires access to the space. Given that the user is a member of my household, I am confident in my ability to set up the test in my home without being constrained by time, space, or access limitations.


Observation NotesPre-amble / Background Questions
• Uses hob a few times a day
• Usually for simple meal preps like soup or eggs In 1 or 2 pots
• Usually doesn’t do anything else during cooking
• He picks soup to prep as it is easy and doesn’t need tending to
Task: Prep a meal of 2 boiled eggs and soup
• He set pan with eggs on hob
• Went straight to tap the screen instead of the button
• Pressed hard a few times until trying buttons. “is it not a touch screen?”
• Verbalised that it was difficult to see the white values on the screen with the blue background, but manageable
• As he changed the cooking time of hob 1, he wasn’t sure if it the value was changing, as vision not clearest
• He progresses down the list of values, adjusting as needed
• Seems to understand the process
• Changes to hob 2 screen, repeats process
• Leans against the counter to take weight off his feet
• Notices the visual at the bottom, states he doesn’t know what it is representing
• He presses start with the circle button, and goes to the living room
(I manually carry out the functionality of the prototype on the hob to match his desired timeline)
• He comes back once he hears the alert of the finished session
• Soup is heated sufficiently, he isn’t sure about the egg



• With hob values reset, he looks to set the boiled eggs to cook for another 3 minutes.
• He dishes up soup, and gets drink
• States: he is “better just waiting a few moments than going back to sit down”
• Then waits a few moments until hob timer is complete, and dishes up meal
Final Questions Notes
• He found it a bit tricky at first to adjust to the new layout, but quickly understood how to navigate between the hobs
• “same thing over and over” to set the hob
• He was happy not to have to get up midway through cooking to sit down again saying it was “a lot of effort to get up, just to turn on another hob”
• States his estimation of time was off for the eggs, ended up having to wait around a bit at the end, as well as having to reapply the settings to the egg’s hob

Findings

Usability Goal Assessment
In terms of improving the user ability and independence in meal preparation, one notable insight emerged from the user's feedback following the task. They appreciated the reduction in hassle as they didn't have to repeatedly get up and return to their seat. The user stated that getting up, only to turn on another hob is “a lot of effort”. Meanwhile, during the hob setup, it was evident that the user was growing fatigued and found some relief in having a more extended, uninterrupted break while seated.
A minor issue surfaced when the user's time estimates for cooking eggs proved slightly inaccurate, necessitating adjustments to prolong the cooking process. Rather than returning to their seat, the user opted to wait a few extra moments. Over time, users may refine their time estimations through repeated use of the product for familiar meals, potentially minimising unnecessary movement. However, facilitating the extension of cooking sessions without restarting the entire process could further alleviate the need for users to tend to the hob repeatedly and spend prolonged periods standing in cases like this.

User Experience Goal Assessment
In alignment with the user experience objective previously outlined, which aimed to ensure users comprehend the processes involved that consequently affects their emotional state during usage, one primary observation from the assessment was that the user grasped the process of setting up the hob. They remarked that setting the values was simply “the same thing over and over”. However, initially, the process was not as intuitive for the user. Upon encountering the prototype, the user attempted to initiate the setup by interacting with it as though it were a touch screen, overlooking the control buttons representation beneath the digital display. This initial confusion might be attributed to the prototype's form, where the presence of physical buttons below the screen could have provided clearer visual affordances, providing a distinction between the screen and the buttons.
Furthermore, the user highlighted an area for enhancement concerning the lack of feedback when interacting with the buttons, which posed a challenge, particularly for their limited eyesight. Perhaps incorporating some form of audible feedback would significantly enhance their ability to discern when a button has been pressed, thereby reducing repeated frustration for the user.

