Work Examples

"Digital marketers rely on data from many different sources. How can Adobe Genesis 3.0 help consolidate and use these data streams more effectively?"
New Partner console dashboard Early concept and interaction sketches Support tab in clickable prototype First iteration of landing page in clickable prototype Hi-fidelity navigation concepts Hi-fidelity mock of support tab Hi-fidelity mock of new integration wizard
The Project

The first big task I took on at Adobe was to redesign the Adobe Genesis UI for the 3.0 release. For many years the UI had stayed pretty much the same, and served a basic function: choose a third-party vendor and launch a wizard to integrate the data between the vendor and SiteCatalyst. However, once this integration was set up users of the Digital Marketing Suite didn't know where to find the data, what to do with it, and how to check that their integration was working properly. We decided to reposition Genesis as a data destination for all third-party data instead of just an administrative tool. To do this required substantial UI and systems design, as well as cross-team collaboration.

The timeframe for design was squeezed into just a few weeks, with no opportunity to talk directly with users since they largely didn't exist for what were were trying to accomplish. However, I was able to do some self-ethnography with the existing tool, read blog posts written by people like our target persona, and interview consultants inside Adobe who helped customers set up integrations. This helped me to identify what were the most important elements to build and communicate it to the product team. This included making the data findable within the suite, making the inner workings of the integration transparent, and improving the customer support options available to the user.

The nature of working on this type of product is that there are a lot of internal stakeholders that need to be accounted for. To make the most of this situation I worked to quickly create sketches and a clickable prototype that I used with all the various stakeholders. This helped to not only weed out unspoken concerns, but also to bridge communication gaps about what Genesis was supposed to represent to our users and to the company. This was especially important because many of the key enhancements required that the marketing, consulting, client care, engineering, product, and user experience teams all contribute something to make the release a success.

Methods and Tools

Personas
Artifact Analysis
Auto-Ethnography
SiteCatalyst
FlashCatalyst
Sketchbook Pro
Illustrator
Photoshop


Deliverables

Hi-fidelity Mockups
Style Guide
Clickable Prototype
UX Web Analytics Plan

"Creating 3-D animated movies is a complex social and technical process. How can Disney Animation manage a constantly evolving set of artistic and technical tools?"
Example Personas Low-fi mockup and basic IA of TechWeb Product Page Low-fi mockup of TechWeb Landing Page Hi-fi mockup of TechWeb visual style Project Poster for Summer Intern Showcase
The Project

During my three-month internship as an Interaction Design intern at Disney Animation Studios, I was part of team of designers and engineers tasked with implementing an internal content-sharing/management system. My role was to research how engineers and animators at Disney Animation share, find, and navigate the overwhelming amount of disparate internal information sources, and provide design solutions to improve the process.

RESEARCH PHASE

I began by interviewing several engineers and animators to understand how they find and distribute content. I followed this with contextual inquiry to understand how they actually use the tools available to them, and where the hurdles were for employees to find the information they needed to get their work done. One of the key insights I found was that there was a misconception that documentation for animation tools didn't get created. The actual situation was that were so many sharing tools in use that nobody knew which one to use.

I created a collection of personas based on my research, with three main roles becoming the focus of the design work: Engineers, Technical Directors, and Animators. The engineers and technical directors were not motivated to consistently create documentation for the software because it took too long and they believed nobody read it or improved upon it. The animators were not motivated to seek out the information because the search tools were not reliable and thus they believed the documentation didn't exist.

DESIGN

Due to the complexities of a primarily social problem space, there was no silver-bullet technological solution. We decided to approach the problem on three fronts:

1: Consolidate docs to a common "product page" location in the IT intranet, and provide a consistent but flexible process for creating and linking to documentation through the common location.

2: Create a Landing Page for the intranet that supports the most common use cases for the personas.

3: Address issues with the search app across the entire company intranet, since it is the first thing all employees use to navigate to information.

To do this I made paper prototypes to get feedback from users to ensure the product pages fit their needs. I did this not just for usability's sake, but also because I knew that for this new tool to have a chance at widespread adoption, the creation of it would need to be inclusive and transparent.

I built sample product pages within the SBS system and redesigned the Landing Page based on the primary use case: Animators looking for technical contact info or documentation, and the secondary use case: Developers editing documentation. Unfortunately the issues with the search app on the company intranet were too large in scope for me to tackle during my internship. However, with the product pages and Landing Page implemented in the SBS system I was able to piece together a live demo of the streamlined workflows - showing users how easy it could be once the search app was redesigned. This work was demoed during the 2010 summer intern showcase, as well as to the entire Disney Animation Software Engineering Team.

Methods and Tools

Personas
Interviews
Artifact Analysis
Ethnography
Affinity Diagramming
Paper Prototyping
HTML/CSS
Balsamiq Mockups
Photoshop


Deliverables

User Research Documentation
Visual Mockups
Design Demo
Wireframes
Project Poster

About Me

-I AM- Icon

I AM

Chad Camara, an ever learning User Experience designer.

