Defining movement out of a company's mission.

A matching card game focused on habitats.

Imbuing a brand into the most granular of its pieces.

ROLE

ROLE

Design Systems, Interaction Design, Prototyping

Design Systems, Interaction Design, Prototyping

DURATION

ROLE

Design Systems, Interaction Design, Prototyping

Winter 2022

Motion-Cover-Image-Final

To match their fast evolving product, I recognized an opportunity to inject Amount’s mission and principles into the interactions of their design system.

Existing as the middle man for the financial partners using their software meant that ay brand injection had to be subtle yet noticeable. To achieve this, I used Figma and Principle to create a set of motion guidelines that pulls from Amount’s own mission, resulting in a lightning fast approach that responds instantaneously to a users interactions.

For elementary school teachers, it can be difficult to make the assigned curriculum interesting and engaging for their class. Our project aims to assist teachers in educating students about habitats through a fun and social way.

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The motion and micro-animations within the system pull their focus from Amount’s own mission statement, centered around assisting financial institutions with swift change and growth within an ever changing digital environment.

A large part of our research process was devoted to identifying existing pairings within nature that could cover every letter of the alphabet. Although time-consuming, this was important to create these pairings as they are the pillars of our project. My letters for the project were G, T, and Y.

AMOUNT'S MISSION STATEMENT

"To enable banks and financial institutions of all shapes and sizes to rapidly evolve their digital agility and energize positive change in the ways they deliver value, impact and relevance to customers."

MOTION STATEMENT

Energized, precise movement that emulates and builds off of Amount’s ability to swiftly change the digital landscape of their partners, as fast as it is influential.

Based around Amount’s linear workflow design approach, components can be grouped into one of three “buckets” that help define their movement and interaction.

Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.

Presence-1

Presence

Introducing and removing objects to and from the screen

Emphasis-1

Emphasis

Pulling focus to an object that exists on the screen.

Journey-1

Journey

Taking a user from one point to the next within their workflow.

These buckets are then expanded upon into three distinct motion curves. Curves are intentionally exaggerated, taking its approach from the lightning fast solutions amount promises.

Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.

Default

Default

For objects that start and end still on the screen.

Intro

Intro

For objects that are being introduced to the screen.

Outro

Outro

For objects that are being removed from the screen.

To increase efficiency in handoff to developers implementing these changes, I defined a set tier of durations that could be assigned to each component.

Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.

Duration-Tiers-2

These pillars of motion then combine into functional component cards, clearly showing a component’s expected motion, start and end states, and a timeline view of each interaction. Developers responded extremely positively to these cards, noting how precise it was and easily understandable it was from a coding standpoint.

Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.

To give developers a clear visual of how each component behaves, I also created a interactive playground in Principle, allowing anyone to jump in and directly view a component’s movement and interaction. Wanna check it out?

Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.

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I’m currently working with Amount’s enablement team to implement these guidelines into each component of our systems.

I’ve also started to further devlop the duration tier into a duration scale, allowing developers and designers to work in tandem to instill custom movement and interaction into an individual component in the future. This project was a great lesson in translation and simplicity, taking an overarching idea and paring it down into something rigid yet flexible and impactful all the same.

For elementary school teachers, it can be difficult to make the assigned curriculum interesting and engaging for their class. Our project aims to assist teachers in educating students about habitats through a fun and social way.

TIME FOR ONE MORE?

Envisioning the creation
of new worlds.

Creating effective task management habits.

Cover-Image

SORRY, NO MORE TO SEE

But here's more about me! I'm a user experience designer who isn't afraid of the hustle, but is terrified of the Goliath Birdeater Spider. I'm an early 2000's pop lover, and I make a mean buffalo chicken dip. Wanna talk? Get in touch!

SORRY, NO MORE TO SEE

But here's more about me! I'm a user experience designer who isn't afraid of the hustle, but is terrified of the Goliath Birdeater Spider. I'm an early 2000's pop lover, and I make a mean buffalo chicken dip. Wanna talk? Get in touch!