Reflection
During the evaluation of the induction hob, I found the structure of my usability test to be effective. Providing the user with an overview of the test helped them feel more at ease about what was expected and their role in the process. Starting with questions to understand the user followed by observing their task execution without my input proved to create valuable insights into their intentions and usage patterns, while also highlighting potential areas for improvement based on their feedback afterwards.
However, I recognised some limitations in the prototype's form, particularly in terms of physical interactions and visual cues for the user. For instance, the attempt to represent physical controls on a digital screen, as mentioned previously, posed challenging. Despite receiving valuable feedback from this prototype, I acknowledge that it may have been beneficial to opt for a prototype that incorporated more elements of my design. This would have allowed for a more comprehensive assessment, including aspects beyond the screen and control display, which were essential components of my initial design that remained untested.




Reflection

Design Process
In this project, I discovered that thoroughly dissecting the design problem at the outset and clearly defining the user, activities, and environment were crucial to understanding the design task. Additionally, breaking down the design challenge into a conceptual model enabled me to configure a solution that met the project's goals and requirements.

Personal Development
This project has enhanced my ability to dissect a design challenge and think through a solution with critical thinking. It has also deepened my understanding of the complex requirements that encompass accessibility and usability considerations.
Additionally, having encountered challenges during this project, I learned to take constructive criticism from superiors and apply recommendations to my project dynamically at various stages of my design process.




Chambers

February 2022


This is a project I completed as part of my
HND in Digital Design and Development (Games)


This project involves designing and developing a game in its entirety in accordance with the provided project brief.


Game Concept Pitch

Explore the chambers to uncover lost artifacts, bringing them back one at a time to load into the truck. Navigate cautiously to avoid getting lost, as you only have a 4-minute window before the entrance is sealed. Plan your escape thoughtfully, and brace yourself for unexpected surprises along the way...



My Development Process


Understanding Requirements

Breakdown of Requirements:Functional:
• Player movement (left, right, forward, back)
• Player controls camera movement
• Score system
• Player can pick up one item
• Player can drop an item
• Player can bank / store items
• Player can prematurely end the game (win)
• Player can lose the game (trapped)
• Player can exit the game (unsaved)
• Player can replay the game
• Contain a main menu
• Contain 3 Difficulties (levels)
• Contain a winning / Losing screen

Non-Functional:
• Player movement (left, right, forward, back)
• Player controls camera movement
• Score system
• Player can pick up one item
• Player can drop an item
• Player can bank / store items
• Player can prematurely end the game (win)
• Player can lose the game (trapped)
• Player can exit the game (unsaved)
• Player can replay the game
• Contain a main menu
• Contain 3 Difficulties (levels)
• Contain a winning / Losing screen

Target Audience
The game, designed for young students aged 11-16, aimed to engage both genders with the theme of 'curiosity.'
Design aspects, like difficulty, required additional attention for the target audience, considering the wide variation in skill levels within a younger age group. It is crucial to take this variability into account when designing controls. The game also deliberately excludes inappropriate language, abusive content, or sexual references, aligning with the 11-year minimum age requirement.Methodology
I used a waterfall methodology for the project, tackling one stage at a time—starting with planning, moving on to design, implementation, and ending with evaluation. This method was simple to understand and maintained a well-structured project. It proved particularly suitable for a small-scale, solo project, ensuring control at each stage.
While Agile was another option, its adaptability might lead to deviations from set deadlines, which were non-negotiable for this project. Despite its strengths in handling changes, the inflexible timeframes and requirements made the waterfall methodology the preferred choice.



Idea Generation

Brainstorming
I initiated idea generation through brainstorming, finding it effective for getting initial thoughts on paper for further development. While some ideas exceeded the project scope, the goal was not to restrict within those boundaries but to generate concepts that might spark new, refined ideas that could be altered to suit the project scope later on.
Narrative
Subsequently, I progressed to developing the game's narrative and outlining the main character, ensuring a cohesive alignment between the story and character arc.
Gameplay
To conclude my preliminary game idea, I contemplated the setting and mechanics, consistently referencing the project requirements to ensure alignment throughout.

