This section will focus on smaller projects that I worked on which I'm proud of but didn't quite make it to the front page.
Workday: Mini-Case Study
I created a visual that highlights how the account creation process makes the user-experience difficult and what can be done to improve it. I propose a simple solution using usability heuristics and design standards as some guidelines. See gifs of the problem and the final solution.
The problem is that Workday’s account creation system makes understanding the password requirements very difficult by hiding them until a user fails to enter the correct password structure. This leads the user to spend additional time and enter the password again. In sum, it's frustrating to enter a complex password twice!
Using basic usability heuristics (eg. Neilson Heuristics and The Understanding Group's Heuristics) and design standards, presenting the required information (eg. password requirements) and password strength upfront will reduce errors which can reduce frustration, improve the speed of the form submission and reduce abandonment.
Final Screens with Comments
Super Fruit Fighter
A retro style top-down shooter without any fluff. A game that combines never-ending fruit to shoot and bad alien ships that are targeting you!
Since this was my first project, I wanted to create something that reminded me of some of the games I played growing up. Furthermore, I wanted to focus on the basics of Unity and C# for this project. Therefore, I took advantage of the Unity store for many of the assets in the game.
After an extensive 40 hours of working on this game, I had learned quite a lot. First, I spent more time optimizing the user experience of the game than I did actually making the game. Furthermore, it is remarkably inspiring to experience first-hand, the wealth of knowledge and resources that are available to learn something new online. I honestly couldn’t have done it without the outstanding documentation provided through Unity Technology and YouTube. I had also learned what it takes to take a game from conception and ideation to submitting a game on the Apple App store.
Although I didn’t fail in many places during this development, I did struggle in trying to make some of the basic stuff to work. One of the most difficult things I had with was improving the touch interaction with the player ship. I never felt comfortable with the way the ship responded to the player interactions. After spending some time on it, I agreed to come back to this issue at a later time.
Another area I had wished I did a better job at was making the graphics and visual style of the game more concise. I had the intent of mimicking the style of games like Crossyroad but came short of that goal. Perhaps in a later iteration, I will come back to this.