- perspectives -
- methods -

Design inspires people to action- through living out process, and from feeling progression landmarks over solely end results. The first goal of design, therein, emerges as engagement: the opportunity, in which process reveals both actuality and possibility.

The process of envisioning capitalizes on visions in the mind. And rendering form and context 'in the world' demonstrates initial notions that have started 'in the mind' or in notes.

A fleet management company needed streamlined mobile applications to begin to 'reach out' to their clients' drivers and fleet managers at an operational level. Shown here, creating linkages between situational imperatives, and relevant artefacts and objects, may bloom a coherent situational flow.


Activities occur in spaces, which define the layout for an information environment; the sequences and sequiturs of activities call for structures to facilitate and gird their resulting flow throughout the layout.

Defining the foundation, conduits and solution for interacting with a suite of information, allows use of the information in alignment with its functional purpose.

( swipe left to scroll away from (hide) the menu, swipe down to bring it back up- without losing place!)

blah blah

Eliminating abstract choices- like menu bars -may allow scenes to emerge. An information environment can reveal content naturally to the user- by taking forms and compositions that match the mental models of the worlds in which its users live.


Graphic and Visual Design

The message delivery of a product must speak so that the right user's attention arrests. The interface talks to you, or else becomes just another object.

Subtle rhythms can inspire confidence in the interface: an audience may sense, that each information bit lives for its own reasons and purpose.

Sensory and Cinematic Aesthetic

Touch, see, experience- each sense contributes to the cinematic characterization of our lives. Products must evoke, beyond showing and functioning.