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Traverse is a vision of a culturally responsive healthcare system that leverages AI & NLP to bridge the gap between providers and patients. The current US healthcare system struggles to meet the needs of its diverse population as it often fails to acknowledge and address different intersecting personal and cultural identities. The main three challenges our team decided to focus on from research are: Marginalized identities receive less quality care With a series of connected digital tools, Traverse supports both patients and healthcare providers in building stronger relationships and outcomes by improving agency, understanding, and transparency across the primary care journey.
View Artefact's Case Study
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In this 9-week long project, our team created videos of everyday scenarios that demonstrate how people may interact with an autonomous and adaptive AI-powered AR OS in 5-7 years. The scenarios are also used to exemplify frameworks and design principles we developed that systematically explore how people desire different levels of control & engagement with AR depending on their context. The client came to us with four roughly defined user archetypes that helped them systematically understand how people behave and desire different levels of control & engagement with AR depending on their context. For example, a parent may prefer to let the AI take over the majority of a task in AR so they can disengage from the technology to be present with their child. Our team was asked to iterate and contextualize these archetypes within user scenarios, develop a more robust framework, as well as create consistent UI and IxD patterns that illustrate how people may transition fluidly between archetypes. The three scenarios we selected from research focuses on how context impacts the user’s engagement in three areas: How people build routines and react to a disruption in their routine |
Here's a peak into the process, that doesn't give away the concept, where I led and designed a scenario. I first iterated the concept in low-fidelity, then brought it to high-fidelity UI and storyboard frames for our motion designer to composite into the final video. |
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In this 10-week long project, our team brought to life the future of multi-user, multi-device pairing and related experiences in the home. Grounded in research, our designs focused on natural interactions that orchestrate seamless and elegant pairing experiences with the TV and surrounding ecosystem in the living room. The goal of the project was to: Define and prepare our client to build next generation connective experiences in the home
The core design requirement was to focus on designing natural and intuitive interactions to create a seamless and elegant pairing experience with the TV and surrounding ecosystem in the living room.
While our team’s research director focused on drawing insights from technological, behavioural, and social trends, my lead and I focused on finding analogous experiences and interactions to extrapolate inspiration and best practices.
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This is a UX storyboard frame I created for the project. It's an example (constrained by confidentiality clause) of how I often create holistic storytelling around the user's experience by placing the UI and interaction in context, especially when designing multi-device, multi-user, and augmented reality experiences. |
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In this 14-week long project, our team ran generative research, identified opportunities, and defined new features for a connected care platform to support the rollout of a new medication. Along with insights from 40+ qualitative interviews, we delivered 13 mid-fidelity app feature concepts for both patients and healthcare providers. Our client came to us looking to develop an understanding and strategic roadmap of how to implement a new medication in the market and how a companion app can support patients in adhering to their healthcare regimen. In the first eight weeks, our team conducted qualitative research interviews with 41 participants, including people living with type 2 diabetes who use different types of insulin, people who use parallel injectable medications, and healthcare providers. During the research process, I provided support in the framing of research questions and synthesizing insights. Guided by the opportunities from the research synthesis, my design director and I wireframed potential features for a companion app that focus on: Instilling confidence and trust in the new medication and digital algorithm that will provide dosage guidelines to patients
* I was also a long-term designer across other data visualization and patient portal products for this client – let me know if you are curious about my contributions in those projects |
(No visuals here, sorry. NDA is real tight, plus product is still in trial. Imagine some really really nice, thoughtful, and surprisingly-detailed-for-the-time-constrain-we-had greyscale wireframes for desktop and mobile concepts.) |
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The Most Likely Machine is a passion project from Artefact where our team designed and built an online prototype that introduces pre-teens to digital algorithmic bias and its impact on our world. As future generations spend an increasing amount of time immersed in technology, digital literacy is a crucial skill to navigate social, cultural, and political aspects of the world. Designed for both individual exploration and the classroom context, the Most Likely Machine plays on the student’s own biases and expectations to help them relate and understand the consequences of algorithmic bias. I joined the team after the research and definition phase, when the team had begun to narrow in and target algorithmic bias as the focus of the project. Together, we sketched different forms and narratives for the core experience. After we have aligned on the content strategy, I focused on rapidly iterating the wireframes and prototype for mobile, defining the key interactions, while the team developed the art direction and detailed out the content. I exited the program after four weeks and the team continued to translate and develop the work into the desktop prototype.
View Artefact's Case Study
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In this 16-week long project, our team explored how AR could bring new value to social contexts. We built a compelling product vision that leverages the technology to bridge communication and accessibility gaps. Included in the vision is an innovative interaction system including gesture inputs that create self-haptic feedback for both direct and indirect interactions, unlocking opportunities for intuitive, ergonomic controller-free hand interactions. Our client came to us looking to develop an understanding and strategic roadmap of how to implement a new medication in the market and how a companion app can support patients in adhering to their healthcare regimen. In the first eight weeks, our team conducted qualitative research interviews with 41 participants, including people living with type 2 diabetes who use different types of insulin, people who use parallel injectable medications, and healthcare providers. During the research process, I provided support in the framing of research questions and synthesizing insights. Guided by the opportunities from the research synthesis, my design director and I wireframed potential features for a companion app that focus on: |
This is a small part of UX scenario videos where I iterated the storyboard in low and mid-fidelity, designed the UI in high-fidelity, animated it in Cinema4D (with help from our 3D artist and motion designer), then composited into real life footage in After Effects. Unfortunately, I cannot showcase here the UI and interaction design patterns that I worked on in detail . |
Hi, I’m Marine. I’m a UX designer who turns blue sky visions into inclusive, tangible products. Or at least that’s the easiest box to put me into.As someone who is always dreaming about the future and naturally detail-oriented, I specialize in envisioning products that might exist in five to ten years. My true strength lies in understanding nuances in social & cultural contexts and translating them into insightful designs that empower people in new ways.
Competencies
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