AESHVARYA VERMA / UX Designer

The best things in life

  • are not things

  • are Experiences

Services

I observe, listen, talk, analyze, iterate, collaborate and design for the people.
I believe that designs and codes are a part of an insanely bigger process!

Design

HTML5 Power

CSS3 Awesomeness

javascript Magic

Mobile First

User Centered Design

UX Research Toolkit

HCI Methods Madness

Create

Web Presence

iOS Apps

Usability testing plans

Paper Sketches

High-fi Prototypes

Personas

Scenarios

Love

Traveling

Observing People

Clean Design

Happy Clients

Understandable Results

Early Technology Adoption

Ubiquitous Computing


Want to talk about a problem? Contact me to discuss about it.

Contact Me

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Portfolio

I am proud of what I have done. I am ready for the next big challenge. Yours!
Take a look at my most recent projects.

Works match criteria

Project Details

    Unifying in-vehicle infotainment & navigation system interfaces

    Time Period : Fall 2012
    Course : Interaction Design Practice
    Team : 3 people
    Tools Used: Balsamiq, Axure and Adobe Illustrator
    Interactive Prototype : http://bit.ly/1fa7Rzr
    Presentation : http://bit.ly/1h4KsGH

    Problem Space

    A. Context

    Our task for the project was to imbibe better interaction practices for the current GPS system. GPS systems have been able to simplify the problems of travelers in a bountiful way by which location is tracked and directed. Traveling is one of the fun activities of the modern world and the long distance travels are on the hobby list of many. Modern GPS adds up the value for such travels to people who visit places for the first time. The idea was to enhance the experience of GPS during long travels where the car driver need not look into the GPS for a long time such as in highways, low traffic zones and when one has a long straight road to drive. During such times, drivers generally end up switching on their car LCD for a short movie, putting up their phone for a call or putting on their car music systems. All these activities put on the cognitive load on the driver.

    B. Users

    Primary User

    A person driving the vehicle. He is in direct interaction with the infotainment and the GPS system.

    Secondary User

    A person sitting beside the driver. He can also interact with the infotainment and the GPS system but priority is given to the driver.

    C. User Experience Goals

    The following user experience goals were kept in focus while developing the core functionalities of the interfaces - Effectiveness, Efficiency, Learnability, Memorability, safety and utility.

    Conceptualization

    Physical Device

    This device is a single screen interactive system which will reflect the following growing trends in ubiquitous devices:

    • Use of touch screen technology
    • Allow for connectivity to multiple input devices like USB, iPod docking station, aux-in port and so on.
    • It was incorporate voice activation functionality, allowing users hands-free device control

    User Interface Behavior

    The unified interface will provide users with the ability to explore all the possible interactions to perform GPS search, audio and video functions.

    Product Requirements

    The following requirements were gathered for the product:

    • Functional Interface Requirements
    • Content Requirements
    • Environmental Requirements
    • User Requirements

    Design and Prototypes

    We started sketching on paper and moved on to Balsamiq software for the low fidelity prototypes. Here we focused on developing the core functionalities of the overall interface. Three iterations were followed to refine the interfaces. Next we developed high fidelity interactive prototypes using Axure.

    Evaluating the design

    Usability study with users

    We selected four participants to take part in a usability study. During each test session, evaluator took general notes for every task. After all tasks were completed, users were asked to complete a post-study questionnaire.

    Usability study through internal walkthrough

    Task driven expert evaluation was conducted within the team with the following scenarios:

    • You are driving from Indianapolis to Chicago with the GPS showing the route. Select an ATM along the way so that when you reach Chicago, you can pay the toll.
    • You are on a long and straight highway and driving alone, you want random songs to be selected depending on your mood.
    • Before starting the GPS, you want to listen to the current news on the FM on the frequency 98.3 MHz.

    Graphics samples

    Tools used : Adobe Photoshop, Adobe Illustrator

    These are the various graphics I built using adobe creative suite 6

    Fly Trail - A Sifteo Cube Game

    Time period : Spring 2013
    Course : Prototyping for interactive systems
    Team : 2 people
    Tools Used : Paper, Adobe Illustrator

    The Challenge

    We were challenged with designing a new application or game within the constraints and conceptual model of the current Sifteo Cube product line. Our final product needed to be a physical interactive prototype.

