J.R.R. Harlequin's profile

That Hardware Company

I presented a talk during zSpace's first zCon, a conference to showcase are system and the third party companies utilizing our technology.  The talk was just to highlight the basics that potential developers would have to keep in mind, visually, when creating content for our system, at the time.
(April 2013)
Storyboard illustrating how data (files and folders) could be represented and browsed in 3 dimensional space.
(2012)
Brainstorming session on new interpretations, for 3 dimensional viewing, of the standard browsing window interface.
(2012)
Breakout explanation of a collapsible interface for a 3 dimensional file browser.
(2012)
A traditional approach to a 3 dimensional file selection window.  Our repeated attempts at utilizing a user interface that was "truly" 3 dimensional presented a steep learning curve for a user base that was used to interfacing with 2 dimensional surfaces.  Thus we decided to take this traditional approach as a baby step to create a true 3 dimensional interface in the future.
(2012)
Exploration of shapes, in combination, to create a theme for a modular user interface system.
(2012)
Exploration of shapes, in combination, to create a theme for a modular user interface system.
(2012)
Variations on concepts for User Interface tools for a 3 dimensional display system.
(2012)
Variations on concepts for User Interface tools for a 3 dimensional display system.
(2012)
Variations on concepts for User Interface tools for a 3 dimensional display system.
(2012)
Final concept and execution of the 3 dimensional virtual stylus we used for our in house applications.  The zSpace system allows you to manipulate objects in a virtual 3 dimensional environment, as if they are floating in mid air in front of you.  This was the virtual conterpart of the physical stylus you held in your hand.
(2012)
An early, radical, design of the virtual stylus.  I start many concepts this way, pushing the elements to the extreme, then reigning it in as the design addresses each of our desires in the product.  This presents us with the possibility of discovering designs that we may have missed with a much more conservative approach.
(2012)
The virtual camera turnaround for our first original design.  Our zSpace demo allowed the user to grab a virtual camera, in scene, and point it at objects, also in the scene.  The camera's line of sight was displayed on a virtual screen, inside the scene as well.  Later we decided to go with something more iconic for user recognition purposes.
(2012)
That Hardware Company
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That Hardware Company

This a sample of some of the work that I produced for zSpace, Inc. My duties, spanning the time I was on the team, included graphic design for br Read More

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