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    Software Design for Mobile & Desktop
Sharing Without Arguement
Main Screens of YourTurn: Main countdown screen for tracking turn sequence and timer (left). Timer screen with "sleep button" (middle). Character editor/picker (right).
When two or more kids are handed an iPhone or an iPad to share they eventually begin fighting over whose turn it is to play—"It's my turn!!!" is their mantra. To a parent's aggravation they are constantly called upon to mitigate the argument over whose turn it is.

Your Turn was designed to solve this problem by creating a fun and interactive timer to track and notify children when it is time to switch turns.

Using a fun animal theme, each child is assigned a farm animal avatar. The parent can set different allotted play times for each child (e.g. younger children may need less time than older kids). The order can be rearranged at anytime. It is possible to skip over any child who is currently not playing by turned their avatar into "sleep mode".
Once setup, by simply pressing the "Start" button the timer begins the countdown for the first player. After time is up the farm animal for the next player sounds-off, thereby alerting the next player that they are up. A screen notification pops up as well telling the current player to hand the phone off to the next child. A happy agreed handoff then ensues. Problem solved! Sharing without argument.
Application icon: designed for the iPhone/iPad home screen, this icon has to live in over seven places in the iOS ecosystem at various resolutions. Left image is actual size example.
Application Assets: Created in Adobe Illustrator all textures, icons and characters are original artwork. These examples are zoomed beyond actual resolution to show care and attention to detail.
Character samples in wireframe view: By designing the artwork with vector bézier curves the illustrations are able to be upscaled to any size. This production strategy allows for the artwork to be platform agnostic.
YourTurn incorporated several deliverables in the planning process: personas, mental models, scenarios, wireframes, task flows, app maps, wireframes and prototypes.
Application Map: Created in the very beginning of application development, this map was essential in understanding the smoothest UX experience. Emphasis was put into this early stage so that development time would not be wasted.
User Friendly Mail Client For Kids and Entry-Level Users
RealMail's main screen.
RealMail takes the "mail metaphor" used in most email clients to its full and logical conclusion to create an intuitive, fun and easy way to interact with email messages.

RealMail looks at the meta data of each mail message and assigns specific icons to each message to reflect its content. For instance, messages that contain large attachements are given a wooden crate icon to signify the large file attachement. Small, short messages are given a post-it note icon to detail the limited content therein. Messages with photo attachements (.jpg, .gif, .png) are represented by a manila envelope icon. These helpful icons play to the mental model new users bring to their use experience. Several other features mimic the physical experience of sending and receiving actual mail to help users understand and succesfuly send their electronic mail.
RealMail is designed to run as a desktop application on personal and tablet based computers.