    Here are some of the general parameters that need to be considered:

    • The application must incorporate a minimum of 3 cubes (a typical base set) and up to a maximum of 6 cubes.
    • The cubes proximity range is about ½ inch from a side.
    • The Sifteo Cubes are a pre-dominantly right-brain driven device, i.e., heavily dependent on visual and audio output.
    • It should provide clear audio and/or visual cues.
    • The interface needs to be simple enough that a young family member can use it.
    • Sifteo Cubes each have small screen space, though can be tiled. Consider the level of "glanceable" information, i.e., consider the amount and presentation of text.
    • The cubes are not directly connected to the internet.(not live, but the main unit does update though a USB connection to a PC)

    The Solution

    Keeping in mind the above constraints and conceptual requirements we started reviewing the current applications available for Sifteo Cubes. Due to the small screen on the cube, all the applications contained a limited microinteractions required to operate the application. We then started brainstorming on ideas and finally settled on developing a game. We chalked out the basic functional requirements for the game. The main areas under consideration were resolution of the interface, screen real estate, responsive time, audio and accuracy.

    The Result

    We made a physical interactive prototype of the game - Fly Trail. It's a game involving 6 Sifteo Cubes in which the task of a player is to land the plane safely on the runway. A plane given in any one of the cubes starts to land with it's trajectory shown. There are three kinds of trajectories possible - yellow(slow speed), green(normal speed) and red(fast speed). Players need to choose a cube having the right trajectory. All this happens in the presence of winds which changes direction from cube to cube or in some cases on tilting the cube. The aim is to maintain the plane on its trajectory while cancelling the wind effect. As the game progresses, a player may face different obstacles or wind blowing desings. This game involves strategy, planning, logic and computational power of the player at every level.

    Easy ATM - A redesigned ATM for the visually impaired people

    Time Period : Spring 2013
    Course : Prototyping for interactive systems
    Team : 3 people
    Tools Used : Paper, cardboards, plastics, bubble wrap, tape

    The Challenge

    The challenge was to redesign the current ATM interface for the visually impaired people. First, visually impaired people struggle to find ways to initiate the ATM usage. Current system force them to find a headphone hole with difficulty. Second, the menu system and interaction was designed mainly for visually capable people. This causes the flow for visually impaired people to be redundant and confusing.

    The Solution

    The inspiration for this project was a youtube video posted by a blind person himself. He recorded the total time it takes to withdraw money from an ATM. He clocked it under 11 minutes. Our target was to considerably reduce this time in our new redesigned interface. Since this project required us to venture out in the world of visually impaired people, we started an extensive literature review process. we read many research papers and articles describing the processes of developing interfaces for the visually impaired people. We, ourselves, blind folded each other and tried to use the current ATM system and gathered various data points. Then, after a careful study of the current system we were able to trace out the flow model. Keeping that in mind we started sketching on paper for various ideas about the new ATM system.

    The Result

    The final prototype is a combination of three subsections separated by physically distinct properties. The card reader has a different texture and is easily identified by the user. The user need to touch the card on the reader instead of sliding it in which was painful for them. The middle section contains the keypad with large dials for every number. The final section consists of a tray useful for withdrawing or depositing money. In our usability testing, we clocked the withdrawal time well under 2 minutes.

    Max Recovery app - Indianapolis Startup Weekend Challenge 2012

    Date : November 2012
    Client : Startup Weekend Indianapolis
    Team : 7 people
    itunes Link : http://bit.ly/1bWVnKZ
    Presentation : http://bit.ly/1oFg3zJ

    The Challenge

    Startup Weekends are 54-hour events where developers, designers, marketers, product managers and startup enthusiasts come together to share ideas, form teams, build products, and launch startups!

    Beginning with open mic pitches on Friday, attendees bring their best ideas and inspire others to join their team. Over Saturday and Sunday teams focus on customer development, validating their ideas, practicing LEAN Startup Methodologies and building a minimal viable product. On Sunday evening teams demo their prototypes and receive valuable feedback from a panel of experts.