Brainstorming mindmap


Project Proposal

After thoughtful planning, I created my project proposal, awaiting evaluation to see if it met the requirements for moving into the full design stage.Explore the chambers to uncover lost artifacts, bringing them back one at a time to load into the truck. Navigate cautiously to avoid getting lost, as you only have a 4-minute window before the entrance is sealed. Plan your escape thoughtfully, and brace yourself for unexpected surprises along the way...The complete project proposal delves deeper into the gameplay, narrative, and the project's viability within the specified scope. It also considers constraints and potential risks.


Game Design Document

You can explore a brief overview on primary topics within the GDD below. For a comprehensive view, you can also access the complete document using the provided link beneath.Narrative
The game follows a brave male character with a passion for discovery and a risk-taking nature. His goal is to explore chamber-like structures, collecting valuable artifacts. Each expedition becomes progressively challenging, with a race against time to exit before the entrance seals.
Inside these chambers, ancient skeletons guard their possessions. Awakened by disturbances, they fiercely protect their livelihoods, equipped with weapons even in the afterlife.Look and Feel
The game features a vibrant yet dim low poly art style, steering clear of horror vibes and leaning towards action and adventure. The predominant color scheme includes yellow, green, and grey. Throughout the game, the Mukta font family, known for optimal screen readability, will be used. Additionally, a decorative font will enhance the title for a visually appealing design.
Mechanics
The GDD contains a complete breakdown of the game mechanics.
Objects and Data
Detailed information about all objects can be found in the GDD.
Environmental Layout
Cream-colored walls and pillars define the ancient environment, shrouded in darkness. The lack of distinct features and a consistent design aims to disorient players, creating a sense of bewilderment and making it easy to lose track of direction during exploration.

Look and feel moodboard

Objects data table

Projected level layout according to difficulty


User questionnaire

Testing Strategy

Functional Testing
I initiated my test plan by focusing on functional testing for the technical aspects of the game. This would help to ensure that game will work as expected, come the end of development. I used a technical test plan document to outline different inputs, expected outputs, and to document actual results. This plan is based on the functional requirements from the project proposal, focusing on checking if the core mechanics and gameplay are functioning correctly.
Performance Testing
Next, I incorporated performance testing into the plan, using computers with different specifications to gauge its capabilities. This approach aimed to pinpoint limitations, highlighting areas for potential optimisation or simplification. The baseline requirements set for game performance were a minimum of 30FPS and an absence of noticeable lag attributed to processing power constraints.
User Testing
I concluded my test plan by creating questionnaires for usability testing, involving individuals from the target audience specified in the game design document. They would play the game independently as I would observe. They would then fill out a questionnaire containing both open and closed questions, as well as additional feedback boxes. The collected data would later be analysed.



Development Log

Throughout the game development, I maintained a video development log showcasing the entire process using the Unity game engine.



Testing Results

Technical Testing
The game successfully passed the majority of functional test cases, although one or two issues surfaced. These were promptly addressed and corrected. This testing proved invaluable in identifying and resolving potential concerns, contributing to the overall refinement of the game for its successful completion.
Performance Testing
The game excelled in performance testing, demonstrating smooth operation even on a device with 4GB of RAM, in accordance with the specified requirements.
User Testing
Overall, the game received positive feedback, with high scores for clarity, navigation, art style, and game balance. Participants appreciated the game's length and overall fun factor. However, areas for improvement include controls, weapon balance, and addressing perceived limitations that led to some frustration. These insights provide a valuable direction for refining gameplay mechanics and enhancing the overall user experience.



