Industrial Designer · Innovation Strategist

Designing ideas into real-world impact.

I combine industrial design, human behavior, manufacturing experience and innovation strategy to create better products, experiences and systems.

Design × Psychology × Innovation Human-centered thinking with hands-on experience from concept to production.
20+Years of experience
2Design disciplines
01 — About

More than a designer.

A multidisciplinary perspective built across design, psychology, manufacturing, leadership and innovation.

I design with both the product and the person in mind.
Pencil portrait of Jason Young

I'm Jason Young, an Industrial Designer and Innovation Strategist with more than 20 years of experience spanning product design, human-centered innovation, manufacturing and safety-critical environments.

My approach combines an Advanced Diploma in Industrial Design with an Honours B.A. in Psychology. That combination helps me translate human needs and behavioral insights into tangible product features, practical systems and strategic opportunities.

I've worked across production, engineering, safety, design and business environments—leading continuous improvement initiatives, developing concepts, coordinating cross-functional teams and turning ideas into action.

Human-Centered DesignProduct DesignInnovation StrategyKaizenCAD & PrototypingUser ResearchBilingual English/Japanese
02 — Portfolio

Selected work

Ten featured case studies demonstrate industrial design, innovation strategy, service systems and human-centered design, supported by research, systems thinking and visual concept development.

GoKon cover image showing two people connecting while using AR glasses and haptic wristbands
Project 01 · Industrial Design · AR/UX

GOKON™

An augmented-reality assisted social matchmaking concept combining wearable interaction, compatibility intelligence and human-centered event design.

CaptionVue — The Future of Cinema
PROJECT 02 · INNOVATION STRATEGY

CaptionVue™

An inclusive cinema-accessibility concept using discreet AR eyewear, personalized captions and audio support to create a more accessible shared movie experience.

Project Re-Mind complete system overview
PROJECT 03 · HUMAN-CENTERED DESIGN

Designing for People

Project Re-Mind™ — an AI-powered AR cognitive-support ecosystem exploring how human-centered technology can support memory, independence, safety and meaningful connection.

PinPoint project thumbnail
Updated Boards
PROJECT 04 · INDUSTRIAL DESIGN · PRODUCT SYSTEM

PinPoint™

A seamless golf-ball tracking ecosystem designed to help golfers locate their ball with pinpoint accuracy while preserving premium performance, feel and a regulation-conscious design path.

Axon Aegis conclusion and vision board
PROJECT 05 · SYSTEM DESIGN · FUTURE MOBILITY

Axon Aegis™

A speculative vehicle-integrated aerial-response concept exploring how autonomous sensing, officer-facing intelligence and evidence systems could reduce uncertainty before officers enter higher-risk scenes.

E.A.G.L.E. augmented-reality quality-inspection system
PROJECT 06 · AR/UX · MANUFACTURING INNOVATION

E.A.G.L.E.

An augmented-reality inspection ecosystem designed to help manufacturing quality teams see, verify and document complex assembly information with greater clarity.

HALO child safety ecosystem with discreet glasses and wristband
PROJECT 07 · INDUSTRIAL DESIGN · CHILD SAFETY

HALO™ — Child Safety Ecosystem

A discreet connected eyewear, wristband and parent-app concept supporting children’s growing independence through graded alerts, trusted contacts and privacy-conscious safety awareness.

Lincoln Full Digital Ring steering wheel final concept
PROJECT 08 · AUTOMOTIVE DESIGN · HMI INNOVATION

Lincoln — Full Digital Ring

A redesigned Lincoln steering-wheel interface featuring a continuous digital control ring around a rectangular wheel form, explored from research through production-oriented design and safety considerations.

LINKUP PlayStation UX case study: session discovery and party invitation screens
PROJECT 09 · UX DESIGN · SOCIAL GAMING

LINKUP

A PlayStation-oriented app concept helping players find the right game and group, evaluate session fit, and move confidently from joining to playing.

SERVICEFLOW systems design: unified order identity and coordinated pickup
PROJECT 10 · SYSTEMS DESIGN · SERVICE LOGISTICS

SERVICEFLOW

A research-led redesign of quick-service ordering, customer circulation, food and beverage fulfillment, and verified pickup.

Case Study 01

GOKON™

Augmented Reality Assisted Social Matchmaking System

Industrial DesignHuman-Centered DesignWearablesAR / UXInnovation Strategy

A more immersive visual story for GoKon.

How can wearable guidance and augmented-reality cues help real people form better in-person connections?

GoKon reimagines social matchmaking as a guided, human-centered event experience. This rebuilt portfolio section highlights the system architecture, wearable devices, service journey, event environment and AR interface concepts using the latest visual boards.

Portfolio note: Project 01 has been rebuilt with updated concept visuals, and the cover image is now used as the main project thumbnail.

GoKon cover concept showing a meaningful social interaction supported by AR glasses and haptic wristbands
The Opportunity

From digital matching to physical chemistry.

The challenge was not simply to create another dating application, but to bridge algorithmic compatibility with the uncertainty and nuance of meeting in person.

01 · Discover

Compatibility Intelligence

A pre-event profile captures values, interests, communication preferences, relationship goals and other compatibility factors.

02 · Navigate

Koi-Vision™

AR eyewear provides discreet compatibility cues and contextual information while keeping attention on the people in the room.

03 · Feel

Doki-Doki Band™

A wrist-worn haptic interface creates directional tactile cues toward stronger matches, reducing dependence on a phone screen.

04 · Connect

Nakama™

Conversation assistance surfaces shared interests and potential topics, then reduces support as the interaction develops.

05 · Experience

Structured Social Event

The service preserves the lower-pressure group dynamic of a traditional gokon while adding guided rotations and free socializing.

06 · Protect

Privacy & Consent

The concept includes temporary identities, consent-based information exchange and local event processing as privacy-oriented design principles.

Ideation

Exploring the interaction.

Visual studies explore wearable form, augmented information, social proximity and how technology can remain secondary to face-to-face interaction.

Updated Project 01 Visual System

A clearer story across concept, product, service and interface.

The latest GoKon boards are organized below to show the experience theme, the wearable ecosystem, the event journey and the conversation-assistance interface.

System + Wearable Design

Architecture, product breakdown and tactile guidance.

These boards communicate how the cloud service, edge device, AR glasses and haptic wristband work together as a coordinated experience system.

Journey + Service Flow

From arrival and guidance to real-world connection.

