ExhibitCrafter XR application logo.

ExhibitCrafter XR Prototype

The Project:
Technology teams at museums need tools to help them create extended reality (XR) and digital content quickly and at an affordable price. Such a product would allow museums better to manage their resources, costs, and time, as well as extend their reach. The following project suggests a design for ExhibitCrafter XR, an XR toolset application that allows content creators to create a virtual environment while using a VR headset. Using ExhibitCrafter XR, museum content creators can use templates in the application to render pre-created 3D environments and assets to build a compelling museum experience that visitors can walk through, interact with, and experience firsthand. These users can also utilize a built-in library of official objects and user-generated objects to create their scenes, in addition to uploading their own personally created 3D assets.

  • Duration: 12 weeks
  • Methods: Double diamond design methodology, agile design, moodboards, user interviews, surveys, and task analyses, user personas, user stories, sketches, wireframes, mockups, prototypes, research
  • Tools: Figma, Photoshop, Illustrator, Google Forms and Docs

Context:
The ExhibitCrafter XR project development process utilized agile and double diamond design methodologies to produce a prototype following 6 two-week sprints. A final prototype storyboard, research paper, and pitch deck were produced as a result of this process. A breakdown of each work sprint follows:

Development Process:

Preparations: The first sprint was used as a planning sprint. During Sprint 1, the team met to discuss the project, defined the development scope, and created a plan for the project. Individual team members concentrated on particular study areas, added resources, and conducted related research that was used to produce a literature review (included in the final research paper). The team looked at similar content offerings on the market and explored museum VR trends, focusing on a case study of the PLUGGY Cultural Heritage platform. The PLUGGY platform is an EU-led research project that aims to build social networks around cultural heritage platforms and to enable everyday people to shape their own digital cultural footprint. PLUGGY includes a social web portal as well as a series of content-authoring applications centered on augmented reality (AR), geolocation, 3D sonic, and gaming that allow people to create, archive, and share their cultural artifacts and experiences.


PLUGGY Homepage The PLUGGY cultural heritage platform.

Sprint Overview: The second sprint was the design sprint. This focus of Sprint 2 was to continue our research into the PLUGGY case study and determine potential redesigns for that platform. During this time, the team identified potential areas where applications that promote cultural heritage can be used to improve the museum experience. The team ideated and came up with an idea for a gesture-based VR content creation system, which could be used by museum employees to quickly create XR experiences for their visitors.


Moodboard: The team created moodboards to help identify the look and feel of the application. From a development environment and UI perspective, we were inspired by existing 3D modeling software such as Unity, Blender, Autodesk Maya, Autodesk 3DS Max, and Unreal Engine. When considering manipulation controls, we were influenced by the gesture based controls of the UI depicted in the science-fiction film Minority Report as well as the classic children’s book Harold and the Purple Crayon. When determining the functionality for “construction” objects, we looked to the information architecture and functionality from The Sims game series. Finally, inspiration was taken from the historically accurate environments created in the Assassin’s Creed series. View Moodboard


Moodboard Moodboard for the ExhibitCrafter XR application.


User Personas: The team created user personas that identified primary and secondary goal users for the application. The primary intended users of the ExhibitCrafter XR application are content creators who develop museum exhibits, including individuals on digital/tech teams that work for the museum. The purpose of ExhibitCrafter XR is to allow technically proficient employees who do not have experience with 3D/XR modeling software to quickly onboard themselves and create environments for visitors to explore. Secondary users of the ExhibitCrafter XR application include technically proficient individuals who are interested in creating VR environments for games and entertainment. These “XR creation hobbyists” do not have 3D/XR modeling skills with programs such as Unity, but can make use of the existing templating structure and provided library of objects to render XR environments that provide fun, game-like experiences. View User Personas


Primary User Persona Primary user persona for the ExhibitCrafter XR application.

Secondary User Persona Secondary user persona for the ExhibitCrafter XR application.