Reflection


Fulfillment of Project Brief
The game met all requirements outlined in the project brief, designed to run smoothly on a website with minimal RAM usage. Utilising simple cube models for chambers and disabling shadows in the night-time setting optimised GPU performance. The game resonated well with the target audience, achieving a 9.3 average score for simplicity and understandability. Different difficulty levels were added to cater to various skill levels, although some adjustments are needed based on feedback regarding overwhelming enemy encounters.
Methodology
I used a waterfall methodology for this project, moving through each development stage one after the other. Starting with the design phase, it helped me refine my game idea and keep track of it effectively. This approach allowed me to piece together the final concept without spreading the design phase over multiple iterations, making it easier to remember and avoid losing track of ideas.
User Feedback
While the game successfully incorporated the theme of curiosity, feedback suggested the potential for more rewarding elements and a shift away from the 'curiosity killed the cat' concept. User input also highlighted practical enhancements like adding control reminders in the pause menu, introducing a white outline to the crosshair, and widening the entrance ramp for improved navigation.



Multi-Space

July 2022



This project involves designing and developing a game in its entirety in accordance with the provided project brief.

This is a project I completed as part of my
HND in Digital Design and Development (Games)


Game Concept Pitch

Aliens have invaded the outer planets of our solar system! You have been summoned into space to fend off the relentless waves of enemies and save our planet! Unlike the aliens, we have a third dimension to work with...



My Development Process


Understanding Requirements

Breakdown of Requirements:Functional:
• Support two players
• Player Movement (up/down, left/right)
• Player can shoot
• Warp between 2D and 3D
• Kill enemies
• Receive damage
• Lose Health
• Exit the game
• Replay the game
• Enemy wave system
• Enemy drop power-ups on death
• Player dies
• Players pick up power-ups

Non-Functional:
• Contain a 3D aspect
• Run on a PC
• Be playable with one joystick and four buttons per player WSAD /IKJL(P1) & Arrow keys/ 8564 (P2)
• Contain audio
• Suitable for an arcade setting
• Contain action gameplay
• Contain short play sessions
• Be completed for the 3rd of June
• Not breach copyright law (attribution where required)


Target Audience
The game should be designed for 12–18-year-olds, aligning with the youth club's target audience. The concept and basic controls should make it accessible to all within this age group, regardless of gaming experience. With a wide target audience of both male and female, the game should appeal to a broad audience to ensure this target is met.
To ensure age appropriateness, the PEGI rating system should guide the content within the game. PEGI 12 allows for realistic violence towards unreal characters, mild language, and horror content, all within acceptable limits for the target age group. The game's specific audience consists of individuals within the youth club's area, most of whom are also in education.Development Methodology
I used a waterfall methodology for this project, progressing through stages sequentially from planning to design, development, and finally evaluation. This approach ensures adherence to deadlines and maintains a structured workflow. By focusing on one stage at a time, I can fully develop each aspect before moving forward, providing a comprehensive understanding of the project.
While prototyping is an alternative approach, it involves an iterative process that might be time-consuming given the project's short timeframe. Given the small scope of the game, the waterfall methodology is better suited for maintaining control and meeting deadlines effectively.


Idea Generation

Brainstorming
I began by jotting down ideas revolving around some key requirements. One standout concept that I thought of was a multi-dimensional aspect, and I chose to focus on developing this idea further.
Narrative
I thought-up a backstory for the game, keeping the multi-dimensional concept in mind. This involved developing ideas for the identity and character arcs of the characters.
Gameplay
I explored unique mechanics involving both 2D and 3D dimensions, brainstorming ideas such as traversing above 2D walls in a 3D space.


Project Proposal

After much experimenting and planning, I created my project proposal, awaiting evaluation to see if it met the requirements for moving into the full design stage.Aliens have invaded the outer planets of our solar system! You have been summoned into space to fend off the relentless waves of enemies and save our planet! Unlike the aliens, we have a third dimension to work with...The complete project proposal delves deeper into the gameplay, narrative, and the project's viability within the specified scope. It also considers constraints and potential risks.