The journey boards show how GoKon moves from anticipation and location reveal into directional haptic guidance, subtle correction and meaningful in-person connection without overpowering the moment.

Nakama™ · Conversation Scaffold

Context at the moment it matters.

Nakama™ is conceived as a discreet AR scaffolding system that supports face-to-face conversation with contextual prompts while keeping the user's attention on the person in front of them.

Contextual Guidance

Shared interests, surfaced naturally

Relevant prompts can appear without requiring the user to break eye contact and consult a phone.

Progressive Scaffolding

Assistance that adapts

The system is designed to move from accessible conversation starters toward deeper shared topics as interaction develops.

Human First

Technology in the background

The interface supports the conversation rather than becoming the conversation, allowing the social connection to remain central.

System Thinking

One connected experience.

Profile intelligence informs event matching, wearables guide discovery, and the physical encounter remains the center of the experience.

Compatibility Profile
Event Matching System
AR + Haptic Guidance
Face-to-Face Interaction
Mutual Connection
Innovation Highlights

Product, interface and service as one system.

GoKon explores how physical products, digital intelligence and human behavior can work together as a coordinated experience.

Sensory Filtering

Reduce cognitive overload

Compatibility cues selectively direct attention instead of presenting every person and every data point with equal emphasis.

Conversation Scaffold

Support, then step away

Prompts act as temporary social scaffolding—enough assistance to begin an interaction without replacing authentic conversation.

Haptic Compass

Information without a screen

Directional tactile feedback explores a less visually demanding way to navigate social information in a physical environment.

Case Study 02

CaptionVue™

Innovation Strategy · Inclusive Cinema Accessibility

Innovation StrategyAccessibilityAR / UXSystems ThinkingBusiness Model

More than captions. A more inclusive cinema experience.

How might theaters make captions, dialogue support and language access feel personal, discreet and integrated into the moviegoing experience?

CaptionVue is a cinema-accessibility concept built around three coordinated elements: a theater transmitter, lightweight prescription-compatible AR eyewear, and a mobile app for language and caption preferences. The strategy expands accessibility beyond a single use case by considering Deaf and hard-of-hearing patrons, seniors with age-related hearing challenges, and multilingual audiences.

Portfolio note: CaptionVue is presented as an independent innovation concept. Hardware specifications shown in the design work are design targets; no hardware manufacturer or technology partner is represented or implied.

CaptionVue future of cinema concept
01 · PROBLEM

A fragmented accessibility experience

Existing theater captioning approaches can obstruct sightlines, feel stigmatizing, limit seating flexibility or solve only one accessibility need. CaptionVue reframes the challenge around dignity, choice and shared experience.

02 · AUDIENCES

One platform, multiple needs

The concept explores a common system for Deaf and hard-of-hearing patrons, older moviegoers who struggle with dialogue clarity, and multilingual families who want to enjoy theatrical releases together.

03 · STRATEGY

Accessibility as audience growth

Rather than treating accessibility only as compliance equipment, the project investigates how inclusive design can become a better customer experience, a differentiated theater service and a platform for broader audience participation.

Research & Framing

From broken system to opportunity

Human pain points were translated into an innovation opportunity and a clear market position.

Experience Strategy

Design the whole journey

The experience connects arrival, preference setup, secure pairing, shared viewing and return.

System Thinking

Connect cinema infrastructure to a personal experience

A technology-neutral architecture links cinema content, a theater transmitter, the user app and CaptionVue eyewear.

Business Opportunity

Innovation beyond the device

The concept considers managed theater deployment and user-owned experiences, creating a service model around the product ecosystem.

User Experience Storyboards

How the user interacts with the software

Three storyboard boards walk through the CaptionVue software journey from the initial accessibility problem, to app-based setup, to in-theater personalization and the resulting inclusive movie experience.

Together, these boards show the complete user flow: first discovering CaptionVue and setting preferences in the app, then connecting the glasses and adjusting captions in the theater, and finally experiencing the benefits through clearer dialogue, language choice, shared viewing, and saved preferences for future visits.

CaptionVue User Experience Storyboard Board 1 showing problem to setup flow
Board 1 — Problem to Setup. The journey begins with missed dialogue and language barriers, then moves into discovery at the theater, preference selection in the app, connecting the glasses, and becoming ready to watch.
CaptionVue User Experience Storyboard Board 2 showing the in-theater interaction flow
Board 2 — In-Theater Experience. Once seated, the app confirms the session, subtitles appear in-view on the glasses, and the user fine-tunes position, size, color, audio support, and subtitle language to personalize the experience without disrupting others.
CaptionVue User Experience Storyboard Board 3 showing user outcomes and benefits
Board 3 — Outcomes for Real Moviegoers. The final board demonstrates the impact for different audiences: Deaf and hard-of-hearing patrons, older viewers, multilingual moviegoers, friends watching together, and returning guests whose preferences are saved for the next visit.
Project 03 · Human-Centered Design

Designing for People — Project Re-Mind™

An AI-powered AR cognitive prosthesis concept designed as a discreet, proactive assistant for older adults experiencing memory challenges, with a connected caregiver experience.

Challenge

Support memory while preserving independence.

Re-Mind places useful contextual information in the user's field of view through a familiar wearable form.

System

One connected support ecosystem.

Smart glasses, contextual AI, a personal memory database and caregiver tools work together across daily life.

Experience

Help at the moment it matters.

Recognition, task guidance, navigation, conversation recall, object awareness and safety support are designed around context.

Experience Vision

A day supported by Re-Mind.

Project Re-Mind — A Day in the Life
A Day in the Life
Architecture & Strategy

From moments to a memory system.

Project Re-Mind — AI Memory System
AI Memory System
Project Re-Mind — Market Positioning
Market Positioning
Industrial Design

Wearable hardware for everyday use.

Project Re-Mind — AR Smart Glasses
AR Smart Glasses
Connected Experience

Caregiver tools + in-view AR.

Project Re-Mind — Caregiver App
Caregiver App
Project Re-Mind — AR Interface Concepts
AR Interface Concepts
Interaction Flows

Proactive support across everyday life.

Project Re-Mind — Face Recognition Flow
Face Recognition Flow
Project Re-Mind — Daily Task Assistance
Daily Task Assistance
Project Re-Mind — Navigation & Orientation
Navigation & Orientation
Project Re-Mind — Social Interaction Assistance
Social Interaction Assistance
Project Re-Mind — Voice Command System
Voice Command System
Project Re-Mind — Memory Recall
Memory Recall
System Integration

One system, multiple forms of assistance.