Sprint Overview: We focused on developing an initial paper mockup of the ExhibitCrafter XR application. The purpose of this mockup was to serve as an early minimum viable product. A minimum viable product (MVP) is the smallest version of a product that can be released to the market. The team’s goal this sprint was to develop a simple product that could be used in user testingWe focused on developing an initial paper mockup of the ExhibitCrafter XR application. The purpose of this mockup was to serve as an early minimum viable product - the smallest version of a product that can be released to the market. The team’s goal this sprint was to develop a simple MVP that could be used in user testing to validate the product concept with real users, collect feedback that guides application development, and determine viability.


Concept Art: Initial sketches and videos were developed to detetermine the look and feel of the ExhibitCrafter XR user experience, focusing on environment pages and menu structure. View Concept Art | View Concept Video 1 | View Concept Video 2


Intitial concept art for the ExhibitCrafter XR application.

Paper Prototypes: The team created paper prototypes to help guide the product ideas and associated user flows. Hand-sketched “screens” were created to represent the digital product. View Paper Prototypes


Paper prototypes for the ExhibitCrafter XR application.

Sprint Overview: User evaluation is a crucial part of application design and was the focus of Sprint 4. User evaluations for the ExhibitCrafter XR prototype were conducted by observing users complete a series of tasks with the paper prototype, interviewing testers, and having them complete a questionnaire before the testing and a post-test survey. For usability testing, the team designed three user task scenarios for testers. When taken together, the three tasks (or "user stories") represent a full task flow in which a user creates a terrain, creates two construction objects on this terrain, creates a tree object on the terrain, and then changes the color of the leaves on the tree object. This task flow evaluates how well the users intuitively understand the menu structure as well as understand the application purpose and capabilities as a VR environment/exhibit creation tool. In addition to completing user tasks, users took part in pre- and post-evaluation surveys and a final interview.


Images from User Evaluation Sessions


Results: Participants were excited to see how the menu architecture and user flow would work in the paper prototype version of the ExhibitCrafter XR application. User interaction was limited to hand movements and gestures, allowing the team to focus on which gestures and menu structure would enable users to complete their desired tasks quickly and efficiently. Users focused on dragging and dropping paper elements to complete specified tasks. Evaluations revealed some user pain points, such as users not wanting to hold anything in their hands while interacting with the VR scene and users preferring to use gesture based controls for interaction instead of traditional VR controllers.


Constraints: While the evaluation provided criticial feedback for the team, the evaluation was not without constraints. Testing was limited since users were not tested within a VR environment/headset but through static images and short videos. As a result of these testing environment limitations, users were be required to use their imaginations to visualize, anticipate interactions, and experience the application, which can lead to significant variations based on the individual and their prior experiences. Test users were also limited in that they were not able to walk through or look in various directions as they would while using a VR application.


Sprint Overview: The purpose of this Sprint was to help to ensure that the product meets the needs of the end user. The user evaluations conducted in Sprint 4 provided valuable insights into how users planned to interact with ExhibitCrafter XR and what their preferences and expectations are. By taking this feedback into account, the development team made redesign changes to the product with the aim of improving the user experience and making the product more successful. As a result of user feedback, a redesigned storyboard with defined users tasks/stories was developed. View Storyboard 1 | View Storyboard 2 | View Storyboard 3

Images from User Storyboards

Sprint Overview: The goal of Sprint 6 was to produce a final research report that details the reseaerch, development, testing, and discovery processes and to also create a final pitch deck for ExhibitCrafter XR.


Final Research Report: The research report explores the potential design and development of a virtual reality content creation application. The report outlines:

  • A definition of the project
  • A literature review of similar research projects
  • An overview of the project work sprints
  • An explanation of the project and user evaluation methodology
  • An analysis of user evaluation results
  • Research findings, future design ideas, and areas for continued research
  • View Final Research Report

Pitch Deck: The following pitch deck is a visual presentation used to explain the idea and development process for the ExhibitCrafter XR prototype. The purpose of this deck is to provide an overview of the application concept, demonstrate the potential platform capabilities, and top provide a proof of concept for a gesture-based, first-person VR content creation tool. The deck contains slides that describe the application idea, the team, the market opportunity, project development, user evaluation processes and takeaways, final conclusions, and areas for continued focus. View Full Pitch Deck


Retrospective:
This experience provided a great learning opportunity to address the technical challenges modern museums face when adopting XR experiences. The final prototype, research paper, and pitch deck identify best design practices for future VR content-creation applications.