Game Design Document

You can explore a brief overview on primary topics within the GDD below. For a comprehensive view, you can also access the complete document using the provided link beneath.Narrative
The main character in MULTI-SPACE is astronaut Gio, who specialises in studying the third dimension. Using his technology, Gio warps from the two-dimensional world to fight aliens and defend the solar system. He leaves Earth to combat invaders on other planets, showing bravery and courage to save his home planet. In multiplayer, he's joined by his friend Leo, who helped develop the technology.
Look and Feel
Being 2D, the game adopts an overhead perspective. The characters' appearance will seamlessly shift between 2D and 3D as the camera changes, while the environment remains a two-dimensional plane.
The game aims for a bright and retro ambiance achieved through a simple, clean art style with bold colors. The music, featuring 8-bit audio samples, supports the retro feel. The overall design incorporates action and stimulation, contributing to the retro-arcade style.Mechanics
The GDD contains a complete breakdown of the game mechanics.
Controls
The game is specified to run on a Windows PC and will utilise a controller with "four buttons and a joystick for up to two players." The buttons must be mapped to a PC keyboard as specified within the brief.
Level Design
To maintain consistent difficulty and diverse experiences, each level shares a similar tilemap design. Multiple dead-ends are strategically placed in each level, encouraging players to use the dimensional shift technology when pressured by aliens.
Alien spawns are distributed across at least 10 set locations in open areas. The player consistently spawns in the center of the map for a balanced starting position.

Player Diagram

Enemy Diagram

Look and feel moodboard

Control mapping


User questionnaire

Functional test cases


Testing Strategy

Functional Testing
I initiated my test plan by focusing on functional testing for the technical aspects of the game. This would help to ensure that game will work as expected, come the end of development. I used a technical test plan document to outline different inputs, expected outputs, and to document actual results. This plan is based on the functional requirements from the project proposal, focusing on checking if the core mechanics and gameplay are functioning correctly.
Performance Testing
Next, I incorporated performance testing into the plan, using computers with different specifications to gauge its capabilities. This approach aimed to pinpoint limitations, highlighting areas for potential optimisation or simplification. The baseline requirements set for game performance were a minimum of 30FPS and an absence of noticeable lag or drop in graphics quality attributed to processing power constraints.
User Testing
I concluded my test plan by creating questionnaires for usability testing, involving individuals from the target audience specified in the game design document. They would play the game independently as I would observe. They would then fill out a questionnaire containing both open and closed questions, as well as additional feedback boxes. The collected data would later be analysed.



Development Log

I maintained a development log throughout the game's creation. You can view each blog post below.


Check out the MULTI-SPACE trailer provided below to get a visual preview of the game



Testing Results

Technical Testing
The game effectively cleared most of the functional test cases, with only a couple of issues emerging. Swift attention was given to these issues, promptly resolving them. This testing played a crucial role in identifying and addressing potential concerns, ultimately contributing to the overall enhancement and successful completion of the game.
Performance Testing
The game performed exceptionally well in the performance testing phase, showcasing smooth operation even on a device with 4GB of RAM, meeting the specified requirements seamlessly.
User Testing
Players found the game highly enjoyable, giving it a score of 4.6. The overall understanding and clarity of gameplay received a positive rating of 4.5. Participants felt they were given sufficient information before starting (4.3) and commended the easy-to-use controls (4.3). The Dimensional shift mechanic was a standout, scoring exceptionally well at 4.8. While the player's ease of control received a slightly lower rating of 3.6, the controls were generally perceived as natural and easy to use, achieving a score of 4.1. The game's pace, layout, art style consistency, and fitting music all produced positive ratings, ranging from 4 to 5.

