Website prototypes for a bank
UI/UX, Web Design2014
Prototypes (in Axure) on a new website of artelectronics.ru and new UI design.
The following are steps of my work on this project:
1. Scketching on paper and white board.
2. Prototyping in Axure.
3. Design of new interfaces of the website.Art Direction, UI/UX, Web Design2014
This project – Stereo-Shop – is an e-commerce website. This online store sells high-quality audio products.
Our team decided to design an easy-to-use online store, leave only useful features and provide a simple but effective experience to our users.
After we had done a research of existing e-commerce websites, we analyzed the best and worst experiences and combined the necessary and useful features in our project.
We are open-minded about our projects and looking forward to some changes and improvements that might be implemented after we receive feedback from our users.Information Architecture, UI/UX, Web Design2014
Service to search for psychologists and training
Concept and agile UI prototypes (3rd sprint.)
Mobile version of online store.UI/UX, Web Design2014
Title and description
This news website provides only good news for its readers. This is a resourse for "recharging" yourself with an optimistic mood.
– User story mapping with clients.
– Agile process: our team divided the user story map in sprints.
– Homepage concept.
– Prototypes of news website (in Axure).
– Collaboration with UI design and developers.
The following files represent user story mapping screehshots from Realtime board, Homepage concept and some interfaces from first 2 sprints.Information Architecture, UI/UX, Web Design2014
Call center interface prototype for Russian telecommunications corporation (some interfaces variations.)
1. Research and interviews
Our team went to the call center to observe the working process and interviewing people.
2. Concept presentation
3. Axure prototypes based on the conceptInformation Architecture, UI/UX2014
Mobile version of website proving information about places and events for children.
First our team made an analysis of working website and presented our feedback to the client.
We created user story mapping with our clients and identifid key users, epics and tasks.
We began to work on mobile version of website.
During the work we concluded that we need to redesign the existing desktop version of website and then finish mobile version.
The following are some interfaces developed during work and screenshot of user story mapping. This project is still in the process.Information Architecture, UI/UX, Web Design2014
The following are the prototypes of different projects (social networks websites, software interface, service websites): Desktop and Mobile websites. The projects were executed in Axure.
I was a UX designer for these projects at Ingenius systems, Moscow, Russia.
Brainstorming in a group about future service. User story mapping with clients; our clients were collaborating with our team. Digital version of user story mapping (www.stormboard.com) and development of the structure (www.mindmeister.com).
Sketching different concepts of the website. Prototyping in Axure. Critic in our team and presenting several concepts to our clients.
Usually we were using agile process in our projects. The third step was prototyping of the first spring, design and development. Everyday we had Skype meeting with the team of designers and developers, discussing the progress and problems.
Presentation of the first sprint (second, third etc.) to the clients. Getting the feedback and keep working.UI/UX, Web Design2014
Project: "File replacement"Interaction Design, UI/UX2012
The following is a project designed for ArtElectronics. Articles made in Adobe Flash are an alternative version of printed articles from the magazine "ArtElectronics."
Project in collaboration with Pete Vasilyev (Adobe Flash.)Motion Graphics, UI/UX2012
English Language Arts for K-12
"RESEARCH" prototype project
Graduate School (2010-2012)
Master of Graphic design
NCSU Fall 2010, First semester
Professor: Meredith Davis
Key Words: Prototype, Education, Design Research, Interface, UX.
Group Research project in the field of English Language Arts (K-12)
First Step - Research
Our group of six people designed posters representing research about components of teaching and learning ELA in different areas (Standards, Classroom, Students and Teachers and Resources.)
Second Step - Prototyping
Students were working in smaller groups (two people.) We developed a prototype relying on the previous research. The "RESEARCH" project was designed in collaboration with Nadya Rodionenko (http://nadyarodionenko.com).
"RE•SEARCH’’ project Concept map, Userpath and Wireframe.
This prototype is designed for English Language Arts lesson (K-12) on one specific topic - Classic British literature, Charles Dickens.
‘‘RE•SEARCH’’ project is a Web Application that allows:
• to VISUALISE Web search outcomes on the GRID
• to learn how to CHOOSE credible Web resources
• to STRUCTURE and ORGANIZE Web search process
Students have to choose one of three novels and execute Web searches.
Each student’s Web search is related to the teacher’s question.
HOME PAGE: a list of students with ranking points, graphics that show the most evaluated by students Web Resources.
STUDENT'S PROFILE: search grid, tools to navigate, teacher’s question and interactive instructions, describing 3 axis of the GRID (time, categories and credibility).
STUDENT'S PROFILE: interactive instructions describing CREDIBILITY.
STUDENT'S PROFILE: interactive instructions describing CATEGORIES.
Student creates New Search on the Grid (according to the teacher’s question) and assigns the color for the new search.
NEW SEARCH GRID (with assigned color).
Student goes to the BROWSER and executes Web Search saving relevant Web resources on the Grid.
Teacher's question is available on the Browser as well as "Go to the profile" button, "Save the resource" button, "Record all steps" button. Saved resources are the Big dots on the line, all steps are marked as small ones.
Executed web search. All Web Search steps are recorded on the Grid by default (as small dots on the grid). Big dots are resources a student saved manually.
ROLL OVER the Big dot - a student can see screen shot, URL and time spent on the web site.
Roll over the small dot - URL.
PRESS the big dot (saved web resource) a student can EDIT and REVIEW it (make comments, move to another category, change evaluation, see preview and URL).
Student can compare the place of one of his saved resources on the grids of his classmates.
The grid has 3 views: isometric, plan and elevation. One of the views.