  • Conclusions: This research study has demonstrated the potential of virtual reality applications used to create immersive VR museum experiences. The study also showed that a virtual reality application such as ExhibitCrafter XR can provide a more immersive learning experience than traditional methods of education and entertainment. As a result of the user evaluation process and project development of ExhibitCrafterXR, the team has come to several conclusions of what target users want out of a VR content creation tool:
    1. Users want to be able to preview content in real-time. The ability to have users to quickly and easily adjust their content while they are creating presents a significant benefit in conserving time and resources. Previewing the content in real-time would also help users visualize their creations and make adjustments as necessary. This would be especially beneficial for users who are new to VR content creation and need to get a better understanding of how their content will look and feel.
    2. Users want seamless integration of 3D modeling tools in a VR workspace. Users loved the integration of 3D modeling tools in the VR space. Currently, most VR content creation applications only allow users to create content on a separatre computer. By incorporating 3D modeling tools in a first-person perspective, users are able to create immersive 3D worlds and objects without having to jump between modes. This opens up a whole new realm of possibilities for VR content creators and makes the content creation process much more dynamic and engaging.

  • Future Design Ideas & Areas for Additional Research: Several redesign ideas emerged from user research and the development process of the ExhibitCrafter XR prototype. These suggestions for future designs and features were gleaned from surveys of users, interviews with experts, and analysis of existing product features and use cases. The various redesign ideas that emerged from this research and their potential implications for the product or service are also included. These redesign ideas consider the practicality of implementing the proposed ideas and the potential effects these changes might have on user experience. Future researchers and designers of a VR content creation product should pursue:
    1. Integrating interactive and scripted content. This would allow for exhibits that respond and adapt to user input and changes based on the user’s actions. This could include interactive games, puzzles, dialogue, participation in narratives, or other experiences that require the user to interact with the content in order to progress. This would add an extra dimension of engagement to the content and would be a great way to create unique and engaging experiences.
    2. Ensure gesture controls are intuitive and user-friendly. The use of a gesture-based system means that the issues that come with an over-bundled menu or those that necessitate more complicated hardware can be avoided. Because of the significance of these gesture-based controls, future designs must ensure that these controls are easy-to-understand. This means that the interface should be intuitive and understandable without the need for extensive tutorials or guides. Future designs must figure out ways to ensure that users can quickly and easily create content without having to spend time learning how to use an application.
    3. Validate effectiveness of VR learning experiences in teaching concepts. Immersive Virtual Reality (VR) learning experiences are shown to increase learning in the classroom, but additional research would be needed to validate the same is true in more infotainment-oriented museum experiences. Still, the finding that VR learning experiences can be used to create a more engaging learning environment and encourages active participation from students would likely carry over. Additional research on if VR learning experiences can also be used to help bridge the gap between traditional learning methods and technology is also needed.

Rinse & Repeat mobile laundry service application logo.

Rinse & Repeat Laundry App

The Project:
Rinse & Repeat Laundry is a mobile laundry service for SUNY Oswego college students, with plans to expand to additional college towns and other densely populated areas. Rinse & Repeat customers will use the service to schedule pickups of dirty laundry which are then washed, dried, folded and brought back to customers in pleasing, convenient packaging at a predetermined time. The company will utilize a mobile service with a connected smartphone application that keeps users aware of when pick-ups and drop-offs are carried out. In this way, Rinse & Repeat offers the unique ability to pick up dirty laundry and drop off clean loads with accurate wait times and organized scheduling. Rinse & Repeat is a convenient, mobile laundromat for those on-the-go! For an additional fee ($2.00 per item), shirts/dresses can be dry-cleaned and ironed for customers as well.