Statistical summary of user questionnaire responses




Reflection


Fulfillment of Project Brief
Throughout this project, I consistently referred to the project brief to ensure that my product met all specified requirements. I successfully addressed the functional requirements, including adherence to the control scheme, ensuring gameplay continuity, and incorporating at least one 3D aspect. Aligning with the brief's guidelines on the game's purpose and target market (12–18-year-olds), I intentionally designed short, action-packed play sessions, reflecting a retro-arcade style. User testing revealed an average score of 4.6/5 for the game's enjoyable nature and 4/5 for its pace. However, a minor issue arose during the client demo, where some UI elements were unresponsive to the specified 4:3 aspect ratio for the arcade cabinet, as I had tested in a 16:9 aspect ratio.
Methodology
I chose a waterfall methodology for my development approach, which proved effective in refining each stage before progressing. This approach suited my attention to detail and guided my timing for prioritising tasks. In conjunction with Unity, I used GitHub Desktop for version control, consistently creating commits.
User Feedback
The user testing highlighted varying player experiences within the game. Notably, the dimensional shift mechanic received the highest score of 4.8/5, indicating its successful implementation and positive reception. Conversely, controlling the player received a 3.6/5, revealing some challenges in navigation, especially in narrow corridors. This aspect, identified by user feedback, prompted a realisation that environment design might contribute to the player's difficulty, as suggested by a user recommending wider corridors for smoother movement. This valuable insight guided further adjustments during development.
Recommendations for Improvement
While achieving my initial goals, user feedback identified key areas for improvement. Users emphasised a desire for more "points of interest" in the environment instead of just walls. However, the challenge lay in maintaining the art style, making implementation complex. I acknowledge this feedback and, given more time, would explore enhancing the environment to heighten immersion and introduce an element of exploration. Aiming was another concern, as the shooting primarily targeted up, down, left, and right. Users found it challenging to hit aliens not aligned with the player's x or y-axis, suggesting potential future improvements, such as aim assistance, to enhance player experience.
Personal Reflection
Throughout this project, I prioritised forward-thinking in my implementation processes. Unlike previous projects, I streamlined my workflow by planning and structuring each feature before diving into scripting. Considering adaptability and reusability, I organised the hierarchy for methodical functions, simplifying development and improving scene navigation within Unity.
In the Planning Stage, I effectively mapped out tasks with relatively accurate time frames, setting a strong foundation for game expansion in the design stage. By swiftly completing the bulk of work early in the development stage, I allowed ample time for adjustments and perfection before the deadline. While I aimed to add more to the game during development, the cautious approach ensured timely completion.Reflecting on testing, I identified gaps in test case scenarios and repetitive questions during user testing. Adapting the questionnaire throughout development could have addressed changes in the game's aspects, enhancing the testing process.



Ships 'n' Sharks

January 2024


Game design | Graphics | Programming


Sharks 'n' Ships is an ongoing Unity project where I am currently experimenting with the likes of local multiplayer, water effects, and player physics.The game idea is still in development, but currently, it is centered around a game of tag between sharks and ships. I plan to incorporate a mix of unique game mechanics to bring an extra layer of excitement and variety to the gameplay.





Headbangers

February 2024


Audio design | Digital marketing | Game design | Graphic design | Level design | Programming | UI/UX design | Video editing


Headbangers is a multiplayer party game I am developing alongside my brother. The game has been designed and developed specifically with the console platforms in mind.The game features a straightforward brawl-style PvP concept with a musical twist. Players engage in headbanging actions, with the action serving both as a means of attack, as well as an entertaining way to dance along to the beat.








Peak Flow Simulator

October 2023


Game design | Graphic design | Programming


Peak Flow Simulator is a prototype I developed that engages users through a breathing device to simulate various breathing scenarios in a playful manner. The goal was to encourage children to breathe deeply, particularly in situations like medical procedures where taking a deep breath is essential. For instance, the game could help children to practice deep inhalation before receiving gas for a procedure.







Audio design | Digital marketing | Game design | Graphic design | Programming | UI/UX design | Video editing


I developed and released Flumble, a game available on both iOS and Android platforms. The gameplay involves players taking turns stacking blocks onto a progressively unstable tower. Flumble offers various game modes, including single-player, multiplayer, and a sandbox mode. As well as this, the game provides support for those with colour blindness.