Project Re-Mind — Complete System Overview
Complete System Overview
Project Re-Mind — Safety & Emergency
Safety & Emergency
Project Re-Mind — Object & Text Recognition
Object & Text Recognition
Project 04 · Industrial Design · Product System

PinPoint™ — Find Your Game.

A premium golf-ball tracking concept built around a simple promise: play the same game, spend less time searching, and lose fewer balls.

PinPoint logo

Design challenge: Create a seamless, tour-quality golf ball system that allows golfers to locate their ball with pinpoint accuracy without compromising aerodynamic performance, feel, durability, or a pathway toward regulatory conformity.

Industrial DesignProduct ArchitectureUX EcosystemConcept Development
P
Invisibility

Technology disappears during play and appears only when needed.

Integration

The tracking element feels engineered into the ball, not added afterward.

Durability

Designed around high-speed impacts, water, sand and UV exposure.

Simplicity

Apply → Play → Locate → Recover.

Conformity

A design target shaped around USGA/R&A equipment requirements.

Project 05 · System Design · Future Mobility

Axon Aegis™ — Vehicle-Deployed Aerial Response System

A speculative industrial-design and systems concept focused on pre-exit situational awareness, rapid deployment and coordinated evidence capture.

System DesignIndustrial DesignPublic Safety UXAutonomous SystemsService Design

Information before exposure.

How might a patrol vehicle extend an officer's awareness before the officer steps into an uncertain scene?

Axon Aegis explores a vehicle-integrated drone concept that launches from the cruiser, surveys stopped vehicles and higher-risk scenes, and relays live situational information back to the officer. The project is framed as an aspirational ecosystem concept rather than a production-ready product.

Portfolio note: This is an independent speculative design concept. Product names, performance figures and ecosystem integrations are conceptual design targets and do not imply endorsement, partnership, or validated product capability.
Axon Aegis conclusion and vision board showing the vehicle-deployed drone concept
Project Storyboards

From concept origin to future vision.

The boards below are presented in the order they were developed, showing the evolution from user need and vehicle integration through product design, sensing, scenarios, ecosystem integration, technical definition and the closing vision.

Concept validation note: The visual boards contain speculative integrations, performance targets and illustrative research figures. They are presented as design exploration and should be independently validated before external product, engineering, regulatory or operational use.
Axon Aegis Board 1: Concept Origin & Demographics
01
Concept Origin & DemographicsProblem framing, user groups, design principles and the project’s safety-oriented origin story.
Axon Aegis Board 2: Industrial Design — The Aegis Dock
02
Industrial Design — The Aegis DockDock ideation, selected trunk-floor architecture, component packaging and in-vehicle integration.
Axon Aegis Board 3: Industrial Design — Aegis One Drone
03
Industrial Design — Aegis One DroneForm evolution, final aircraft design, key proportions, materials, finishes and public-facing product language.
Axon Aegis Board 4: Aegis Eye — Sensor Suite
04
Aegis Eye — Sensor SuiteSensor architecture, field-of-view studies, multi-modal scene sensing and technical capability concepts.
Axon Aegis Board 5: Aegis Taser — Less-Lethal Module
05
Aegis Taser — Less-Lethal ModuleA speculative command-gated module concept emphasizing human authorization, clear status signaling and auditability.
Axon Aegis Board 6: Scenario — Traffic Stop
06
Scenario — Traffic StopA step-by-step traffic-stop workflow showing launch, pre-exit intelligence, approach support and evidence capture.
Axon Aegis Board 7: Scenario — Active Shooter
07
Scenario — Active ShooterA scenario storyboard exploring rapid aerial sensing, shared situational information and coordinated response.
Axon Aegis Board 8: Scenario — High-Risk Warrant
08
Scenario — High-Risk WarrantPre-positioning, overwatch, communication, de-escalation and scene documentation in a warrant-service scenario.
Axon Aegis Board 9: Ecosystem Integration
09
Ecosystem IntegrationHow the concept connects vehicle, officer, command, evidence and broader Axon-platform touchpoints into one information flow.
Axon Aegis Board 10: Technical Specifications Summary
10
Technical Specifications SummaryA consolidated technical-data board covering aircraft, sensing, communications, docking and integration targets.
Axon Aegis Board 11: Design Language & Branding
11
Design Language & BrandingBrand identity, color and material strategy, product form language, lighting signature and public-perception studies.
Axon Aegis Board 12: Conclusion & Vision
12
Conclusion & VisionThe closing vision board linking the concept to future prototyping, pilot testing and evidence-based validation.
System Architecture

A coordinated vehicle, drone and information ecosystem.

The concept combines a low-profile vehicle dock, a rapidly deployable aerial platform, multi-modal sensing and a secure data path back to the officer and evidence workflow.

01 · Dock

Aegis Dock

A trunk-integrated housing concept keeps the aerial platform protected, charged and ready while preserving a low-profile vehicle installation.

02 · Aircraft

Aegis One

A purpose-built quadcopter concept provides an elevated view of traffic stops and dynamic scenes before ground personnel commit to an approach.

03 · Sensing

Aegis Eye

A conceptual sensor package combines visible, thermal and spatial scene information to give officers a clearer picture of people, vehicles and surroundings.

04 · Officer UX

Pre-exit intelligence

Relevant scene information is surfaced through the existing vehicle terminal so the workflow adds awareness without introducing another standalone device.

05 · Evidence

Automatic capture

Video, telemetry and scene data are designed to flow into the broader evidence record, reducing manual transfer and preserving a documented chain of events.

06 · Governance

Human authorization

Higher-consequence functions are framed around explicit human approval, event logging, operational constraints and reviewable accountability.

Officer Journey

From activation to evidence without breaking the workflow.

The core experience is designed around the moments before, during and after an officer approaches a scene.

01Activate from the patrol vehicle
02Deploy and establish an elevated view
03Assess scene information before approach
04Support the officer as conditions change
05Return, recharge and preserve the record
Design Intent

Reduce uncertainty, not human judgment.

The strongest value proposition is not autonomy for its own sake; it is giving officers better context earlier while keeping consequential decisions accountable to people.

Pre-exit awareness

The system concept focuses on delivering useful scene context before the officer leaves the relative protection of the vehicle.

Integrated readiness

Vehicle-based charging, storage and diagnostics are intended to make the system available without creating a separate equipment-management burden.