  • Duration: 4 weeks
  • Methods: Customer surveys, interviews, user personas, sketches, wireframes, mockups, prototyping, research, marketing SWOT analyses
  • Tools: Figma, Photoshop, Illustrator, Atom

Context:
Rinse & Repeat is the perfect mobile solution for busy students who are looking for a convenient way to take care of their laundry needs. The application allows users to order and pay for laundry services from their phone, providing convenient pickups and drop-offs of laundry at pre-determined times. Rinse & Repeat offers competitive pricing, reliable service, and quick turnaround times, so you can get your laundry done without ever leaving the comfort of your dorm.

The Process:

Competitor Analysis: Initial customer research has indicated that the existing laundry situation at Oswego is lacking, which provides for an innovative opportunity. In addition to the laundry facilities in residential dorms, Oswego has two laundry service storefronts and two self-serve laundromats within driving distance of the college campus. The laundry service stores charge a relatively high rate for their regular laundry services, an exceptionally high rate for dry cleaning and ironing, and are not conveniently located. The laundry facilities in dorms are free for students but have several negative characteristics:

  • There are a limited number of washing/drying machines and a large student population. For example, Oneida Hall has in excess of 360 residential students and only 20 laundry machines available for use (10 washers, 10 dryers).
  • The laundry machines in the dorms are used frequently and often break; repairs are not made quickly.
  • Students do not have a way to protect their laundry from theft - there are no locks on the machines, there are limited cameras observing the area, and students often leave their laundry unattended for extended periods of time.
  • The laundry machines are relatively new but are used so often that they frequently break and/or are less efficient due to overuse.
  • Students must wash and fold the laundry themselves, which can take a significant amount of time and is usuallt completed in an amateur fashion.

The self-serve laundromat services offered in Oswego possess similar negative characteristics, and also charge for their use:

  • Customers risk theft of their property if they do not sit and wait to finish their laundry cycles.
  • Customers must spend the time manually doing their own cycles and waiting in an environment that often does not provide wifi or access to outlets.
  • Customers must transport their laundry to and from the store - many customers (especially students) do not have cars.

Rinse & Repeat offers more transparency into the progress of orders, provides a more convenient option for students since they do not have to clean their own clothes or pick them up themselves, is an affordable option, and offers deals for loyal customers. Due to these market characteristics, we strongly believe that students would be willing customers for a mobile laundry service.


SWOT Analysis: A SWOT analysis is a strategic planning tool used to evaluate the Strengths, Weaknesses, Opportunities, and Threats related to a business or project. It is a useful technique for understanding the marketplace and informing future decisions fora business or product idea. To this end, a SWOT analysis was performed on the Rinse & Repeat application, with the following findings:


SWOT analysis of the Rinse & Repeat mobile application.

User Persona: A user persona is key for for developing ane application and is used to help the development team better understand the needs of target users. The persona helps the team to identify user goals and motivations, assess user needs, and prioritize features and functions that will be included in the Rinse & Repeat application. This information is used to create a product that is tailored to the needs and preferences of the user base and provide a better user experience. Download User Persona


User persona design for the Rinse & Repeat mobile laundry service application.

Marketing Strategy: Existing customers would include SUNY Oswego college students and employees. Generally, these customers are young, high-tech, don't have cars, and are too busy (or unprepared) to clean laundry themselves. Rinse & Repeat plans to market to this audience through:

