Project Intro

01

What is Kodak?

Kodak is an international company, which promises to bring the most accessible, convenient and innovative solutions for customers who want to capture their memorable, magical and meaningful “moments” through its expertise on imaging related hardware, software, consumables and services

What is Kodak VISION?

Kodak Vision Series is committed to offering expert technology solutions and life-long services for our customers, letting every worth saving moments in life being captured, memorized, and cherished

Design Directions

02

Big Ideas

Park Almost Anywhere
Our system allows people to park almost anywhere while keeping the vehicle accessible and usable for the next user with the help of our charging robot "Juicy"
Combine Services
The system allows people to drive for DiDi without owning their own car. The vehicle  facilitates switching between  being a carshare rider and a DiDi driver.
Senior Friendly
Since seniors would be a huge part of the population in the future, we need to design a system that solves the needs of the older population.

What are the Big Ideas?

New Studio Setting

New Gesture Control

New Interface

Research Doc

What are the Problems?

Most creators works in their own studio or inside the office, it is quite hard for them to make enough space for VR experience

Switching between the screens, apps, and the VR studio could be a nightmare, especially if the they have to take their headset off. Having a seamless workflow is essential for the creatives.

Most existing controllers for VR are designed mostly for games and entertainment. Gestures and functions should be customized  for creative process.

Product Design

03

System

NEW STUDIO  SETTING

Most creators works in their own studio or inside the office, it is quite hard for them to make enough space for VR experience. At the same time, the entire virtual space could cause lack of physical response especially practice 2D activity.

The New studio will allow the users to set up based on their existing studio space by blocking  desktops, walls, etc.

The User Interfaces are divide into four key layout: 1D [Typing], 2D [Drawing/Editing], 3D[Building/ Modeling], 4D[Animation/Video]. By toggling the left controller menu, the creatives could access all the tools and interfaces.

While switching the creative mode, the studio will prioitize the key interfaces such as the stage, the desk,  the timeline, the import, tool adjustments, etc. The open windows could also be attach to the left controller to present a clean workspace.

Interaction & Guestures

04

NEW GESTURE & ERGONOMICS

Under different creative mode, the users not only have different thought process, but also uses different physical gestures. The gestures are developed by their existing habits. For example, while drawing, the users will natrually apply the same hand position as they are holding a pen. The proper  gesture and the holding postion could help the creatives to generate their ideas smoothly.

Gesture Analysis Example

Role

Role

Role

Role

Assistant Hand

The assistant hand mainly helps the users to switch between working modes and manage all the opening windows. At the same time, the assistant controller includes hot keys like Shift, Alt, Ctrl to help the creator rapidly switch between related tools.

Master Hand

The master hand mainly allowss the users to apply and switch between tools, at the same time making adjustment .At the same time, the assistant controller includes most gestures that related to "apply", such as Grab, Pick, Group, etc.

Research Progress

05

Sketch & Wireframes

View ALL the research process includes STEEPX, Persona, Positioning Matrix, SWOT, stc

Research Doc

Sketch & Wireframes

Sketch & Wireframes

Sketch & Wireframes

Through the market and user research, I was able to discover essential insights, problems that currrent products have and needs that was not tackled. Using the sketch as the brainstorm tool, I developed ideas from the wildest to the most conservative and finally pick those are plausible, feasible and desirable.

The wireframes are developed in a more visual way since the UX is more dynamic and three dimensional. While designing the hierachy of the menus and windows, I build a VR studio scene to mimic the the actual workflow to test my idea.

Ergonomics and test

While developing the concepts, rapid prototypes are made to exam our concepts. Test mockups are made to test the measurements for the studio design.

Starting from low fidality mockups in gravity sketch and blender, the studio design was refined step by step with user testing. VR animated prototypes are also built to test out the workflow of the studio interface.

Style & Inspiration

To create a nostalgic and iconic graphic style, I take the inspiration from the vintage Kodak camera design and the idea of the darkroom. By combining the vintage elements and redesign it in a more cyber and futuristic aesthetic.

Refining the Design

After the design decisions were made, I started to refine our final design. Softwares like XD and illustrator were used to make the user interface intractable and aesthetically pleasing. ​I also used blender and rhino to refine the detail of the controller and the headset

Explore More

For better experience, please view details on desktop screen.