Shared situational picture

Live information can conceptually support the officer, responding units and command personnel with a common view of the scene.

Accountable automation

Automation supports sensing, navigation and information delivery while human authorization and auditable records remain central to higher-consequence actions.

Next Development

From speculative system to testable design questions.

Future work would prioritize dock packaging, officer interaction design, prototype deployment studies, engineering feasibility, regulatory analysis, ethics review and user validation with public-safety stakeholders.

Project 06 · AR/UX · Manufacturing Innovation

E.A.G.L.E. — Enhanced Augmented Guidance & Layout Examiner

A human-centered quality-inspection ecosystem pairing augmented-reality glasses with a rugged handheld interface for clear, contextual guidance on the production floor.

Industrial DesignAR / UXManufacturingQuality SystemsHuman Factors

See. Verify. Document.

Human insight. Digital precision. A higher standard—together.

How might augmented guidance help quality inspectors manage complex information, verify component placement and document results without replacing their judgment?

E.A.G.L.E. explores a coordinated wearable-and-handheld system for automotive quality inspection. Spatial overlays identify components and alignment, while the handheld interface provides task control, reference images, exception handling and a resilient fallback workflow.

Portfolio note: This is an independent speculative design concept created for portfolio purposes. Toyota is used as the contextual manufacturing setting; no endorsement, partnership or official product relationship is implied. Performance figures and integrations shown in the boards are conceptual design targets.
E.A.G.L.E. final product render showing AR inspection glasses, rugged handheld interface and production-floor use
Design Principles

Technology that supports the inspector.

The system is designed around quick comprehension, hands-free guidance, reliable task control and accountable documentation.

01 · See

Context in place

Spatial overlays connect instructions and component status directly to the vehicle and inspection area.

02 · Verify

Clear decisions

Color-coded guidance distinguishes correct, misaligned and missing components at a glance.

03 · Control

Dual-interface workflow

AR eyewear supports hands-free work while the rugged handheld device manages tasks, inputs and fallback operation.

04 · Record

Traceable results

Inspection progress, exceptions and inspector decisions are organized into a documented quality record.

Storyboard Overview

A complete journey from insight to impact.

The overview frames the full design story—from the opportunity and user need through system design, prototyping, validation and projected outcomes.

E.A.G.L.E. storyboard overview summarizing the complete project journey
00
Project Storyboard OverviewA visual roadmap connecting the opportunity, user insights, solution, system architecture, user experience, industrial design, mockups, prototypes, final product and impact.
Project Boards

From human need to a complete inspection system.

The boards are presented in narrative order. Portrait boards remain upright and the approved eyewear render keeps its original orientation and proportions.

E.A.G.L.E. Board 1 persona and quality-inspector research
01
Persona — Meet Kenji SatoRole, goals, frustrations, context, daily workflow and the opportunity to reduce cognitive load for quality inspectors.
E.A.G.L.E. Board 2 exploratory industrial-design sketches
02
Exploratory SketchesForm studies for the eyewear, camera and display modules, handheld device, controls, ergonomics and production-floor use.
E.A.G.L.E. Board 3 design ideation for glasses and handheld interface
03
Design IdeationRefined eyewear architecture, modular components, handheld concepts and coordinated industrial-design language.
E.A.G.L.E. Board 4 layered system architecture
04
Design ArchitectureA four-layer model—perception, understanding, guidance and action—connecting sensing, spatial analysis, decision support and documentation.
E.A.G.L.E. Board 5 wireframes for AR and handheld workflows
05
WireframesTask selection, VIN and part scanning, guided inspection, exception handling, reporting and AR/PDA interaction flows.
E.A.G.L.E. Board 6 usability-testing plan and projected metrics
06
User TestingA staged validation plan moving from lab and simulation to a live pilot, with usability, accuracy, cycle-time and acceptance measures.
E.A.G.L.E. Board 7 visual mockups
07
MockupsHigh-fidelity views of the eyewear, handheld interface, color-coded AR guidance and operator experience.
E.A.G.L.E. Board 8 prototype evolution
08
PrototypesAn iterative path from paper and Wizard-of-Oz testing through spatial prototypes, a custom device and an integrated system.
E.A.G.L.E. Board 9 final polished design
09
Final Polished DesignThe approved eyewear orientation, balanced frame, monocular waveguide, sensing module, bone-conduction audio and rugged companion device shown as one production-focused concept.
E.A.G.L.E. Board 10 results, outcomes and next steps
10
Results & OutcomesProjected quality and cycle-time impact, inspector feedback themes, lessons learned and a structured path toward a formal pilot.
E.A.G.L.E. Board 11 final complete-system product render
11
Final Product RenderA complete-system presentation uniting product specifications, interface behavior, safety principles and the in-context manufacturing experience.
Design Outcome

A practical vision for augmented quality work.

The concept uses spatial computing as a support layer: surfacing relevant information while preserving inspector authority, operational fallback and a clear audit trail.

Human-Centered Augmentation

Guidance without displacement

E.A.G.L.E. is framed as a second set of eyes—not a replacement for expertise. The inspector remains responsible for interpreting conditions and making the final decision.

Next Development

Move from concept to evidence

Future work would validate fit and comfort, optical placement, glove-friendly controls, real-world accuracy, system latency, data governance and measurable impact through a controlled manufacturing pilot.

CASE STUDY 07 · INDUSTRIAL DESIGN / CONNECTED SAFETY

HALO™ — Child Safety Ecosystem

A quiet, privacy-conscious wearable safety anchor for growing independence.

Safety that stays in the background.

HALO explores a familiar-looking pair of children’s glasses, a companion pulse wristband and a caregiver app. Its purpose is to provide time and context for appropriate adult response through graduated awareness, not to promise prevention of every dangerous situation.

The design prioritizes on-device interpretation, low-friction wearability, a transparent recording indicator, clear escalation states and an editable Trust Circle.

Wearable Industrial DesignCompanion App UXPrivacy by DesignGraded Alerts
Concept status: Independent speculative design. Detection reliability, privacy, parental permissions, hardware feasibility and safeguarding processes require validation before any real-world use.
HALO — a quiet safety anchor for growing independence
Physical Product

Familiar forms. Purposeful interaction.

Visual studies follow the idea from the full ecosystem through architecture, materials and everyday use.

Parent App + Experience Flow

From reassurance to meaningful escalation.

Five core app states and a two-tier experience storyboard explain how a caregiver configures trusted relationships and responds to context-sensitive alerts.

