SONY: Playstation 3 UI
I joined SONY in 2009 and my main focus was creating a UI-less UI along side with some of the industry’s most talented and experienced designers. It’s where my Ux career first started.
I had traveled to China for design research, worked on future devices and technology (that are now common) and learned what Ux really means.
This design featuring early ziggurat mechanisms and parallax transitions stayed with Playstation for many years until PS4 came with a complete redesign.
SONY: Patentable Design
In the graphic shown here, one of my motion-based designs at SONY was a unique loader animation which was so well received that it became a patent.
This loader lived on the PS3 for many years and it was exhilarating being able to invent a unique design (in a very saturated market) and it featured multiple layers of motion graphics overlapping and timed in such a manner as to create a truly unique visual queue.
Design Studies / Experimentation
One thing that I really enjoyed while at SONY’s (top-secret) Ux Lab in San Francisco, was how we were encouraged to experiment and explore unconventional design systems.
I learned how exploration without limits can give birth to ideas and systems that wouldn’t have been thought of otherwise. The screen shown here is of a conceptual UI that uses camera movement as the main means of navigation.