Alex Sulgrove

UX/Interaction Designer

"Finish the stories we have started"

-Mom

Zooplay

Young children are operating touch based interfaces with surprising capabilities. There are many apps that cater to young children although most are games. Children are learning and developing rapidly. As they mature they begin to interact in a broader social capacity. How can we as designers begin to envision what some of their digital game experiences may be like?

We generated an iPad app that allows children to create a digital animal world in their own way. This is accomplished by allowing children to draw animal shapes and habitats that are recognized by the app. With the proper care their animal world will grow and evolve. Children have the ability to trade and share all or parts of their animal world. Through positive reinforcement children learn the values of stewardship and social responsibility. To communicate our design we created a storyboard that covers the high-level experiences and interactions of our proposed design.

Peyman Hosseinzadeh & Alex Sulgrove

SSA Design Challenge

A large governmental department needs to process claims and appeals. When an appeal is filed a specific employee is designated to monitor the case through the appeals process. The cases can reside in many different stages of the appeals process. This employee currently works from paper and electronic spreadsheets to monitor their group of cases. How can we improve their work experience?

We proposed a web-based solution that includes three main features, a self-populating to-do list, a sophisticated search system and customizable info-graphics. The to-do list provides the user with up to date information on what has changed with his or her cases, automatically generating reminders, emails, document briefs, etc. The search feature will allow the user to access detailed information on their files quickly. The info-graphic is designed to provide the user with high-level understanding on how well their caseload compares with the benchmarks set by management.

Ed Rice & Alex Sulgrove

Zombies!

There has been a Zombie Apocalypse! A small band of survivors has teamed up with some members of the military and government to form a resistance. Cell phone reception is spotty but the GPS satellites are still functioning. The resistance has asked us to design a smartphone app that will allow survivors to team-up, navigate, signal for help and provide survival information. They have also asked for some wireframes ASAP.

For this project we wanted to focus on providing critical information to the survivors and to the resistance headquarters. Important locations along with brief messages can be sent to HQ when there is reception. Survival information and instructions are preloaded in the app to offset the intermittent cellular service.

Ryan Lefkoff & Alex Sulgrove

Pattern Library

We are newly hired interaction designers on a newly formed UX team. We are working on a large-scale financial application that is modeled after mint.com. The development team continues to implement functional requirements without input from the UX team. Our manager believes that creating a design pattern library could enrich the relationship between the two teams.

Using mint.com for inspiration we created a design pattern library. Our team looked for repeated interaction patterns such as indicating if a text field has been correctly filled out, or how to display page numbers. We represent the patterns in template format with a description and instructions for use.

Ryan Lefkoff, Candice Buggs, Sidd Maini & Alex Sulgrove

Meaning & Form

Digital Imagery as Meaning and Form in HCI is a class that focuses on using imagery as a material of interaction design. The course consisted of weekly projects that alternated between research and production.

The research projects focused on honing our abilities to communicate with imagery. The upper right image explores digital imagery as technology and information. The focus is the societal implications of TSA body scanners on notions of privacy and security.

The production projects focused on creating imagery for particular purposes. The lower right image explores digital imagery as social mechanism. The focus is a once legal dumpsite that has become an EPA remediation project.

Homeless

Design is change. We were asked to create a slow change interaction design project. Slow change, defined as behavioral changes that are difficult to initiate and maintain. This was a four week final project for Rapid Design for Slow Change.

Choosing to work on issues of homelessness in America provided a large opportunity space. Partnering with a local homeless shelter we began to understand their ecosystem. Our solution would have to be transdisciplinary, integrating many fields to provide a holistic solution. Our proposed solution included hardware, technology training and extended contact with the shelter’s case management program. This is to assist the user when facing transitional situations outside of the shelter such as filling out government documents or renewing a housing lease. Using small steps to build new habits, this app is designed to help the user create an ecosystem that keeps them off of the streets.

Ryan Lefkoff & Alex Sulgrove

Capstone Project

While I am looking at the information architecture and personal informatics of coin collectors (numismatists) for my capstone, I want to thoroughly document my personal design process.

My most recent work can be seen by following the link below.

Capstone

My work experience

Resume