UX principle

Communicate what the system knows, what it does not know and why a notification was raised. An alert should support judgment, not replace it.

Next validation

Test child comfort, false-positive rates, parental understanding, consent, recording safeguards, battery life and accessible interaction before any implementation claim.

↑ Back to selected work
CASE STUDY 08 · AUTOMOTIVE INDUSTRIAL DESIGN / HMI

Lincoln — Full Digital Ring

An immersive steering-wheel concept inspired by the contemporary Lincoln Nautilus.

One continuous, driver-centred interface.

This study explores extending the rectilinear wheel language into a near-continuous digital ring. The chosen direction makes the illuminated interface a dominant part of the wheel instead of adding another isolated screen.

The visual design asks how information, touchpoints and lighting can remain legible while keeping the wheel pleasant to grip and consistent with Lincoln’s interior design language.

Automotive HMIForm ExplorationDigital RingErgonomicsAirbag Packaging
Engineering consideration: A production design would require crashworthiness and steering-wheel airbag deployment validation, a protected deployment path and safe electronics placement. The renders are exploratory and do not establish feasibility or regulatory compliance.
Lincoln final full digital ring steering wheel concept board
Research + Early Directions

From split concepts to a full ring.

Initial exploration of shape, interface density and the relationship between the steering wheel and instrument display.

Concept Development · Boards 01–06

The selected design, developed in sequence.

Research, persona, sketches, interaction behaviour, model development and a final production-oriented concept, with the most extensive ring configuration selected for the closing board.

Design intent

A visual centrepiece that joins the steering wheel and dashboard through one coherent lighting and interaction language, while preserving practical driving tasks.

Prototype questions

Test display readability, distraction, touch and grip, electronics durability, driver-control regulations, thermal management and airbag deployment before claiming a production-ready system.

↑ Back to selected work
CASE STUDY 09 · UX / PRODUCT DESIGN · SOCIAL GAMING

LINKUP

An independent PlayStation-oriented concept, from player needs to a complete high-fidelity prototype.

SonyINDEPENDENT CONCEPT / SIEPlayStation

A clearer path from wanting to play to playing together.

LINKUP asks how players can find the right game and people for their available time, mood, and social preferences. The design connects discovery, session fit, reservation, party invitations, console handoff, and recovery.

Design scope: problem framing, behavioral personas, simulated research, synthesis, wireframes, visual foundations, interaction design, responsive layouts, and evaluation.

LINKUP session details explaining game identity, estimated duration, voice expectations and the joining action
Concept and evidence: Personas, interview records, and usability outcomes are synthetic design explorations. No real participant research or validated usability improvement is claimed. LINKUP is not affiliated with or endorsed by Sony Interactive Entertainment.

Try the prototypes

Player problems + needs

Three situations behind the task.

Illustrative composite personas; the scenarios and images do not represent real research participants.

Marcus / limited play time

Problem: coordinating people consumes his short play window.

Need: see who is ready and judge session length quickly.

Danielle / friends offline

Problem: unfamiliar groups feel uncertain when expectations are unclear.

Need: understand the play style and group before joining.

Chris / quiet co-op

Problem: voice expectations make joining uncomfortable.

Need: know voice is optional and quiet play is welcome.

The complete case study

From the task to the final product.

All 27 approved boards appear in sequence. Open a board at full size or expand its text below.

Player needs → task and assumptions → personas and research → journey and sketches → wireframes and iterations → UI foundations → mobile, tablet, and desktop prototypes → simulated evaluation and next steps.

