Data analysis & visualisation
Data is the sheet music on paper; visualisation is the sound of an orchestra playing it.
nike basketball led court and training app
Turning a basketball court floor into an LED screen for Nike not only allowed us to create and play some amazing visuals on it, but it also created an interactive coaching tool for teams to use - with live feedback and data collection for analysis.
A coach could create drills on a tablet app, which were then visualized on the court as instructions and cues for players.
Motion sensor technology tracked the players and data was relayed back to the app letting the coach know how close to the target instructions the players were.
mvno global data insights (R Programming/Shiny apps)
I created dashboards using R programming and responsive web-based Shiny Server Apps to help a mobile virtual network operator (MVNO) better understand its customers and have a regular, pulsed health-check of its commercial performance.
SUPR-Q analysis (much like SUS but focused on digital experiences) was used to get feedback on aspects of the digital experience that included, trust, credibility, ease of use, attractiveness and whether users would recommend the brand service and products (NPS).
Click here to see an early prototype of the Shiny app dashboard
GLOBAL REVENUE heat map
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The company's weekly revenue by country: Data from the SAP Hybris eCommerece platform, data warehouses and the Huawei Online Charging System (OCS) was transformed into geolocated, dynamic visualizations.
Week-on-week changes are green if stable or positive and red if negative. The timeline plays as an animation, which can be controlled, to show changes and provide rapid insights.
People who normally would not review the weekly data (or saw it in a table format) were more likely stop and look at large digital screens with these visualizations and have more frequent and engaging conversations about the data.
LIVE DATA EARLY WARNING SYSTEMS
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Data from Adyen, a third party payment service provider, was visualised to show the regular heartbeat of payments. If an irregularity occurred it was seen before the effect was felt in the next financial review.
Threshold warnings were implemented to send notifications if the performances were below (or above) expected levels.
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One day we got feedback that "some customers in the Netherlands were having issues making payments on mobile phones". Without clear guidance on the issue someone concocted a very complicated solution to monitor screens on several different devices and alert us if "they didn't look correct". All at a very high cost, in terms of money, effort and time.
As an alternative solution I built this view of macro conversions, payments completed, faceted by device and browser types. It was soon obvious, from looking at the data, that there was an anomaly in iPhone payments on Safari.
More than that, we now had an early warning system for different platforms, devices and browsers.
EXPEREINCE BENCHMARKING: SUPR-Q
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A monthly health-check of the customer experience based on Jeff Sauro's SUPR-Q analysis. It is similar to SUS and NPS analysis but more specific to online products.
SUPR-Q analysis (much like SUS but focused on digital experiences) was used to get feedback on aspects of the digital experience that included, trust, credibility, ease of use, attractiveness and whether users would recommend the brand service and products (NPS).
The graphs animate over time with desired positive movement in the bar charts and spots, growing, getting brighter and moving to the top-right of the scatter plot.
ubs investment bank - neo
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Looking into the future of what its clients will need from their Investment Banking partners, UBS decided to undertake a ground-breaking initiative. Working with a team of 36 UX designers we created UBS Neo, an entirely new approach to investment banking client engagement. UBS Neo is a platform that unifies and delivers the very best of UBS; its people, content, research, trading ideas, pricing and execution capabilities. It was developed to provide the firm’s clients with a seamless cross-asset experience, and a fully integrated cross-functional experience, all in one place.
BBC - data for visually impaired users
In 2005 the UK government set out to digitise the school curriculum and make it available online. The idea was to turn learning into interactive games that children would fine engaging.
My challenge was to create science based games for children with visual impairments. With access to a user group of 7 year olds, visually impaired students and sound engineers at the Royal National institute for the Blind (RNIB), we set about creating a universe of audio-based science games.
We were able to mimic quadraphonic, 3 dimensional sound, from basic stereo headphones, using technology created by a Danish company which recreated the vibrations of sound on the skull, as it came from different directions. We don't only listen with our ears but with the bones in our head! When sound moves it bounces off the skull in different distinctive patterns.
The result was a suite of 5 audio games ranging from a soundscape, in which the users walked and interacted with characters. Sound beacons like waterfalls, using the doppler effect oriented users in space. To quote on of the 7 year olds "There is nothing online like this for us". It was one of my most enjoyable and fulfilling projects: also a completely different way of "visualizing" data and understanding the accessibility gap.