  • Influencer Marketing: Rinse & Repeat will identify influential on-campus students with large social media followings and recruit them to create advertisements and marketing content that increase brand awareness. These influencers will either be paid a rate per social media post or be given free laundry services for their partnership. As a result of building brand awareness, audiences and customers become more trusting of Rinse & Repeat, and loyal followers may become paying customers. Influencer marketing can lead to organic growth and reach, and is particularly effective with our young, tech-savvy target audience. Offering influencers a referral code that generates desirable rewards based on the number of customers they attract will motivate them to promote the product.
  • Word-of-Mouth: Using word-of-mouth marketing is a cost-effective and efficient way to advertise, attract, and retain customers. This will be achieved by promoting viral content, using localized social media marketing, attracting campus influencers as brand ambassadors/content creators, rolling out an optimized SEO strategy, promoting deals for first-time customers, and recruiting college students and professors as early employees.
  • Content Marketing:
 Using content marketing it is an efficient and relatively cheap marketing strategy - it helps to close deals with buyers, creates long-term value for the company and its customers, and generates more customer traffic. A 2017 study conducted by the Content Marketing Institute indicates that content marketing is 300% more effective at generating leads as compared to paid search advertising, demonstrating its cost-effectiveness. Rinse & Repeat content marketing will utilize the existing keywords that customers use in this industry, such as “laundry service near me”, “laundry service company”, “laundry delivery”, and “laundry app.” Content can include stories from influential customers/earlyvangelists (students on campus), freelancers, AI tools, and the founders themselves.
  • First Purchase is Free Deal: The hardest part of attracting new customers is getting them to sign up and continue using the application. By offering a free first purchase (up to $20 value), customers will be motivated to sign up for Rinse & Repeat and will experience first-hand the benefits of the service. A deal like this will also help spread word-of-mouth marketing as customers share the news with their friends.

Mid-Fi Mockup: The following mockup for ther Rinse and Repeat application includes pages for the services offered, starting and tracking laundry orders in real-time, a digital schedule with GPS tracking, and a user profile. Download Mockup


Mockup design for the Rinse and Repeat mobile laundry service application.

The following pitch deck is a visual presentation used to explain the idea for the Rinse & Repeat mobile laundry service and application. The purpose of this deck is to provide an overview of the business concept, demonstrate the potential of the venture, and convince potential investors to invest in the company. The deck contains slides that describe the business proposal, the team, the market opportunity, competitor analysis, product strategy, financial projections, legal concerns, an explanation of the application mockup, and any other relevant information that investors need to make an informed decision. View Full Pitch Deck


The following business report includes a summary of Rinse & Repeat's objectives, a description of the business issue and the context in which it exists, a detailed analysis of the issue and competitors, relevant data and information, financials, staffing plans, marketing strategies, legal conerns to address, and more. It also provide an executive summary that includes the main points and conclusions of the report. The report also explains the business purpose and scope, as well as any background information that is necessary to understand the business problem. View Full Business Report

Retrospective:
This experience provided a great learning opportunity to address business challenges and identify best practices for future service-centered design applications.

  • Challenges: The biggest challenge with the development of Rinse & Repeat was validating that there is product-market fit for the application and determining the key user tasks that the application provides for.
  • Next Steps: The application design is at a place where user testing would yield interesting and informative feedback for future iterations. From the business service standpoint, the plans are in place to set up a low cost minimum viable product (MVP) that would facilitate testing the viability of the concept and validating customer interest. This MVP would allow Rinse & Repeat to get feedback from users early in the product development lifecycle, helping inform decisions about the product design and features. Seeking initial funding and starting the build-measure-learn feedback cycle would also be next steps for the business.

DailyHealth health application logo.

Case Study: The DailyHealth Fitness Application

The Project:
Each year, millions of people attempt to get into better physical shape. However, these plans frequently backfire: According to a recent study, nearly 73% of those who make fitness resolutions give up before achieving their goals. This design challenge can be reframed in the following question: How might we encourage busy Americans to start and stick with a health program?

  • Duration: 3 weeks
  • Methods: Surveys, interviews, user personas, card sorting, sketches, wireframes, mockups, prototyping, user testing, heuristic evaluations
  • Tools: Figma, Photoshop, Illustrator, Atom

Context:
People are busy. With tight schedules and expensive gym memberships, it becomes very difficult for many to take the time to go to the gym and cook healthy recipes in the kitchen. With an overload of health information that is often contradictory, people get confused about how to start and overwhelmed about how to plan their exercise/diet, and give up trying as a result. It is obvious that one solution does not fit all users. To address these issues, I set about creating a mobile application that would allow busy Americans to find and take part in easy-to-understand workouts and diet plans customized to their goals and lifestyle.

The Process:

Competitor Analysis: To gain a better understanding of the marketplace, it was first important to understand competitor products. In order to identify areas for opportunity, I analyzed two popular health applications, Map My Fitness and MyFitnessPal. I discovered that both apps are more focused on either exercise or nutrition (and not both), come over-bundled with features, and have areas of information overload. As a result of this design, beginners are often overwhelmed when using these applications and don’t have the time to devote to learning exercise/nutrition science, let alone the product itself.