LINKUP board 01: LINKUP overview. Full text is available below.
01LINKUP overview
Read board text
INDEPENDENT PRODUCT DESIGN CONCEPT LINKUP A clearer path from wanting to play to playing together. Play with purpose. Find the right game and people for the time, mood, and social experience you have right now. RESEARCH / INTERACTION / VISUAL DESIGN An end-to-end UX case study tailored to Sony Interactive Entertainment and the PlayStation ecosystem. 01 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 02: Player problems and needs. Full text is available below.
02Player problems and needs
Read board text
THE PLAYERS / PROBLEM AND NEED Three situations. One need to start playing. Illustrative composite personas show why choosing a game and a group can take more effort than playing. FICTIONAL PERSONAS / AI-generated scenario illustrations. These are not research participants. Marcus Danielle Chris A short window to play Friends are offline tonight Co-op without a microphone PROBLEM PROBLEM PROBLEM Coordination is consuming his available A new group feels uncertain when its Voice expectations make joining feel play time. expectations are unclear. uncomfortable. NEED NEED NEED See who is ready and judge session length Understand play style and the group before Know voice is optional and that quiet play is quickly. joining. welcome. 02 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 03: The task and project scope. Full text is available below.
03The task and project scope
Read board text
01 / THE TASK Make starting a session feel easy. The problem is the effort between “I want to play” and a session that actually fits. How might we help players quickly find the Project scope right game and the right people for the Independent app concept. amount of time, mood, and social Covers discovery, fit, joining, party experience they want right now? invitations, console handoff, and recovery. Final output: a clickable high-fidelity prototype, with tablet and desktop Contribution shown explorations. Problem framing, persona development, simulated research synthesis, wireframes, UI foundations, interaction design, and evaluation planning. 03 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 04: The UX design process. Full text is available below.
04The UX design process
Read board text
02 / THE DESIGN PROCESS A traceable path from question to product. Each stage connects a player need to a design decision and a visible artifact. 01 02 03 Frame Explore Structure Task, constraints, assumptions Synthetic interviews and themes Journey, flow, sketches PAGES 05-07 PAGES 08-09 PAGES 10-11 04 05 06 Iterate Design Evaluate Wireframes and simulated studies UI system and final interactions High-fidelity simulation and next steps PAGES 12-14 PAGES 15-21 PAGES 22-26 04 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 05: Research plan and assumptions. Full text is available below.
05Research plan and assumptions
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03 / RESEARCH PLAN Start with coordination, not feature demand. Research question: what prevents players from starting the session they actually want? Working assumptions Exploration plan What could disprove it? Coordination consumes short play Compare current behavior across Existing friends, Discord, and windows. friends, solo play, and new groups. in-game matchmaking may already solve the problem well. Mood changes the experience Probe game choice, time available, people want. voice expectations, and A new tool must reduce effort rather workarounds. than duplicate those habits. Availability does not guarantee compatibility. Use synthetic interviews to develop The concept does not establish hypotheses for later real research. unmet demand. Trust and safety can limit openness to new people. 05 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 06: Initial proto-personas. Full text is available below.
06Initial proto-personas
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04 / INITIAL PROTO-PERSONAS Three starting hypotheses. Behavioral profiles guide questions; they are not demographic segments validated by research. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. Time-Boxed Player Social Regular Open Explorer Goal: play within a 20-60 minute Goal: play with a known group. Goal: join a compatible new group. window. Friction: scheduling, game Friction: toxicity, skill mismatch, and Friction: too many choices, consensus, and fragmented tools. unclear voice norms. unavailable friends, and setup time. Design need: know who is ready Design need: understand the room Design need: quick entry and clear and agree on a game. before joining. session expectations. Risk: assuming interest in strangers. Risk: prioritizing discovery over Risk: overestimating coordination safety. friction. 06 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 07: Persona refinement. Full text is available below.
07Persona refinement
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05 / PERSONA REFINEMENT Time is a context, not a fixed identity. The synthetic synthesis changed the model before the interface was finalized. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. CONTEXT OVERLAY Time available + mood + friends available + voice preference Social Regular Open Explorer Familiar people first. A player may wait for friends New people when expectations fit. Clear play style on a weekend, then choose a quick solo or open and optional voice support a situational choice, session on a weeknight. rather than a permanent player label. Ask for intent now; avoid locking people into a persona. DESIGN CONSEQUENCE 07 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 08: Eight synthetic interview records. Full text is available below.
08Eight synthetic interview records
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06 / SYNTHETIC INTERVIEW DATA Eight scenarios made the assumptions concrete. The records below are invented interview summaries used to explore possible patterns. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. ID / hypothesis Imagined behavior or friction Design implication I01 / time-limited Library + group chat, then solo fallback Reduce coordination overhead I02 / time-limited Invites then matchmaking; microphone off Show who is ready; clarify voice I03 / social regular Group exists; game agreement is difficult Separate people from game choice I04 / social regular Would rather play solo than meet strangers Preserve friends-first control I05 / open explorer LFG groups have unclear tone Show social expectations I06 / open explorer Competition and voice can mismatch Expose play style before joining I07 / social regular Weekend waiting differs from weeknights Treat available time as context I08 / open explorer Weak reasons for recommendations Explain why a session fits 08 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 09: Research synthesis. Full text is available below.
09Research synthesis
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07 / SYNTHESIS Make compatibility visible before commitment. Themes are hypotheses derived from the synthetic records, not observed customer findings. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. Coordination costs time Social comfort changes the choice I01, I02, I03, I07 I04, I05, I06 Intent first; familiar hosts; clear start and capacity. Friends-only paths; voice optional; casual play labels. Players need reasons to trust fit The next step needs to be explicit I05, I06, I08 Later usability simulations Game, duration, play style, and expectations together. Separate joining, reservation, invitation, and console play. 09 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 10: Journey and information architecture. Full text is available below.
10Journey and information architecture
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08 / JOURNEY AND INFORMATION ARCHITECTURE Design the whole path, including uncertainty. The flow distinguishes a reserved spot, a party invitation, and the action needed on console. Player step Question to answer Interface responsibility Choose intent Friends, new players, or both? Simple intent choices Discover and evaluate Does this game and group fit? Game, capacity, host, duration, voice Join a session Is my spot confirmed? Reservation status + clear feedback Wait and accept What is the host doing next? Waiting, received, expired, accepted states Continue on console Am I already in the game? Explicit PlayStation handoff instruction Recover or leave What changed, and can I exit? Status-aware retry; confirmed leave 10 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 11: Annotation pass and pencil sketch. Full text is available below.
11Annotation pass and pencil sketch
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09 / EARLY EXPLORATION Sketch the decisions before polishing the UI. The annotation pass identifies the decisions; the pencil sketch presents the flow with fewer annotations. 01 Annotation pass: clarify hierarchy and movement. 02 Pencil sketch: a cleaner view of the four-screen flow. 11 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 12: Digital wireframes. Full text is available below.
12Digital wireframes
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10 / DIGITAL WIREFRAMES Turn the rough flow into a testable sequence. Low-fidelity iterations focused on navigation, session fit, and the point of commitment. WHAT WAS TESTED Intent labels. Friends versus new players. Session fit. The joining action. Editable screens made these decisions reviewable before final styling. 12 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 13: Earlier usability simulation. Full text is available below.
13Earlier usability simulation
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11 / EARLIER USABILITY SIMULATION The first round exposed clarity problems. Five fictional profiles completed five assigned tasks. All results and timings were invented. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. Task Unaided Assisted Assigned median Find a friend 4 / 5 1 / 5 36 seconds Explore new players 3 / 5 2 / 5 42 seconds Evaluate session fit 2 / 5 3 / 5 76 seconds Return to sessions 4 / 5 1 / 5 15 seconds Join a session 3 / 5 2 / 5 28 seconds 16 of 25 attempts were assigned unaided completion. Session fit was the main design hypothesis to address; these numbers do not measure product usability. 13 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 14: Iteration decisions. Full text is available below.
14Iteration decisions
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12 / ITERATION DECISIONS Replace ambiguity with visible expectations. Changes connect the earlier simulation to the later wireframes and high-fidelity design. Earlier ambiguity Design response Reason “Try New” / “Open Both” Find new players / Friends + new players Explain the social choice Unclear fit before joining Duration, voice, capacity, host context Support a decision before commitment Game and session titles overlap Separate game identity and session naming Reduce interpretation effort Viewing could imply joining View session, then Join session Make commitment explicit Joined means “already playing” Reserved, invited, accepted, console next Clarify each status Failure could duplicate a request Check status before retrying Handle an unconfirmed join honestly A later low-fidelity simulation assigned 22/25 unaided attempts. This was a revised scenario assumption, not validated improvement. 14 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 15: Visual and brand direction. Full text is available below.