-I BELIEVE- Icon

I BELIEVE

That computer technology can be made better through people-centered design, empathy, follow-through, and challenging the status quo.

-I DESIGN- Icon

I DESIGN

Solutions for people using an iterative, collaborative process that strives to balance user needs with technology constraints and business goals.



VARIED HISTORY

In the past 10 years I have had some glamorous and not-so-glamorous jobs. I have been a designer, teacher, researcher, student, salesman, retail manager, busboy, consultant, co-editor of a newspaper, and a dishwasher. And no matter if I was at a large company or in the kitchen of a local restaurant, I learned to connect with a wide variety of people. I believe this is important to good UX design.

CO-CREATION

My job title may be User Experience Designer, but I don't believe that I can "design" the user's experience and then pass it along for someone else to make it manifest. I encourage a culture of co-creation, because the user's ultimate experience is the result of the entire product team's efforts.

RANDOM THINGS

  • I would much rather talk than to email or IM.
  • I always use the Oxford comma.
  • If I wasn't a designer, I would be a rapper.
  • I challenge anyone to Star Wars trivia.
  • I've been told I have no kind of accent.
  • I never get tired of watching Scrubs.
  • I think corn is funny. I don't know why.
  • I said the word "cheese" before "mama".
  • I know what Wizard Rock is. And I like it.

RESUMÉ

Seeking a full-time design position where I can use my communication and design skills to create pleasurable and usable experiences for people.

Relevant Experience

User Experience Designer
Adobe Digital Marketing Business Unit
October 2010 - Present

  • Design solutions to streamline the experience of 10+ products in the Adobe Digital Marketing Suite.
  • Lead design sessions with cross-functional teams including product management, UX, engineering, consulting, and marketing.
  • Rapidly create low to high fidelity visual design, interaction design, and functional prototypes.
  • Work with front-end developers on UI design best practices and QA.
  • Conduct user research including interviews, surveys, web analytics, and usability testing.
  • Evangelize and implement strategic cross-product UX initiatives such as integrated workflows, visual style guides, and interaction pattern documentation.
  • Communicate UX Design in a highly technical environment, as well as communicating technical constraints to UX Design team.

Interaction Design Intern
Disney Feature Animation Studios
June 2010 - September 2010

  • Worked collaboratively with multiple teams and stakeholders in deadline-driven film production environment.
  • Assisted Interaction Design and Development team with redesign of technology department's intranet.
  • Designed documentation tools for use by hundreds of employees.
  • Delivered wireframes and low-fi prototype design work to developers.
  • Conducted user research to develop personas, scenarios, and task flows.

Interaction Designer
Hanapin Marketing
July 2009 - November 2009

  • Worked closely with CEO to develop brand and web strategy for blog redesign resulting in increased web traffic and reader satisfaction.
  • Delivered wireframes and mockups to visual designer and developers for SEO-friendly website.
  • Used interviews and affinity diagramming to quickly synthesize client needs and generate design directions.
  • Provided actionable items and design goals for client through thoughtful critique and presentations.
  • Responded to client changes in short time frames.

Education

MS, Human Computer Interaction Design, 2010
Indiana University School of Informatics, Bloomington, IN
GPA: 3.98/4.00

BS, Informatics - Communications Core, 2007
University of South Carolina Upstate, Spartanburg, SC
GPA: 4.00/4.00

Methods & Skills

DESIGN

Persona Creation

Storyboarding/User Scenarios

UI Wireframing

Paper/Clickable Prototyping

Graphic Design

Information Architecture

User Interface Specifications

Drawing on Whiteboards

RESEARCH

User Interviews

Contextual Inquiry

Usability Evaluations

Card Sorting

Usage Data Analytics

Cultural Probes

Artifact Analysis

Affinity Diagramming

TOOLS

Pencil & Paper, Photoshop, Illustrator, HTML5/CSS3, Flash Catalyst, SiteCatalyst, Google Analytics, Omnigraffle, InDesign, Balsamiq Mockups, Fireworks, MockFlow, and Sketchbook Pro.


TECHNICAL

Working knowledge of Javascript, Actionscript 3.0, VB.NET, SQL, and Processing.

Other Experience

Designer/Researcher, DiamondTouch Table User Engagement Research Group
Directed 4-person team, authored abstract accepted to Interactive Tabletops and Surfaces 2009 conference.

Co-Founder, HCI/d Discussion Circle
Organized and held bi-weekly meetings for the presentation and discussion of wide range of design ideas.

Instructor/Mentor, Interaction Design Practice Course
Consulted on and critiqued design projects for new HCI/d Master's students.

Member, HCI/d Design Club
Worked in small groups to rapidly conceptualize and prototype designs.

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