User Interviews: 8 interviews were conducted to gain insights into what potential users think about exercise, nutrition, and existing health applications. Features were identified to address common issues users were challenged by in these areas. User stories were created to better understand user needs and planned uses for the DailyHealth application.

User Persona: Based on my research and the results of the user interviews, I created user personas based on common user needs and characteristics. To consider common needs and frustrations, these personas were used to create user stories and to drive a user-centered design process. Download User Persona


User persona design for the DailyHealth application.

Lo-Fi Wireframes: The following wireframes highlight the core features that were planned for when first designing DailyHealth. These initial designs were adapted from sketches and converted into Figma wireframes. Download Wireframe


Intitial wireframe design for the DailyHealth application.

Mid-Fi Mockup: The following mockup adds design elements such as colors, font choices, graphics, and styles, as well as an example page that shows exercise details for the user, a design that could be reused for other content. Download Mockup


Mockup design for the DailyHealth application.

Hi-Fi Prototype: The following Figma prototype adds design interactions, overlays, modals, and confirmation screens, as well as some additional pages/features, including bar code scanning, exercise walkthroughs, cooking walkthroughs, and setting up goals and workout/nutrition plans. View Prototype


First slide - DailyHealth home page.
Second slide - DailyHealth track workout page.
Third slide - DailyHealth exercise details page.

Usability Testing: This prototype was then tested for usability. Through user testing, I was able to identify and improve features that users found compelling, as well as address issues that they were facing. Users were observed as they completed application tasks that touched on the main features of the app. By analyzing the results of the usability tests, key takeaways for the product were identified:

  • Have all navigation buttons on the bottom of the app
  • Switch buttons so that positive actions are on the right side
  • Adjust some contrast colors

Retrospective:
This application provided a great learning opportunity to address challenges and identify best practices for future user-centered design projects.

  • Challenges: My biggest challenge was in finding a target pool of sample users to test the usability of the application. I found that most of the users I included in the testing process were not even interested in using a health-based application - just 2 of the 8 testers expressed interest in such a product. This made the task of visualizing the product and envisioning an ultimate end user more difficult. As a result, the primary user tasks identified for inclusion in DailyHealth may represent the desires of a biased sample.
  • Areas for Improvement: The structure I assumed would be self-evident to users included some ambiguities, such as having two menus across the top instead of all based in a navigation bar at the bottom of the screen. This broke conceptual models established by other health applications. In addition, I used Figma for my wireframe, mockup, and prototype - ideally, I would have been able to use Adobe XD and an application like Balsamiq to get a more well-rounded development experience.
  • Next Steps: There are additional steps I can take to further develop DailyHealth. Continuing to add more prototype screens that show the full spectrum of functionality, increasing usability testing and applying these tests to a larger target population, integrating data feeds of meal and exercise options, and continuing to iterate with the user's needs in mind would be the next primary development focus.

Piero's Italian restaurant logo.

Piero's Italian Cuisine

Tradition, family, and flavor has been at the heart and soul of Piero’s authentic Italian cuisine since opening in 1982. Built from traditional Italian recipes and high-quality seafood, customers and critics regularly award Piero’s with “Best of Las Vegas” accolades for their famous menu and service. My services for this website include:

  • Design mockups, develop site theme, look & feel, and write the code
  • Mobile-first development and Wordpress configuration
  • Blog migration and Yelp SeatMe integration
  • Creation of a Piero’s pitchdeck for sales presentations
  • Reconfigure Google Analytics, SEO, and search console
  • Implement leads and conversion tracking
  • Manage website launch, QA testing, and post-launch audit fixes
Down Town Sports Club logo.