15Visual and brand direction
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13 / VISUAL AND BRAND DIRECTION A PlayStation-oriented presentation of LINKUP. Sony and PlayStation identity frames the case study; LINKUP remains an independent product concept. LINKUP Cool neutrals, clear blue actions, and Deep navy Action blue Soft surface Quiet boundary restrained surfaces keep game imagery and session information in focus. Interaction foundations Inter in the source design. Main controls: 48 px. Back, close, and navigation targets: 44 x 44 px. Focus stroke: 2 Brand marks retain their original proportions. The px. Corners: 8 px controls / 12 px cards. Shared light and prototype uses game artwork to support dark foundations. recognition; it does not imply a Sony partnership or licensed product. 15 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 16: Final mobile journey. Full text is available below.
16Final mobile journey
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14 / FINAL MOBILE EXPERIENCE Intent first. Session fit next. The core mobile journey moves from social preference to a concrete session decision. 01 Choose who to play with 02 See familiar players 03 Compare available sessions 04 Review before joining 16 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 17: Session evaluation. Full text is available below.
17Session evaluation
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15 / SESSION EVALUATION Give players a reason to say yes. The session details surface information that helps players judge compatibility before joining. Recognize the game Game identity and artwork anchor the session, alongside the host and current player count. Set realistic expectations “Host estimate 60 min” and “Duration may vary” avoid presenting an estimate as a guarantee. Keep social comfort visible “Voice optional” and “Casual play” help players judge the group before the Join session action. 17 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 18: Party invitations and console handoff. Full text is available below.
18Party invitations and console handoff
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16 / INVITATIONS AND HANDOFF Joining the session is one step toward playing. The prototype separates reservation, party invitation, acceptance, and opening the game on PlayStation. The accepted state explicitly asks the player to open the game on PlayStation. No automatic console launch or live Sony account integration is implemented in this concept. Spot reserved / waiting for Party invitation received Invitation accepted host 18 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 19: Tablet and desktop adaptations. Full text is available below.
19Tablet and desktop adaptations
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17 / RESPONSIVE DESIGN Keep the same decision hierarchy across sizes. Mobile is the primary journey. Tablet and desktop explore wider information layouts. Tablet 768 x 1024 Desktop 1440 x 900 80 px rail; two card columns. 1280 px workspace; 216 px sidebar; three card columns. 19 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 20: Recovery and exit. Full text is available below.
20Recovery and exit
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18 / RECOVERY AND EXIT Keep the status truthful when things go wrong. Failures need to explain what is known, what is uncertain, and what the player can do next. Exit is a real action Stay preserves the spot. A confirmed leave releases it and returns to Sessions. Dismissing pending UI is not treated as proof that a request was cancelled. Unconfirmed join: retry Expired invitation: explain Lost connection: reconnect checks the request and why acceptance is and refresh the current session status. unavailable. status. 20 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 21: Accessibility intent. Full text is available below.
21Accessibility intent
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19 / ACCESSIBILITY INTENT Make interaction states understandable and operable. These are design requirements and stress scenarios, not verified accessibility conformance. Perception Operation Verification still needed Essential text targets 4.5:1 contrast; 44 x 44 px targets for icon Keyboard and screen-reader meaningful icons and focus navigation; 48 px primary controls. behavior in an implemented app. boundaries target 3:1. Visible 2 px focus indicator. Real text scaling and device testing. Use words as well as color for Modal focus trap, restored trigger Reduced motion and announcement status. focus, and Escape for unsubmitted timing. Check 320 px width, 200% text, actions. Contrast measurements on final long names, and image fallbacks. assets. 21 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 22: High-fidelity evaluation profiles and tasks. Full text is available below.
22High-fidelity evaluation profiles and tasks
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20 / HIGH-FIDELITY EVALUATION Six fictional profiles. Seven complete tasks. The latest simulation covers comprehension from discovery through recovery and confirmed exit. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. Profiles Tasks P1 Experienced co-op player / mobile T1 Choose intent and evaluate a session T2 Join and understand the reserved spot P2 Time-limited casual player / mobile T3 Handle a delayed party invitation P3 Competitive console regular / desktop T4 Accept and continue on PlayStation P4 Multiplayer newcomer / mobile T5 Recover an unconfirmed join P5 Player without a microphone / mobile T6 Recover a lost connection P6 Larger-text preference / tablet T7 Cancel or confirm leaving 22 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 23: Full simulated task-outcome matrix. Full text is available below.
23Full simulated task-outcome matrix
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21 / SIMULATION DATA The waiting and handoff states need the most attention. Assigned outcomes: U = unaided, no hesitation; H = unaided, hesitation; P = hypothetical prompt. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. Task P1 P2 P3 P4 P5 P6 22 U / 17 H / 3 P U U U H U H T1 U U U H U H 42 fictional task attempts. Counts are assigned for critique; U H H H U H T2 U H H H U H they are not measured success rates. H P H P H H T3 H P H P H H U H U P H H T4 U H U P H H Separate engineering QA U U U H U H T5 U U U H U H The handoff reports 84/84 saved-route checks. This indicates U H U U U H T6 U H U U U H route checking, not user U U U U U U comprehension; the original log T7 U U U U U U was not reviewed. 23 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 24: Next design revisions. Full text is available below.
24Next design revisions
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22 / WHAT TO IMPROVE NEXT Make “what happens next” unmistakable. Recommendations from the latest simulation remain proposals; they are not shown as completed fixes. SIMULATED RESEARCH / Fictional participants and assigned outcomes. No real study data. Priority / signal Proposed revision Validation question P1 / T2-T3 hesitation Elevate spot reserved + host next action Can players explain the wait unaided? P1 / T4 handoff prompt Party invite accepted, then console next step Do players know they must open the game? P2 / T1 scan hesitation Keep game first; test larger text hierarchy Can players identify fit while scanning? P2 / T5-T6 recovery hesitation Preserve status-check wording and leave path Can players distinguish uncertain vs reserved? Explore automatic invite updates with a manual fallback. Avoid invented wait times or an “Open PlayStation” button without a supported integration. 24 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 25: Final product and reflection. Full text is available below.
25Final product and reflection
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23 / FINAL PRODUCT AND REFLECTION A coherent prototype with an honest next step. The delivered design demonstrates product reasoning and interaction craft; market and usability validation remain open. What the portfolio demonstrates Why it is relevant to SIE A behavioral persona model. The concept focuses on starting play, social choice, Research-to-design traceability. recognizable games, and continuity with console use. Explicit commitment and handoff states. It demonstrates attention to player trust and Responsive layouts and recovery paths. accessibility expectations without claiming an official A shared visual and interaction system. integration. Next: real player evidence Recruit actual PlayStation players across the behavioral modes. Test fit, reservation, handoff, recovery, and leaving without prompts. Then confirm demand, implementation feasibility, and accessibility on real devices. 25 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 26: Prototype and evidence links. Full text is available below.
26Prototype and evidence links
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24 / EXPLORE THE WORK Open the prototype and inspect the evidence. Source artifacts keep the design journey reviewable beyond this portfolio. Open Mobile prototype Open Tablet prototype Open Desktop prototype 390 x 844 / primary journey 768 x 1024 / wider layout 1440 x 900 / workspace Design foundations FigJam: consolidated study UI foundations in the current file Scenario synthesis and task coverage FigJam: portfolio assembly FigJam: latest simulation Case-study narrative and supporting research Six profiles, seven tasks, and next revisions 26 LINKUP / Independent concept for Sony Interactive Entertainment
LINKUP board 27: Provenance and scope. Full text is available below.
27Provenance and scope
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25 / PROVENANCE AND SCOPE Independent concept. Transparent evidence. The case study uses Sony and PlayStation identity as its intended audience and ecosystem context. All personas, interview summaries, usability profiles, quotations, timings, and task outcomes are synthetic. They support design exploration and do not establish real user behavior, product demand, or validated improvement. Current screens are captured from the LINKUP Figma prototype. The latest simulation recommendations are kept separate from the current prototype states. The 84/84 route-check statement comes from the project handoff, without its original log. REFERENCE LINKS PlayStation App / ecosystem context Sony and PlayStation names and marks belong to their respective owners. Game imagery appears in the concept prototype for PlayStation hiring process / portfolio context identification. This portfolio is not endorsed by or affiliated with PlayStation accessibility Sony Interactive Entertainment. Sony Interactive Entertainment trademarks Sony / PlayStation original logo files Sony wordmark source 27 LINKUP / Independent concept for Sony Interactive Entertainment