    The Solution

    After getting accustomed to the new team members we started researching on our idea and to look for similar competitor, if any. We worked in 1-hour rapid sprints and periodically accounted for the work completed. We started a quick survey to gather people's feedback and later on to generate user requirements for the product. We started sketching the core functionalities. The marketing guys started a launch page, a twitter profile and a facebook ad page. Next we moved towards validating our idea from top target market players like fitness clubs, MMA fighters and so on.

    The Result

    Max Recovery provides an easy, simple to use way to keep your life balanced and boost your body's performance. We use a proven effective system to training and fitness that puts an emphasis on recovery and is taught by trainers at the top gyms of the world. Everything in life has a price. For your body to run optimally, you must balance your work efforts (debits) with your recovery efforts (credits).

    UX Design internship at MobileAware LLC.

    Time Period : Summer 2013
    Clients : Air France, MobileAware
    Team : 4 people
    Tools Used : Survey Monkey, Amazon Mechanical Turk, Axure, Adobe Photoshop, Adobe Illustrator
    Interactive Prototype : http://bit.ly/1ciuVP1
    Air France Report : http://bit.ly/1dZcony
    MobileAware Report : http://bit.ly/1f9oU8G

    My summer internship in Dublin, Ireland

    In the summer of 2013 I worked in the user experience team at MobileAware LLC. There I worked on two projects:

    • Air France
    • Mcare

    Air France

    My responsibilities:

    • Plan and conduct usability testing of the electronic booking tool found on mobile.airfrance.com
    • Document the findings and present the report to the Air France team
    • Design a data visualization UI for the search results found on mobile.airfrance.com

    Mcare

    My responsibilities:

    • Plan and conduct surveys through Amazon Mechanical Turk and Survey Monkey
    • Gather user requirements for the mcare app
    • Develop an interactive prototype of the mcare app

    I am ready for the next challenge. Yours!

    Contact Me

    • He has genuinely impressed me as a diligent, thoughtful, and thorough worker. He brought extensive development and software management expertise to his position with me, and his motivation and willingness to learn is very much above average.

      Dr. Mark S. Pfaff / Assistant Professor, Indiana University

    • Aesh is fun to work with and a team worker who fully contributes to the productive ambience. I am confident on his applied and interpersonal skills and would strongly recommend him for a fulltime position as a UX specialist.

      Antoine Marin / Lead UX Designer, MobileAware LLC.

    About Me

    I consider myself a small team of enthusiasts handling both the research and design aspect of providing a better user experience. Some call it "unicorn-itis" but I believe it be collaboration in disguise.

    Aesh

    UX Researcher

    Info

    I work closely with stakeholders to understand product goals and strategies. I drive User Centered Design processes. I plan and conduct user research throughout the product lifecycle. I plan and conduct Usability testing. I love qualitative and quantitative analysis of data and present understandable findings to influence product design. I utilize a wide variety of research design and evaluative methodologies. I execute a wide range of established and innovative research methods.

    Aeshvarya Verma (Aesh)

    UX Designer

    Info

    I make sure the team understands who they are designing for and why. I am an Axure ninja and demonstrate high confidence while creating high-quality user experience documentation, including wireframes, interactive prototypes and other interactive specifications. I am proficient in using tools like Adobe illustrator, photoshop and indesign to create pixel perfect graphic designs. Gridlines, rounded corners, flat designs, hex codes, Apple and gestures keep me awake at night.

    Aesh

    Developer

    Info

    I am familiar with the best practices on web performances and know how to effectively design for modern browser capabilities. I have an experience designing native mobile applications especially for iOS environment. Terms like APIs, anything ending with JS, SDKs and the internet as a whole excites me. Object oriented programming, cross-browser/device development and agile project methodology are right up my alley. Here only coffee and sublime text 2 support me during the night.

    Contact

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    Business Hours

    • Mon - Fri : 9am - 5pm  Anytime
    • Saturday : 9am - 2pm  Anytime
    • Sunday : Closed  Anytime