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Colorful pencils, pens, to sketch your first Apple Watch user-interface designs on paper, before you take them further.
'Dive Into User-Interface Design' Workshop 01 with Niyam Bhushan. At 91Springboard Delhi, India, on 26 - 27 September 2014. More details at bit.ly/niyam
Dive Into User-Interface Design workshop, conducted by Niyam Bhushan, in New Delhi, India, at 91SpringBoard. More details: bit.ly/niyam
Mylights is a unique photo album/event app currently in development by MK-Ultra, the designers of the Story of You photo app. We worked with them last year to design the user interface for both the ipad and iphone versions of this successful app. They contacted us again for assistance with the user interface design of this new project, soon to be launched in the App store.
First prototype of EXPERIFACE, a minimalist graphic user interface for mobile phones with a capacitive touchscreen. EXPERIFACE simplifies the user interface to 3 main panels, called PANES: HOME, MESSAGES and COMMUNITY, collating all relevant informations from the cloud into 3 main PANES.
This is the MESSAGING PANE, which displays the INBOX ROW by default, displaying information lodged in the MESSAGING APP.
Industrial Design in Irvine, Patton Design has been providing software development, patent, graphical user interface, auto, audio, video, furniture, cinema, invention since 2005.
Dedicated to the designers, developers and engineers who build the world’s most engaging user interfaces. From the community, for the community.
Industrial Design in Irvine, Patton Design has been providing software development, patent, graphical user interface, auto, audio, video, furniture, cinema, invention since 2005.
Fresh ideas, innovative thinking, demands some freshness and sweetness. Mints if you ask intelligent questions.
'Dive Into User-Interface Design' Workshop 01 with Niyam Bhushan. At 91Springboard Delhi, India, on 26 - 27 September 2014. More details at bit.ly/niyam
I can carry my entire CD collection in my pocket. I can record 80-hours of television for on-demand playback. I can share annotated pictures with the entire planet in an instant. So why does the standard gas pump still have such a poor user interface? With input and peripherals located in different areas and limited on-screen interactivity, you'd figure somebody would be able to build a better mouse trap. Nevermind that it merrily took $55.00 from me to fill my "gas-guzzling SUV", but that's another story for another day.
NASA Spacesuit User Interface Technologies (SUITS) Testing 2. Photo Date: May 24, 2018. Location: Building 29 - HIVE. Photographer: Robert Markowitz
NASA Spacesuit User Interface Technologies (SUITS) Testing 2. Photo Date: May 24, 2018. Location: Building 29 - HIVE. Photographer: Robert Markowitz
Simple shapes for the user interface (or anything) that anyone can draw, from Dave Gray and Sunni Brown.
Meeting Design: For Managers, Makers, and Everyone, Hoffman, Kevin M., 2018, New York: Two Waves Books twowavesbooks.com/book/meeting-design/
Ideum recently tested out a paper prototype both with Ideum staff and onsite at the Natural History Museum of Los Angeles. To learn more about Ideum's Creative Services visit our website.
Dive Into User-Interface Design workshop, conducted by Niyam Bhushan, in New Delhi, India, at 91SpringBoard. More details: bit.ly/niyam
this is the arcade game I worked on.
I was tasked to work on the Game User Interface art and low res snow mobiles in this game.
I helped design the introduction. This was one of the most exciting game user interface I worked on because it was realtime 3d. The intro to the player select was simple and pulled you right into the game as soon as you hit the start button. This was designed for the Arcade version of the game so the intro needed to be fast. I also liked working on the snow mobiles, these were the first vehicles I had ever modeled and created textures for. The 2d graphics were fun to create. I modeled them in 3d studio max and edited them in Adobe Photoshop. The characters, snow mobile designs/ high res models, animations and logo were worked on by other artist on the team. The art I worked on for the track select back drop was created from art the track artist created. We did not have lighting in the game so I had to render lighting for the mountain using vert colors.