Explore the final interactions

The next step is real player testing of session fit, waiting, console handoff, recovery, and leaving, followed by implementation and accessibility validation.

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CASE STUDY 10 · SYSTEMS DESIGN & OPERATIONAL LOGISTICS

SERVICEFLOW

Independent conceptual redesign of a multi-channel quick-service ordering and pickup experience.

Research-led service redesign · October 2026

Three ways to order.
One coordinated handoff.

At a downtown Kitchener restaurant, counter, kiosk, and mobile customers converged into one crowded pickup environment. Identical purchases were called aloud, while only digital orders had a consistently visible identifier.

SERVICEFLOW proposes one four-digit order identity, synchronized preparation, readable status cues, clearer circulation, verified handoff, and assisted recovery within the compact existing footprint.

Service designSystems architectureCustomer flowOperational logisticsHuman factors
Explore the complete case study ↗View presentation board
SERVICEFLOW Study 07, documenting field observations, proposed routing, order status and validation evidence
01 · Observed issue

Queues intersect, some orders lack unique pickup identification, and verbal descriptions create potential confusion.

02 · Proposed system

Counter, kiosk, and mobile share a unique four-digit ID, preparation status, visual pickup display, and staff-assisted verification.

03 · Evidence standard

Six validation scenarios are defined; no deployment, participant testing, or measured throughput improvement is claimed.

Independent study. Based on a public customer observation. Not commissioned by, affiliated with, or endorsed by Tim Hortons. Read the research-to-solution story →

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03 — Approach

How I innovate

A practical framework that connects human needs to measurable outcomes.

01

Understand

Explore people, behaviors, constraints, environments and the real problem behind the request.

02

Define

Translate research and observations into clear needs, requirements and opportunities.

03

Create

Generate concepts, prototype quickly and collaborate across design, engineering and business.

04

Improve

Test, learn, iterate and implement—using continuous improvement to move ideas forward.

04 — Experience

Experience that spans disciplines.

Selected career highlights based on my professional experience.

2025 — 2026

Provincial Constable

Brantford Police Service · Brantford, Ontario

  • Managed dynamic, high-pressure incidents and coordinated resources to support public safety.
  • Conducted investigations, gathered evidence, interviewed witnesses and prepared precise documentation.
  • Developed strong problem-solving, interpersonal and conflict-resolution skills.
2012 — 2025

Lexus Production Team Member · Kaizen & Safety Lead

Toyota Motor Manufacturing Canada · Cambridge, Ontario

  • Led continuous improvement and innovation initiatives affecting safety and operational efficiency.
  • Used benchmarking, TPM inspections and quality checks to identify abnormalities and implement countermeasures.
  • Coordinated production, engineering and safety stakeholders around product and process changes.
  • Founded and chaired the MOSAIC Business Partnering Group and developed strategic annual plans with an Executive Sponsor.
  • Provided English/Japanese translation and training, bridging technical and cultural gaps in global teams.
2005 — 2011

Project / Event Manager

Eggworm · Tokyo, Japan

  • Designed and launched real-world experiences for audiences of up to 2,000 attendees.
  • Led teams of artists, designers, experts and vendors while negotiating contracts and managing profitability.
  • Oversaw brand identity, marketing campaigns and program design.
2002 — 2005

Industrial Design Assistant · Language & Design Roles

Teknon · Forum Japan · Sunwave Home Comfort

  • Created technical drawings and CAD mock-ups while supporting ISO, ergonomic and structural testing.
  • Supported product validation and prototype testing for modular furniture systems.
  • Designed corporate learning programs and provided technical English/Japanese translation.
05 — Capabilities

What I bring.

A broad toolkit for solving product, people and organizational challenges.

Industrial Design

Product design · CAD modeling · Prototyping · Mock-ups · Materials · Ergonomics · ISO specifications · Technical drawings

Innovation Strategy

Design strategy · Innovation roadmapping · Kaizen · Lean methodologies · Benchmarking · Competitive analysis · Emerging technology

User & Psychology

User research · Behavioral insights · Human-centered design · Accessibility · Inclusive design · Usability · Human factors

Product & Projects

Product strategy · Roadmaps · Requirements · Cross-functional leadership · Budget management · Vendor negotiation · Risk assessment

Leadership

Stakeholder management · Presentations · Training · Coaching · Mentorship · Cross-cultural communication

Systems Design & Service Logistics

Service blueprints · Workflow architecture · Queue management · Spatial analysis · Order tracking · Exception handling · Human factors validation

Technical

CAD · Microsoft Word · Excel · PowerPoint · Outlook · English/Japanese communication

Want the complete professional story?

Download Resume
06 — Contact

Let's build what's next.

For employers, recruiters and collaborators interested in design, innovation and human-centered problem solving.

I'm open to opportunities where industrial design, innovation strategy, human insight and practical execution can create meaningful results.