Down Town Sports Club

Down Town Sports is a state-of-the-art basketball facility in Mahwah, NJ, and home of the New Jersey Gym Ratz AAU basketball program. DTS offers sports tournaments and leagues for all ages, fall and summer bootcamps, after-school programs, and space for your next party or event. My services for this website include:

  • Design mockups, develop site theme, look & feel, and write the code
  • Mobile-first development and Wordpress configuration
  • Blog migration and WooCommerce online store integration
  • Reconfigure Google Analytics, SEO, and search console
  • Design logo and marketing materials
  • Implement leads and conversion tracking
  • Manage website launch, QA testing, and post-launch audit fixes
GL Homes residentiasl communities' logo.

GL Homes

For more than 37 years, GL Homes has created exceptional communities and built quality residences in Florida's most desirable locations. There are more than 63,000 people living in GL homes throughout Florida. Assets I designed for the company website include:

Logo for MoverInvetory application.

MoverInventory

MoverInventory is a pocket companion that has everything warehouse managers need to minimize workloads, maximize employee efficiency, and regain complete control of their storage inventory. You can:

  • Provide complete visibility to item inventory at anytime, from any place
  • Print job-specific labels with corresponding QR codes so items can be scanned at any step in the transportation process
  • Utilize automatic calculations of quotes, item inventory by volume and weight, fuel costs, and other estimates
  • Generate custom reports based on factors such as time, cost, volume, weight, warehouse, worker and more
We Ship application logo.

We Ship

We Ship is an auto transport and vehicle shipping application for transportation brokers, auto dealers, and car carriers. You can:

  • Post and search for vehicles with the click of a button
  • Carriers get complete shipping information - origin, destination, vehicle description, ship date, company name and phone, etc
  • All members can get details about any company in the system, including contact information, equipment and insurance (for carriers), and ICC & MC number IDs
  • Mobile App Prototype
Road Runner truck logo.

Road Runner Quote Generator

This is a nifty little quote generator with responsive CSS animations tailored to different ZIP codes and regions.

Moving truck animation.
UX Omnitech logo

UX Omnitech

UX Omnitech is a provider of software and services, offering unique solutions in the SMAC (social, mobile, analytics, cloud), B2B, and Saas (Software as a Service) spaces.

  • UX Omnitech takes care of the full software development lifecycle, from planning, implementation, and testing, to documentation, deployment, and maintenance
  • Expert consultants in software development, data-driven analytics, brand awareness and sales, SEO, content creation, and social media strategy
The WWII History Project foundation logo.

The World War II History Project

The WWII History Project is a 501(c)(3) non-profit preserving the stories of WWII veterans for the education of people across the world. Site features include:

  • Access nearly six-years worth of interviews with dozens of US, UK, French, and German veterans
  • View thousands of archive documents, including original records, photos, letters, journals, audio recordings, and videos
  • Track the progress of current projects, such as documentary films, eBooks, and public education modules
Sphere Technology Solutions logo.

Sphere Technology Solutions

Sphere works with Fortune 100 companies to remediate data, close security gaps, and meet compliance requirements. Core features of the primary products, 'SphereEngine' and 'SphereFeed', include:

  • Identify broken and disparate databases, datasets, spreadsheets, user- and group-hierachies, and other security vulnerabilities
  • Leverage 3rd party applications like Splunk to find relationships with events and activites based on factors such as time, location, or custom searches
  • Visualize trends and characteristics with custom dashboards, charts, and reports
Madison Performance Group company logo.

Madison Performance Group

Madison provides clients with the tools to identify, reward, and incentivize employees. In additon to custom recognition and rewards applications, Madison offers 'Maestro', a configurable cloud-based CMS suite with a bevy of features:

  • Create, design, initiate and track all of your recognition and sales incentive programs under one branded platform
  • Use integrated single-sign on security to create different types of recognitions, set rewards criteria, and manage large groups of users
  • Participate in activity streams and leaderboards that enable users to see how they compare alongside others in the organization
Beamly company logo.

Beamly

A social television app available for mobile devices, tablets, and the web. App features include:

  • Convert your device into a smart TV controller, with an interactive guide and contextual blurbs providing trivia, fun facts, cast info, and recommendations for similar content
  • Play themed games against friends and other users
  • Interact with show castmembers via Twitter and Facebook APIs
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