TEACHER'S PROFILE. A teacher assigns a question for the future web searches, sees who is working with what novel, who is succeeding.Graphic Design, Print Design, Writing2010
Museum Map application
Graduate School (2010-2012)
Master of Graphic design,
NCSU Spring 2011, Second semester
Professor: Santiago Piedrafita
Key Words: Museum, Application, iPad, Wayfinding, Maps, Research, Prototype, Storyboard, Wireframe, Concept Map, Interface, UX.
This semester our projects were dedicated to museums. My focus was on the Wayfinding category, particularly on Maps.
Personal Museum Map
Responsive to the interests of users, offering directions and preserving artifacts, valuable for the user.
The following are: Posters representing research results, System map, Final poster, summarizing the whole process and the prototyping video.
Personal Museum Map.
One of the most valuable outcomes of museum visit are new knowledge and experiences. Museum could motivate to learn and to explore, and help to define themes interesting to visitors (students.)
Personal Museum Map can become a useful tool to save "impressions"of exhibitions and build individual map that reflects artifacts interesting for a student.
Personal Map can provide suggestions where to go and directions toward destinations. The system could augment the map by finding additional information related to an artifact. Students can focus on one exhibition or an artifact and explore it in more details. Another words, from general knowledge about artifacts from different exhibition, students define more narrow area to explore, relying on their Personal Maps.
Eventually the whole class develop museum map with their detailed stories. The class map can be uploaded on the museum web site and explored by future visitors.
Back to museum, a student can become "an expert" for his family members.Interaction Design, Storyboarding, User Interface Design2012
Graduate School (2010-2012)
Master of Graphic design,
Spring 2011, Second semester
Professor: Bill Seaman
The Human as Electrochemical Computer class
Key Words: Neosentience, Prototype, Affective Computing, Human Sense, Synesthesia.
The exploration of such themes as affective computing, interactive gestures, origins and influence of emotions in the context of neosentience ideas was an inspiring and challenging experience. I tried to find connections and various relations among gestures, emotions, humans and machines. This attempt resulted in my project, which focused on shifting among senses, simultaneous perceptions, and relations between past and present emotional experiences.
Imagine sensitive fingerprints (wearable computer) capable to gather information about a wearer and“save” events etc. that have triggered emotions. When a person experiences another event he or she could join past emotional memories and the present moment. Some specific information could be retrieved according to present situation and context.
In my project I defined a framework and took a rainy weather as a present event and memories about the ocean or movies related to the rain. Hands could be mediators to evoke some affective memories and to express them. As an inspirational metaphor I chose Three Wise Monkeys idea (not in traditional meaning which is “see no evil, hear no evil, speak no evil”). I tried “to play” with the idea of hands and sensitive fingerprints, how it could be possible to express and “see” what people feel. If our hands could “memorize” our “emotional experience” (R. Picard), how we could express these emotions in new ways? If I close my eyes, I still could see. If I close my ears, I could hear. If I close my mouth, I still could talk. In these cases humans and machines should work together to “memorize” and to “visualize” emotions (maybe also to name these new emotions).
The following project:
1. The poster represents the idea and research process of the project. Some photographs are used from the Internet resources.
2. The map was developed in reference to the book “Affective Computing” by Rosalind W. Pickard and represents information about emotions and their relationships with human physical and cognitive parameters. The map illustrates the idea of affective computers that could recognize human emotions as well as its own “emotions” and the ones of other computers, express and have emotions.Prototyping, Exploration2012
Culture of sharing
Graduate School (2010-2012)
Master of Graphic design
NCSU Fall 2011, Third semester
Professor: Amber Howard
Key Words: Design Research, Methods, Principles, Process, Flexibility, Futurecasting, Prototype, Third Place, Office working space.
Collaborative consumption and culture of sharing were the main topics we were working with during the third semester. We were discussing who is sharing, why and how people share. The process was divided into three phases: contextualizing, futurecasting and theorizing.
We were analyzing the current and emerging collaborative consumption movement and the role of design in this process. The next step was the development of futurecasting story (prototype) revealing new opportunities for sharing. We were considering both, positive and negative scenarios.
During the third phase we generated a potential design principle, design process, and design research method to support the design of sharing platforms.
More information and detailed descriptions of each phase – http://seedandsprout.com/f11_gd502/?page_id=4022
“Sharing spaces. Futurecasting work environments”
Today we witness the tendency of working in shared spaces and/or in third places. The reasons why people tend to share office spaces or work in third places can vary from economical (saving money, etc.) to emotional reasons (escaping office spaces and going in a neutral place to work, etc.)
Now people already share working space and there are companies that facilitate this process, such as “Loosecubes” (http://www.loosecubes.com/), which has 1700 working places in 350 cities and 47 countries. This company works as a community that join people with different needs – those, who is looking for a place to work as well as people who want to share their space for a temporary work.
Our team (Li Minfei, Andrew Whitcomb, Nastia Tumash) developed the futurecasting story that refers to this tendency – sharing and shifting working spaces. The story represents present moment and scenarios (5 years and 10 years) how this process might develop and evolve; how the system of third places can become a network providing favorable environments for people’s working and leisure time; how working schedules can become flexible and customized; and how personal relationships could be framed by changes in the working process.
http://dl.dropbox.com/u/25704626/Presentation_2011.pdfInteraction Design, Storyboarding2012
Web site for ArtElectronics (online magazine). They join the idea of technoligy and art, write articles about new devices and cultural events, anticipating to see what will be in the future without forgetting the heritage.
Collaboration with Nikolay Kuznecov
First, drafts for the web site.
Second, the website layouts.Digital Art, UI/UX, Web Design2009
aestore (http://aestore.ru/) is a web site providing information (technical description and parameters) about different devices designed by ELGATO and PARROT.Web Design, Design2009
All works © Anastasia Tumash 2012. Please do not reproduce without the expressed written consent of Anastasia Tumash. Powered by ProSite.