David Bellona
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  • Coursework & Curriculum
    Graduate school is awesome and requires no sleep. As with the majority of an interaction designer's work, our school assignments tend not be "portfolio-ready". Sketching on a whiteboard, in code, or using hardware, my classmates and I are developing tools to create, prototype, test, and eventually build new user experiences.

    Beyond adding to our toolkit and honing our craft, we are learning how to communicate new ideas and concepts to teammates, clients, or larger audiences to get everyone excited, and understand new experiences that come with the design of an interface, service, or system.

    Below are some snapshots of projects from the past year and a half at SVA, in various stages of development and polish.
    Design, Interaction Design
    2012
  • Phillumeny Visualization
    The final project asked us to visualize a personal collection. When I was younger, I collected everything from Pez dispensers and coins to kachinas and bottle tops. I spent a weekend searching my parent's attic for my matchbook collection – one that dated back to my grandfather's business trips around the U.S. I catalogued as many data points as possible and produced two hardcover, french-fold books, one for Nicholas and one for myself.
    Data Visualization, Graphic Design, Design
    2011
  • Nike Plus Visualization
    Our class was given access to a Nike Plus data set for 1,000 runs in New York City. Having explored Processing and Google Refine earlier in the semester, we had 3 weeks to play around with the data and present our visualizations to guest critics.

    At first, I mapped the runs in succession, creating a layered map of the city. Next, I targeted each individual run by building a click-thru map, noting run distance. As I played with the data a bit more, I wanted to explore form over function. I then scrubbed the data for outliers, finding 920 runs and separated distance (yellow), time (orange), and pace (teal). Using a pie chart as my base, length and time determined the radius of each pie slice, and circle area represent pace, with each run's circle bisecting its arc.
    Data Visualization
    2011
  • Port Authority Prototyping
    Our Prototyping User Experiences class was divided into three sections: storytelling, prototyping techniques, and sketching in hardware. For the first six weeks of the semester, we were assigned teams and had to choose a transportation issue in New York City. My team selected the ominous Port Authority Bus Terminal on 8th and 42nd. In order to identify pain points in the traveler experience, we observed and documented facility layout, information and interaction touchpoints, and user behavior on-site. We synthesized our findings into a user journey map and developed an initial solution: reusable, e-ink tickets that acted as both navigation aids and bus ticket for the passenger.

    After a few rounds of paper prototyping and class feedback, we abandoned the e-ink ticket for a larger solution that integrated all bus companies into one ticketing system - instating user accounts, mobile and online access, and redesigned kisoks at the bus terminal. Having recently learned video and user journey techniques, we created several iterations of a user journey video to present our concept to the class. Once we began the prototyping phase of the class, we split from our groups to focus on different types of prototyping and user testing techniques. I chose to use Flash to develop a bouncing ball demo of the interface as well as a foamcore kiosk and the usability application Silverback for user testing.

    For the final phase of the class, we could continue to prototype solutions for our selected topic or take our hardware sketches in a different direction. After trying out various sensors, I really enjoyed playing with RFID and developed an RFID jukebox that allowed users to create a playlist from physical representations of songs.
    Interaction Design, User Interface Design
    2012
  • Rotman Design Competition 2011
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    Entrepreneurship, Design, Business Development
    2011
  • Setrabike
    For our final project, we were asked to develop a new business concept for an interactive product or service and a comprehensive business plan. We had to consider the concept from multiple angles, including problem/solution, defining the market and existing competition, economic viability, potential risks, and the team to make it all happen. On the last day of class, Allison and I had 10 minutes to pitch our idea to potential 'investors'.

    Through market and competitor research in the $5.6 billion bicycle industry, we uncovered two areas of where cyclists were being underserved: bicycle security and collecting/sharing ride data. Our solution was Setrabike – a GPS device that installs directly into your bike’s seat post, acting as both a stat and performance tracking device as well as a security system. If stolen, the unit would activate and broadcast its location to its owner through a cellular connection. Similar to Nike Plus for runners, the Setrabike system is a simple integrated platform that allows cyclists to track, share, and compare the stories of their rides with a larger online community.

    At the core, we proposed a quality tracking and communication module with long lasting battery life that easily pairs with smartphone and web based applications.
    Entrepreneurship, Marketing, Business Development
    2011
  • Intouch Tables
    The final project asked students to create a future digital product using technology available within the next 5 years. Our process consisted of initial idea generation, research, design iteration, and production. This project was a great opportunity to try out different storytelling techniques using keyed-gestures, Flash, and After Effects.

    With INTouch, the team wanted to explore the idea of mutli-touch tables as part of an integrated system of networked devices in a restaurant. Rather than replace the waitstaff, the table seeks to augment and support communication between guests, servers, and the kitchen and bar by offering solutions to certain dining inconveniences. Features include allowing guests to sort the menu based on dietary preference, sharing food items with the rest of the table, and dividing bills for group dining with smartphone payment.
    Interaction Design, User Interface Design
    2011
  • Ghost Bike
    This 3-week midterm project asked us to create a potential entry for the New York City's Big Apps competition, utilizing data from the city's DataMine platform. I noticed that many entrants created apps that sorted and filtered the deluge of events and entertainment options in New York, but very few of the apps had emotional resonance. I wanted to use data to augment the experience of exploring New York and focused on the overlooked roadside memorials of ghost bikes.

    While ghost bikes are intended to preserve the memory of killed cyclists and create awareness for bike safety, their permanence is jeopardized as time passes. The Ghost Bike iPhone app serves as a resource to memorialize NYC cyclists and document ghost bikes beyond their physical installation, allowing users to locate ghost bikes, read cyclist stories, and place virtual mementos such as letters, flowers, or candles. When visiting a ghost bike, the user is able to see other visitor’s mementos through an augmented reality view. In the unfortunate event that a ghost bike has been vandalized or removed, the user would still be able to see the bike as it once was.
    Interaction Design, User Interface Design, Design
    2011
  • MoMA Mate
    For our final project, we were tasked to create a mobile application for Museum of Modern Art visitors. The 5-week project taught us key tenants in research methods such as basic ethnographic research, KJ Analysis, user persona development, task analysis, interviews, and usability testing.

    Our team’s core concept was to utilize the visitors’ urge to document their museum experience by taking photos and allow them to create a custom keepsake. Rather than a prescriptive application, our team wanted to design a simple, all-in-one tool that allows visitors to document and publish their museum experience in different ways. With the caveat of single use, visitors can take photos, customize them with basic editing tools, add text, and organize content into simple page templates. Finally, they can order a hardbound book from MoMA’s Design Store or create a pdf to share from their iPhone.
    Interaction Design
    2011
  • How to Recycle in NYC
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    Graphic Design, Design
    2011
© David Bellona 2012