Tend & Grow

August 2023


Graphic design | Programming


Tend and Grow represents my exploration into 2D top-down character movement, 2D lighting, night cycles, and dynamic sorting layers. The concept was to provide a digital haven, providing users with a tranquil space to unwind and escape daily stresses. The name not only reflects the idea of nurturing a virtual garden but also speaks to the importance of tending to one's mental well-being.





Kerby

August 2021


Audio design | Digital marketing | Game design | Graphic design | Level design | Programming | UI/UX design | Video editing


Kerby marks the start to my venture into game development with a focus on releasing it on the iOS and Android app stores. Inspired by the classic childhood game, Kerby involves throwing a ball across the street to hit the kerb. The game offers a diverse experience with single-player, multiplayer, mini-games, customisable ball skins, and various locations, all of which are available in the in-game shop.





Peace o' Scotland

January 2022


Level design | Programming | Video editing


This project is a reconstruction of an area of land situated in West Fife, Scotland. This was done using the Unity game engine. Beginning with a land survey, I sculpted the landscape and added foliage, environmental lighting, and post-processing effects to create a detailed and immersive digital representation.





Ninja Nightfall

July 2023


Game design | Graphic design | Programming


Ninja Nightfall is a project I developed while experimenting with different player input methods for movement and exploring various techniques for implementing night cycles. The game's concept aimed to craft a suspenseful atmosphere, immersing players in the thrill of combat as ninjas in the cover of night.





Bike King Borders

Dec 2020


Graphic design | Programming | UI/UX design | Web design


Bike King Borders is a website I developed during my HND qualification in Digital Design and Development (Games). It was the first website I developed solely using HTML and CSS, supplemented with additional JavaScript. Following a specific brief, I utilised Adobe XD to design wireframes and prototypes before proceeding to the full development of the site. The site is fully responsive, designed to seamlessly adapt to desktop, mobile, and tablet devices.





Campaign Manager

June 2024


Web design | UI/UX design | Graphic design


This project was for a prominent in-game brand advertising platform. The goal was to transform the campaign edit and view page by organising the information and data more effectively, making the design easier to use and understand, and ensuring it was visually appealing and consistent with the brand and existing webpages. The interactive prototype was created using Figma. This project highlights my ability to enhance the user experience through thoughtful design and prototyping.

Original Design

New Design



Achology

July 2024


UI/UX design


In this project, I volunteered as a UX designer at Simplicity Marketing, collaborating with another UX designer to address the business challenges faced by the client, Achology. Our task was to understand the issues the company was experiencing and propose design solutions based on thorough research.We conducted comprehensive research, including surveys, usability tests, and card sorting sessions, to gather evidence and insights into users goals, context, and behaviors. Based on our findings, we developed a detailed design proposal aimed at improving the user experience and increasing conversion rates for Achology.I presented our research findings and design proposal to key stakeholders, explaining how our evidence-based approach would solve the identified issues. This project highlights my ability to work collaboratively, conduct effective user research, and communicate design solutions to stakeholders.



Poultry Specifics

June 2024


UI/UX design | Graphic design


This project involved designing a marketing brochure for a poultry company. I was provided with all the necessary information and details, and my task was to distill this information into an engaging and informative brochure. The goal was to help potential customers understand the business and the benefits of its products. This project demonstrates my ability to translate complex information into clear, visually appealing marketing materials.




Bloomin' Boots

July 2021


Audio design | Game design | Graphic design | Level design | Programming | Video editing


Blooming Boots marked my debut in game development during my HND in Digital Design and Development (Games). This also serves as my introduction to the Unity game engine. This simple platformer game designed for mobile features multiple characters, each with their own unique abilities, essential for navigating through various levels. The objective is to reach the well at the end of each level before the plant perishes from dehydration. Every move consumes the limited water supply, adding strategic depth to the gameplay.